D&D 5E The Full Pregenerated Character Repository

Originally posted by BoldItalic:

Grimfund of Black Keep.jpg

Grimfund of Black Keep
1st-Level Mountain Dwarf Fighter
Medium Male Humanoid

Armour Class 18 (Chain Mail and Shield)
Hit Points 12 (1d10+2)
Speed 25 feet
Sense Darkvision
Str 20 (+5) Dex 11 (+0) Con 15 (+2)
Int 8 (-1) Wis 12 (+1) Cha 11 (+0)
Alignment Neutral
Languages Common, Dwarvish, Halfling

TRAITS
Background - Noble (Grandson of the Warden of Black Keep)
Feature: Position of Privilege
Proficiency (+2)
Tools: Mason's Tools, Gaming Set (Dice)
Saving Throws: STR, CON
Second Wind
Fighting Style: Protection
Darkvision
Dwarven Resilience
Stonecunning

SKILLS
Acrobatics +2, History +1, Intimidation +2, Persuasion +2

WEAPON ATTACKS
Battleaxe
+7 to hit, 1d8+5 slashing
versatile (d10)
Two Hand Axes
+7 to hit, 1d6+5/1d6 slashing
light, thrown, range(20/60)

EQUIPMENT
Backpack, Bedroll, Mess Kit, Tinderbox, Torches(10), Day's Rations(10), Waterskin, Hempen Rope - 50ft, Fine clothes, Signet Ring, Scroll of Pedigree, 25gp
Trinket: A gemstone that looks like a lump of coal when examined by anyone but you.

PERSONAL CHARACTERISTICS
Traits: Grimfund has a regal bearing. No-one could doubt that he is a cut above the unwashed masses, but he doesn't like to get his hands dirty. He won't be caught dead in unsuitable accommodation.
Ideal - Family. Blood runs thicker than water.
Bond: Grimfund's loyalty to his sovereign is unwavering.
Flaw: Grimfund too often hears veiled insults and threats in every word addressed to him, and is quick to anger.

BACKSTORY
Grimfund set out from his home in the Stone Mountains some months ago, to travel to the East Range Mountains. He is an emissary from his grandfather, who is seeking a trade agreement with Dwarf-Lord Filmûn Gold-Cracker. When he reached Redcott last week, he decided to stay for a short while to sample the local ales, which are famous far and wide for the strength of the brew. He took the King's Suite at the Laughing Kobold Arms, which was adequate. Now it is time to move on. Luckily, there is a caravan going his way so he can ride on a wagon to the next town and not have to get his boots dirty walking all the way.


Not Legal for Organised Play (Adventurers League) [Stats were rolled]
 
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Originally posted by Plaguescarred1:

Human_M%2056.jpg


Artun Felec
1st-level Half-Elf Bard
Medium Male Humanoid

Armor Class 15 (studded leather armor)
Hit Points 10 (1d8)
Speed 30 ft.
Sense darkvision 60'
Str 08 (-1) Dex 16 (+3) Con 14 (+2)
Int 12 (+1) Wis 10 (+0) Cha 16 (+3)
Alignment neutral good
Languages elf, common, undercommun
Trait
Background Spy [Criminal Contact]
Criminal Specialty: Fence
Personality Traits: Sarcasm and insults are my weapon of choice.
Ideal: Aspiration. I work hard to be the best there is at my craft.
Bond: I protect those who cannot protect themselves.
Flaw: I have trouble keeping my true feelings hidden. My sharp tongue lands me in trouble.
Proficiency (+2)
Tools: Musical Instruments (lute, flute, horn), Thieve's Tool, Gaming Set (dice)
Saving Throws: Dexterity +5, Charisma +5
Skill Acrobatics +5, Deception +5, History +3, Persuasion +5, Stealth +5
Fey Ancestry
Spellcasting (Save DC 13, +5 to hit with spell attacks)
Cantrip (at-will) - friends, vicious mockery
1st Level (2/day) - cure wounds,dissonant whisper, sleep, thunderwave
Naturally Stealthy
Bardic Inspiration
Actions
Melee Attacks— Rapier: +5 to hit (reach 5 ft.; one creature).
Hit: 1d6+3 piercing damage
Ranged Attack—Hand Crossbow: +5 to hit (range 30/120 ft; one creature).
Hit: 1d6+3 piercing damage
Ranged Attack—Vicious Mockery DC 13 Wisdom saving throw (range 60 ft; one creature).
Hit: 1d4 psychic damage and disadvantage on the next attack roll it makes before the end of its next turn.
Equipment: a set of dark common clothes including a hood, rapier, handcrossbow, 20 bolts, dagger, hat with bright red feather, studded leather armor, Harper pin, a backpack including: a horn, thieves' tools, hammer, 10 pitons, a hooded lantern, 2 flasks of oil, 5 days rations, a tinderbox, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it, crowbar and a belt pouch containing 15 gp
Artun [ar-TON] was born in 1467 DR in Melvaunt in the Moonsea from a modest family of rug traders, the Felec. There he lived an ordinary life until he left to become a spy for the Harpers, passing himself as a fence in Phlan's underworld to do information gathering. Artun has long brown hair and eyes, a small goatee and a big hat adorning a bright red feather. He prides himself as one of the finest swashbuckler in the Moonsea, which often brings him into duel with other challengers who wants to prove him wrong. Artun is an acrobatic, agile combattant with loaded cockyness and disarming manners, which makes him popular among the ladies but not so much among rivals. He is prone to take risk being flamboyant, both in love affairs and other more dangerous situations.
 
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Originally posted by Whir:

Jin Wei
1st level Human Fighter
Medium Male Humanoid
Armor Class 16 (chainmail)
Hit Points 12 (1d10+2)
Speed 30 ft.
Sense Normal
Str 17 (+3) Dex 13 (+1) Con 15 (+2)
Int 8 (-1) Wis 10 (+0) Cha 12 (+1)
Alignment chaotic neutral (follows Xia Wei's orders unquestioningly)
Languages common, giant
 
TRAITS
Background - Former Thug
    Feature: Give Me Shelter -- Even if lost, alone and copperless, Jin can find shelter from the elements in the back alleys and dark places of the city and enough food and water to live on day-to-day.
Proficiency (+2)
    Gaming Set (Dice)
    Artisan's Tools (Cook's Utensils)
    Saving Throws: Strength, Constitution
Great Weapon Fighting
Second Wind
 
FEATS
Heavy Armor Master
 
SKILLS
Athletics (+5), Intimidation (+3), Perception (+3), Religion (+1), Survival (+2)
 
ACTIONS
Melee Attacks— Greatsword: +5 to hit (reach 5 ft; one creature).
Hit: 2d6+3 slashing damage
 
EQUIPMENT
chainmail armor, greatsword, traveling silks, backpack, bedroll, silk blanket, rations (10 days), waterskin, hempen rope (50'), fishing tackle, hunting trap, mess kit, tinderbox, whetstone, skinning knife
 
BACKGROUND
Jin Wei grew up in the streets, just another orphan in the mess of urchins. His size let him bully the smaller and get away with taking the best spoils for himself when he ran with the pack.

One day Jin saw a sprig of a girl wearing silks and walking the streets alone. He meant to muscle the girl out of her money, but instead found out what an aspiring cleric's martial training can do to an untrained street kid. Instead of calling the guards, Xia helped Jin to his feet and gave him a silver coin. Realizing he'd been bested in not only strength but in spirit, he immediately swore his loyalty to Xia and promised to protect and serve her from that day forward.

<snip long background> Eventually, he was allowed to train with the paladins of Xia's temple, and while he excelled in the physical aspects, he could never master the divine.

Jin wears silks similar to Xia's over his chainmail, which was a gift from the paladins at the temple for his perserverence despite his lack of talent for the divine. His greatsword is well-used, bought third or fourth hand from a slum dealer, and covered in dents and chips from battle. Despite the sword's condition, he cares for it as if it were a family heirloom, polishing and honing it daily.
 
Jin is tall and well-muscled with a fair complexion. He is methodical in most aspects of his life, practicing his combat drills every morning and reading his book of Chang'e's teachings -- a gift from Xia -- each night before rest. He departs from this in one aspect: Xia herself. He will throw any caution aside if she asks it and would fight to the death by tooth and claw if necessary to protect her. Any insult towards her will bring Jin's hands to his sword, but a single word from Xia will also calm him.
 

Originally posted by Whir:

A tribal forest gnome eldritch knight strays far from his home when wanderlust strikes him. 1st, 4th, 8th, 12th, 16th and 20th level versions are presented for your convenience. There may be math mistakes, you have been warned.
Grindax (grin-dax) Battlehummer
1st level Gnome Fighter
Small Male Humanoid
Armor Class 15 (studded leather)
Hit Points 12 (1d10+2)
Speed 25 ft.
Sense Darkvision 60’
Str 12 (+1) Dex 16 (+3) Con 14 (+2)
Int 15 (+2) Wis 10 (+0) Cha 8 (-1)
Alignment chaotic good
Languages common, gnomish
 
TRAITS
Background - Forest-born
    Feature: Wanderer (Outlander background)
    Proficiency (+2)
    Artisan's Tools (Leatheworker's Tools)
    Herbalism Kit
    Saving Throws: Strength, Constitution
Gnome Cunning
Natural Illusionist
Speak with Small Beasts
Duelist
Second Wind
 
SKILLS
Acrobatics (+5), Nature (+4), Stealth (+5), Survival (+2)
 
ACTIONS
Melee Attacks— Rapier: +5 to hit (reach 5 ft; one creature).
Hit: 1d8+5 piercing damage
Ranged Attack— Shortbow: +5 to hit (range 80/320 ft; one creature).
Hit: 1d6+3 piercing damage
 
SPELLS
Cantrips: Minor Illusion
Prepared Spells: -
 
EQUIPMENT
studded leather armor, rapier, shortbow, quiver with 20 arrows, backpack, component pouch, fishing tackle, grappling hook, hammock, hunting trap, mess kit, rations (3 days), silk rope (50’), tinderbox, torch (5), waterskin
 
BACKGROUND
Personality Traits: I’m driven by a wanderlust that led me away from home. I place no stock in wealthy or well-mannered folk. Money and manners won’t save you from a hungry owlbear.
Ideal: Life is like the seasons, in constant change, and we must change with it.
Bond: My clan is the most important thing in my life, even when they are far from me.
Flaw: I am slow to trust members of other races, tribes, and societies.
 
Grindax Battlehummer, levels 1, 4, 8, 12, 16 & 20
 

Originally posted by Whir:

Kursh Lowtone, Half-orc Bard

BACKGROUND (GUILD ARTISAN - Feature: Guild Membership)
Kursh, a bastard child, was evicted from his home at 12 when his mother married a (very) minor nobleman. On the streets, he found employment at a guild cargo dock and eventually joined the guild as an apprentice woodcarver. At 15, a bard commissioned him specifically to do a detail on the front of a lute. The bard was so impressed with the work that he arranged a deal between the local college and the guild for instrument detailing and repair. The bard took Kursh under his wing and taught him how to play the lute and utilize his powerful baritone voice in song and speech.
 
Now Kursh travels under his guild's banner, using his entertainment (and intimidation if necessary) skills to secure contracts for the guild and wealth for himself. He is not one to start a fight, but he will happily end it with sword and spell. Though skilled in persuasion and deception, he does not use his skills to take advantage of good people. He sees no immorality in fleecing the corrupt or evil.

Personality Traits: I believe that anything worth doing is worth doing right. I can’t help it -- I’m a perfectionist. I always want to know how things work what makes people tick.
Ideal: Everyone should be free to pursue his or her own livelihood.
Bond: I owe my guild a great debt for forging  me into the person I am today.
Flaw: I’m never satisfied with what I have -- I always want more.
 
1st level Half-orc Bard
Medium Male Humanoid
Proficiency Bonus +2
Armor Class 12 (studded leather)
Saves Dexterity, Charisma
Hit Points 10 (1d8+2)
Speed 30 ft.
Sense Darkvision 60’
Str 16 (+3) Dex 10 (+0) Con 14 (+2)
Int 8 (-1) Wis 12 (+1) Cha 15 (+2)
Alignment chaotic neutral
Languages common, orc, elven
 
TRAITS
Relentless Endurance
Savage Attacks
Spellcasting
Bardic Inspiration
 
SKILLS
Animal Handling (+3), Deception (+4), Insight (+3), Intimidation (+4), Performance (+4), Persuasion (+4)

PROFICIENCIES
Artisan’s Tools (Woodcarver’s Tools)
Musical Instrument (Drum)
Musical Instrument (Lute)
Musical Instrument (Lyre)
 
ACTIONS
Melee Attacks— Longsword: +5 to hit (reach 5 ft; one creature).
Hit: 1d8+3 slashing damage
Ranged Attack— Shortbow: +2 to hit (range 20/60 ft; one creature).
Hit: 1d6 piercing damage
Spell Attack— Vicious Mockery: wisdom save DC 12 (range 60 ft; one creature)
Failed Save:
1d4 psychic damage, disadvantage on next attack roll by end of next turn
Spell Attack— Dissonant Whispers: wisdom save DC 12 (range 60 ft; one creature)
Failed Save: 3d6 psychic damage, must use reaction to move as far away from caster as possible; Successful Save: half psychic damage
Spell Attack— Thunderwave: constitution save DC 12 (origin: self; 15 ft cube; creatures in area)
Failed Save: 2d8 thunder damage, target is pushed 10 feet away; Successful Save: half thunder damage
 
SPELLS
Cantrips: Dancing Lights, Vicious Mockery
Prepared Spells: (1st Level 2/day) Cure Wounds, Dissonant Whispers, Healing Word, Thunderwave
 
EQUIPMENT
studded leather, longsword, shortbow, quiver with 20 arrows, backpack, bedroll, blanket, chalk, component pouch, drum, entertainer’s clothes, mess kit, steel mirror, pouch, rations (10 days), signal whistle, soap, tinderbox, torch (5), waterskin, woodcarver's tools
 
DESCRIPTION
Kursh is as burly as his half-orc brethren, but keeps fastidiously clean when possible. His skin is a light grey-green, in contrast with his jet black hair and beard. He keeps his hair short and swept back and his beard trimmed neatly. Kursh’s eyes are green. Unlike most half-orcs, he has no scars proudly bore and the scars he does have, he keeps covered. He does not look down on the more barbaric of his kind, though they often do him.

Kursh dresses smartly, in solid colors of silk (when not in armor) and uses accessories to catch his patrons’ eyes. His is fond of simple rings of precious metals, and has gold emerald earrings in both ears.
 
Kursh, levels 1, 4, 8, 12, 16 & 20 (in progress)
 

Originally posted by swurvDESN:

bard_skald.jpg

 
Baird
 
aka Kaspar, Nobleman of Baldurs Gate
 
aka Scion of Tethir the twice slayer of dragons
 
1st-level Half-Elf Bard 
Medium Male Humanoid
Armor Class
 14 (studded leather armor)
Hit Points 10 (1d8)
Speed 30 ft.
Senses Darkvision to 60' 
Str 8 (-1)  Dex 15 (+2)  Con 14 (+2)
Int 12 (+1)  Wis 10 (+0)  Cha 17 (+3)
Alignment chaotic neutral 
Languages common, elvish, draconic
 
TRAITS
Background - Charalatan
    Feature: False Identity - Kaspar Earl of Darromar
    Favorite Scheme: I Insinuate myself into peoples lives to prey on their weaknesses and secure their fortunes.
Proficiency (+2)
   Tools: Disguise Kit, Forgery Kit, Lute, Horn, Drum
   Saving Throws: Dexterity, Charisma
Spellcasting (Cantrips Known 2, Spells Known 4, Spell Slots 1st - 2)
Bardic Inspiration (d6)
 
SKILLS 
Deception +5, Acrobatics +4, Performance +5, Persuasion +5, Stealth +4
 
ACTIONS
Melee Attacks— Rapier:
 +4 to hit (reach 5 ft.; one creature). 
Hit: 1d8+2 piercing damage 
 
EQUIPMENT
a rapier, studded leather armor, entertainers pack, a forgery kit, a horn, a set of fine clothes including a hat, a healing potion and a pouch containg 22 gp.
 
PERSONAL CHARACTERISTICS
Traits: Sarcasm and insults are my weapon of choice. I have a joke for every occasion especially at inappropriate times.
Ideals: I'm determined to make something of myself. (Neutral)
Bond: Being the grandchild of a renowned dragonslayer is usually a good way to impress people, but just last week a gang of ruffians attacked you. You barely escaped with your life, but as you fled the ruffians told you that the Cult of the Dragon never forgets and always avenges. You're hoping to lie low in a sleepy little town called Greenest, until this blows over.
Flaw: I'm always in debt. I spend my ill gotten gains on decadent luxuries faster than I bring them in.
 
BACK STORY
TBD
 

Originally posted by Whir:

Rekish, Dragonborn Monk
 
BACKGROUND (FOLK HERO — Feature: Rustic Hospitality)
Rekish grew up a ward of the monastery in a small town with an inconsequential name. Left by unwilling parents, orphan of war, or part of some great prophecy, she has never been told how she arrived.
 
Her draconic heritage obvious, her biological weapon had never manifested at the age of 16. On an overcast day, walking home to the temple from the village with food and supplies, she encountered a few seedy men harassing a woman and her two small children. As any good person might, Rekish tried to intervene, but was quickly overpowered by the bandits. Pinned and helpless, she could do nothing but watch while the other men began tearing at the woman’s clothes, her children frozen in terror. She felt a fury well up from inside of her and as she started to scream, a bolt of electricity crackled from her open jaws, mortally wounding the two would-be rapists. The third man ran in fright, freeing Rekish to help the woman and her children back to town.
 
Personality Traits: I judge people by their actions, not their words. If someone is in trouble, I’m always ready to lend help.
Ideal: People deserve to be treated with dignity and respect.
Bond: I protect those who cannot protect themselves.
Flaw: I have trouble trusting in my allies.
 
1st level Dragonborn Monk
Medium Female Humanoid
Proficiency Bonus +2
Saves Strength, Dexterity
Armor Class 14 (unarmored)
Hit Points 9 (1d8+1)
Speed 30 ft.
Sense Normal
Str 15 (+2) Dex 14 (+2) Con 12 (+1)
Int 10 (+0) Wis 15 (+2) Cha 9 (-1)
Alignment Lawful good
Languages Common, draconic
 
TRAITS
Draconic Ancestry (Bronze)
Breath Weapon (Lightning)
Damage Resistance (Lightning)
Unarmored Defense
Martial Arts
 
SKILLS
Animal Handling (+4), Athletics (+4), Insight (+4), Survival (+4)
 
PROFICIENCIES
Artisan’s Tools (Calligrapher’s Supplies)
Vehicles, land
 
ACTIONS
Melee Attack— Spear: +4 to hit (reach 5 ft; one creature)
Hit:
1d6+2 piercing damage
Martial Arts Bonus Attack— Unarmed Strike: +4 to hit (reach 5 ft; one creature)
Hit: 1d4+2 bludgeoning damage
Ranged Attack— Dart: +4 to hit (range 20/60; one creature)
Hit: 1d4+2 piercing damage
Breath Weapon Attack— Lightning: reflex save DC 12 (origin: self; 5 by 30 ft. line; creatures in area)
Failed Save: 2d6 lightning damage; Successful Save: half lightning damage
 
SPELLS
Cantrips: -
Prepared Spells: -
 
EQUIPMENT
traveler’s outfit, spear, dart (10), backpack, bedroll, blanket, healer’s kit, mess kit, pouch, rations (5 days), tinderbox, waterskin
 
DESCRIPTION
Rekish is on the small side for a dragonborn but her ascetic lifestyle has left her lithe with corded muscles peeking through her thick hide. Her skin is a reddish bronze and her scales tinged with a bronzed blue on the outer edges. Her eyes are gleaming gold and glitter with ferocity when something upsets her.

Rekish dresses in simple traveler’s clothes and wears no jewelry aside of the simple iron hair ring of her monastic order, which she wears on a barbel instead.
 
 
Rekish, Levels 1, 4, 8, 12, 16 & 20
 

Originally posted by Danny_Montanny:

Thanks to Plaguescarred for the idea!
grin.gif

Maybe an awoken black bear Barbarian next?
2iadfrm_1.png

Akazuma
3rd-level Shadow Monk, Medium humanoid (human "awoken wolf"), lawful neutral
 
Armor Class 15
Hit Points 21 (3d8 + 3)
Speed 50 ft.

   STR          DEX         CON
14 (+2)     16 (+3)     12 (+1)
   INT           WIS         CHA
10 (+0)     14 (+3)      8 (-1)
 
Saving Throws Str +4, Dex +5
Skills Acrobatics +5, Athletics +4, Perception +4, Stealth +5, Survival +4
Senses passive Perception 14
Languages Common, Dwarvish, Elvish, Orc
Challenge 1 (200 XP)
 
Equipment.[UNKNOWN=#comment]: <!--MEDIA-WRAPPER-START-1-->
A shortsword, 4 daggers, a black leather harness, and a headband representing his clan.
 
Feat. Mobile: When Akazuma uses the Dash action, difficult terrain doesn't cost him extra movement on that turn. When he makes a melee attack against a creature, he doesn't provoke opportunity attacks from that creature for the rest of the turn, wheather he hits or not.
 
Proficiency. (+2) Akazuma is proficient with simple weapons, shortswords, and the drums.
 
Unarmored Defense. While Akazuma is wearing no armor and not wielding a shield, his AC is 15.
 
Martial Arts. Akazuma gains the following benefits while he is unarmed or wielding only monk weapons and he isn't wearing armor or wielding a shield:
  • He can use Dexterity instead of Strenght for the attack and damage rolls of his unarmed strikes and monk weapons.
  • He can roll a d4 in place of the normal damage of his unarmed strike or monk weapon.
  • When he uses the Attack action with an unarmed strike or a monk weapon on his turn, he can make one unarmed strike as a bonus action.
Ki. Akazuma's training allows him to harness the mystic energy of ki. He has 3 ki points that he can spend on various ki features. When he spends a ki point, it is unavailable until he finishes a short or long rest, and the end of which he draws all of his expended ki back into himself. He must spend at least 30 minutes of the rest meditating to regain his ki points. Some ki features require his target to make a saving throw to resist the feature's effect. That saving throw DC is 12.
 
Unarmored Movement. Akazuma's speed increases 10 ft. while he is not wearing armor or wielding a shield.
 
Deflect Missiles. Akazuma can use his reaction to deflect or catch the missle when he is hit by a ranged attack. When he does so, the damage he takes from the attack is reduced by 1d10 + 5. If he reduces the damage to 0, he can catch the missile if it is small enough for him to hold in his mouth and his mouth is free. If he catches a missile in this way, he can spend 1 ki point to make a ranged attack with the weapon or piece of ammunition he just caught, as part of the same reaction. He makes this attack with proficiency and the missile counts as a monk weapon for the attack.
 
Ki Features: Akazuma has access to the following benefits when spending ki points:
  • Flurry of Blows. Immediately after he takes the Attack action on his turn, he can spend 1 ki point to make two unarmed stikes as a bonus action.
  • Patient Defense. He can spend 1 ki point to take the Dodge action as a bonus action on his turn.
  • Step of the Wind. He can spend 1 ki point to take the Disengage or Dash action as a bonus action on his turn, and his jump distance is doubled for the turn.
  • Shadow Arts. As an action, he can spend 2 ki points to cast darkness, darkvision, pass without trace, or silence, without providing material components. Additionally, he gains the minor illusion cantrip.
 
ACTIONS
Bite or Unarmed Strike.
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1d4 + 3 piercing or bludgeoning damage.
Shortsword.
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1d6 + 3 piercing damage.
Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60, one target. Hit: 1d4 + 3 piercing damage.
 
PERSONAL CHARACTERISTICS
Background. Outlander (Ninja clan)
Feature. Wanderer
Trait.
I watch over my friends as if they were a litter of newborn pups. I once ran twenty-five miles without stopping to warn my clan of an approaching attack.
Ideal.
Honor. If I dishonor myself, I dishonor my whole clan.
Bond.
I am the last of my clan, and it is up to me to ensure their names enter legend.
Flaw.
I remember every insult I've ever recieved and nurse a silent resentment toward anyone who's ever wronged me.
 
BACK STORY
Akazuma (ah-KAZ-oo-ma) was selected as a pup, for his natural cunning and strength, to undergo one of the finest honors his clan could bestow. A ritual of magic was performed, giving him the intelligence of a man and the ability to speak. From then on he was a full fledged member of the clan, trained along side the other youths, and taught the secret art of Ninjitsu. Just like all members of the clan he was taught the use of the ninjatō (shortsword) and kunai (dagger), but without the ability to grasp a weapon he had to learn how to skillfully wield them using his jaws. He was also taught how to effectively use his natural weapons, his jaws and paws, to strike with more might than most would think possible. More than just martial training, he was also taught how to use the energy residing in his own body to acomplish great feats of speed and steath. This was all to prepare him for what would come next. War. His entire clan was a secret village that could be hired by those, with enough coin, that wished to wage a covert war on their enemies. Though they were soldiers for hire, the clan held to a strict code of honor. They would not kill innocents and wouldn't fight those they deemed unworthy to battle. This ultimately would be their undoing. While out on a solo mission he learned that a recently turned down lord had resented their rebuff and planned on slaughtering their village with his army. He raced home as fast as he could, but alas, he was too late. Though they fough hard, and afflicted many casualties to their enemy, the villige was murdered to the last man. Horrified and heartbroken, Akazuma did the only thing he could, he ran. Now he wanders, looking for those that he could call family again, and increasing his skills so he could one day return and exact his revenge on the merciless lord who slaughtered his people. Akazuma is a fierce warrior and still holds to his strict code of honor. As such, he is a stalwart protector of those he finds honerable and a savage enemy to those that would besmirch that honor.
 

Originally posted by iserith:

chuckdagger.jpg



humanmale.png

(VTT Token)

CHUCK DAGGER
1st-level Human Rogue
Medium Male Humanoid

Armor Class 15 (studded leather armor)
Hit Points 9 (1d8)
Speed 30 ft.
Sense Normal
Str 11 (+0) Dex 16 (+3) Con 13 (+1)
Int 15 (+2) Wis 09 (-1) Cha 14 (+2)
Alignment neutral
Languages common, halfling, thieves' cant

TRAITS
Background - Criminal
Feature: Criminal Contact
Criminal Specialty: Burglar
Proficiency (+2)
Tools: Thieve's Tool, Playing Cards, Disguise Kit
Saving Throws: Dexterity, Intelligence
Sneak Attack (+1d6)

SKILLS
Acrobatics +7 (expertise), Athletics +2, Deception +4, Investigation +4, Sleight of Hand +5, Stealth +7 (expertise).

ACTIONS
Melee Attacks— Dagger: +5 to hit (reach 5 ft.; one creature).
Hit: 1d4+3 piercing damage
Ranged Attack—Dagger: +5 to hit (range 20/60 ft; one creature).
Hit: 1d4+3 piercing damage

EQUIPMENT
studded leather armor, ten daggers, thieves' tools, burglar's pack, a crowbar, a set of dark common clothes including a hood, Poncho Cloak's rabbit's foot (trinket), and a belt pouch containing 15 gp.

PERSONAL CHARACTERISTICS
Trait: "I don't pay attention to the risks in a situation. Never tell me the odds."
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: "Something important was taken from me, and I aim to steal it back."
Flaw: "An innocent person is in prison for a crime that I committed. I'm okay with that."

BACK STORY
Chuck Dagger once had a partner, another rogue by the name of Poncho Cloak. Together, they were known as Poncho & Dagger. Poncho hasn't been seen around in a long time since a falling out between he and Chuck. Some say that Chuck set him up for a big fall because Poncho was always getting top billing when it came to notoriety on heists. Others say that Poncho tried to get in between him and his love, Vanciana Feyzalez(x). Chuck denies it all, but still has lingering feelings for Vanciana even though he had to leave her for her own protection.

Chuck is currently being sought by Marshal Heeling(x) for a crime he most certainly did commit, but knows he might need the marshal's help for dealing with a bigger, more dangerous criminal soon to make big moves in the West.
 
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Originally posted by Whir:

Maes
BACKGROUND (CRIMINAL — Criminal Specialty: Infiltrator;
Feature: Criminal Contact)
Once the son of an up-and-coming noble, Maes has spent the last five years infiltrating and systematically killing a gang of hired thugs. A rival noble hired the gang to kidnap and torture Maes’s parents for information that could be used to discredit them. The gang took it too far, killing Maes’s father and then raping and beating his mother to death. Maes was beaten and left for dead as well.

Laying in a gutter, bleeding internally, and waiting to die, Maes began to have visions. The visions were alien to him and he could not comprehend their meaning at the time. One recurring image kept him clinging to life: vengeance and the power to carry it out. And he wanted that power.

When he woke again, he was still lying in the gutter, but his wounds had healed. He felt renewed vigor, as though the alien visions had granted him some new understanding and stamina. It has taken years since then, but he has finally executed the last of the gang. Now he looks for a new purpose and to learn more about the powers that he has been granted.

Personality Traits: I always have a plan for what to do when things go wrong. I seethe at the slightest insult and plan my revenge on the fool.
Ideal: I will avenge those who cannot avenge themselves, even if I have become evil to do so.
Bond: I will return honor to my family’s name and bring down our rivals by any means necessary.
Flaw: When faced with a choice between revenge and my allies, I always choose revenge.
1st level Human Warlock
Medium Male Humanoid
Proficiency Bonus +2
Armor Class 12 (studded leather)
Saves Wisdom, Charisma
Hit Points 10 (1d8+2)
Speed 30 ft
Sense Normal
Str 8 (-1) Dex 10 (+0) Con 14 (+2)
Int 12 (+1) Wis 14 (+2) Cha 16 (+3)
Alignment Chaotic evil
Languages Human, infernal
 
TRAITS
Otherworldly Patron - Great Old One
    Awakened Mind
Pact Magic

FEATS
Spell Sniper
 
SKILLS
Arcana (+3), Deception (+5), Insight (+5), Perception (+4), Stealth (+2)
 
PROFICIENCIES
Gaming Set (Dice)
Thieve’s Tools
 
ACTIONS
Melee Attack— Spear: +1 to hit (reach: 5 ft; one creature)
Hit: 1d6-1 piercing damage
Ranged Attack— Light Crossbow: +2 to hit (range: 80/320; one creature)
Hit: 1d8 piercing damage
SPELLS
Cantrips: Chill Touch, Edlritch Blast
Prepared Spells: (1st Level 1/day) Dissonant Whispers, Witch Bolt
 
EQUIPMENT
 
DESCRIPTION
Maes is tall and frail and his skin almost so pale as to be translucent. His preternaturally white hair spills from his scalp in fine layers, framing a gaunt face inset with pale yellow eyes. The knobs of his elbows and knees tend to jut out from his clothing, giving him the appearance of a marionette with no strings.

Though a traditional physical oddity, Maes has a clear grasp of fashion and usually dresses in fine clothing reminiscent of whatever society he finds himself among. He has a tattoo of an eye framed by strange symbols on the inside of his right wrist, a gift -- and brand -- from whatever being granted him his powers.
 

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