D&D 5E The Full Pregenerated Character Repository

Originally posted by Plaguescarred1:

gnom__blog_by_marschelarts-d6q8kut.jpg

 
Stern Sentinel Draglarodarrgarthian
3rd-level Gnome Paladin
Small Male Humanoid

Armor Class 17 (studded leather, shield)
Hit Points 25 (3d10)
Speed 25 ft.
Sense darkvision 60'   
Str 08 (-1)  Dex 16 (+3)  Con 13 (+1)  
Int 12 (+1)  Wis 12 (+1)  Cha 14 (+2)
Alignment lawful neutral
Languages gnomish, dwarvish, common, small beast
Trait 
Gnome Cunning
Natural Illusionist
Speak With Small Beast
Background Guild Artisant [Guild Membership]
   Guild Business: Armorer.
   Personality Traits: I believe that anything worth doing is worth doing right. I can’t help it— I’m a perfectionist.
   Ideal: Respect. Community. It is the duty of all civilized people to strengthen the bonds of community and the security of civilization.
   Bond: One day I will return to my guild and prove that I am the greatest artisan of them all.
   Flaw: I’m horribly jealous of anyone who can outshine my handiwork. Everywhere I go, I’m surrounded by rivals.
Proficiency (+2)
  Tools: Artisant tool (smith's tools)
  Saving Throws: Wisdom +3, Charisma +4
Skill Insight +3, Perception +4, Persuasion +4, Religion +3 
Divine Sense
Lay On Hands
Dueling Fighting Style
Spellcasting  (Save DC 12, Spell Attack +4)
  Cantrip (at-will) - minor illusion
  1st-level (3/day) - cure woundsdivine favor, protection from evil & good*, sanctuary*, thunderous smite
Divine Smite
Divine Health
Sacred Oath of Devotion
Channel Divinity: Sacred Weapon, Turn The Unholy
Actions
Melee Attacks— Shortsword: +5 to hit (reach 5 ft.; one creature). 
Hit: 1d6+5 piercing damage / 1d6+2 piercing damage
Ranged Attack—Sling +5 to hit (range 30/120 ft; one creature). 
Hit:  1d4+3 bludgeoning damage 
Equipment: studded leather armor, shield engraved with a holy symbol of Gaerdal Ironhand (a steel band worn on the right forearm), open face helm, 2 shortswords, sling with 20 bullets, backpack, bedroll, mess kit, 50 feet of hempen rope, tinderbox, 10 torch, ration 10 days, waterskin, winter blanket, smith's tools, a letter of introduction from the Bludgeonkin Armorer's guild, a set of traveler’s clothes, map containing half of a floorplan for a castle, and a belt pouch containing 15 gp
Draglarodargarthian [DRAG-la-ro-DAR-GARRE-cien] was born during the mid 1400's DR in a a shallow burrow in the Rathgaunt Hills, located due east of Lake Lhespen and the Shaar.Built on a short but solid stature, Draglarod (often simply called to "Drag") has long grey-white hair and sideburns, striking blue eyes  and bulbous large nose typical of all gnomes. He was raised in a Temple of Gaerdal Ironhand called Shield of the Rathgaunt Hills, a fortified subterranean stronghold formed from worked caves serving as both houses of worship and defensive fortifications. Draglarod entered paladinhood and climbed the rank up to Stern Sentinel as a stalwart defender of the Forgotten Folk. Draglarod is also member of The Shields of the Golden Hills, an organized militant order of Gaerdalite devoted to protecting gnomes outside Forgotten Folk communities and so he is rarely found within the Shield nowadays, instead traveling across the realms and helping, protecting and defending gnomes whenever he can.
 

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Originally posted by bid:

Kyna
3rd-level Half-Elf Nature Cleric
Medium Female Humanoid
Armor Class 18 (chain mail + shield)
Hit Points 24 (3d8)
Speed 30 ft.
Sense darkvision 60'
Str 13 (+1) Dex 08 (-1) Con 14 (+2)
Int 12 (+1) Wis 16 (+3) Cha 14 (+2)
Alignment chaotic good
Languages common, elvish, and 3 more
Background Acolyte [Shelter of the Faithful]
 Personality Trait: Nothing can shake my optimistic attitude.
 Ideal: Charity. I always try to help those in need, no matter what the personal cost. (Good)
 Bond: I owe my life to the priest who took me in when my parents died.
 Flaw: My piety sometimes leads me to blindly trust those that profess faith in my god.
Trait
 Fey Ancestry
Proficiency (+2)
 Saving Throws Wisdom +5, Charisma +4
 Skill History +3, Insight +5, Nature +3, Perception +5, Persuasion +4, Religion +3, Survival +5
Spellcasting (Save DC 13, Spell Attack +5)
 Cantrip (at-will) - shillelagh*, guidance, sacred flame, spare the dying
 1st-level (4/day) - animal friendship*, speak with animals*, bless, cure wounds, detect magic, shield of faith
 2nd-level (2/day) - barkskin*, spike growth*, aid, hold person
Channel Divinity: Turn Undead, Charm Animals and Plants
Actions:
Melee Attacks - Quarterstaff: +3 to hit (reach 5 ft.; one creature).
Hit: 1d6+1 bludgeoning damage
Melee Attacks - Shillelagh: +5 to hit (reach 5 ft.; one creature).
Hit: 1d8+3 bludgeoning damage
Ranged Attacks - Light Crossbow: +1 to hit (range 80/320 ft.; one creature).
Hit: 1d8-1 piercing damage
Equipment: A quarterstaff, chain mail, light crossbow and 20 bolts, a priest's pack: (a  backpack, a blanket, 10 candles, a tinderbox, an alms box, 2 blocks of incense, a censer, vestments, 2 days of rations, and a waterskin), shield, holy symbol (a gift to you when you entered the priesthood), a prayer book or prayer wheel, 5 sticks of incense, vestments, a set of common clothes, and a belt pouch containing 15 gp
 

Originally posted by Akeisha:

althaea-ilphelkiir-%28wood-elf-sorcereress%29-%28600-450%29.jpg

 
Note: I am posting Althaea's full stats in their entirety and in a manner that will allow for direct transfer/copying to the official character sheets (with a homebrewed sheet with lines 'added' in as the 3rd page out of 4). Hopefully, I will not be 'burned at the stake' for breaking away from the normal presentation format used in this thread.
 
Page 1
 
Character Name: Althaea Ilphelkiir (Gemblossom)
Class & Level: Sorceress (Sorcerer), 1
Background: Hermit
Race: Wood Elf
Alignment: Chaotic Good
Experience Points: 0 (Goal: 300)
Sex: Female, Medium Humanoid
 
Left Column
 
Strength: 11 (+0) Dexterity: 13 (+1) Constitution: 16 (+3)
Intelligence: 11 (+0) Wisdom: 15 (+2) Charisma: 16 (+3)
 
Inspiration: 0
Proficiency Bonus: +2
 
Saving Throws: Strength (+0), Dexterity (+1), Constitution* (+5), Intelligence (+0), Wisdom (+2), Charisma* (+5)
 
*Denotes Class Proficiency
 
Skills: Acrobatics (+ 1), Animal Handling (+ 2), Arcana* (+ 2), Athletics (+ 0), Deception (+ 3), History (+ 2), Insight (+ 2), Intimidation (+ 3), Investigation (+ 2), Medicine* (+ 4), Nature (+ 2), Perception** (+ 4), Performance (+ 3), Persuasion* (+ 5), Religion* (+ 2), Sleight Of Hand (+ 1), Stealth (+ 1), Survival (+ 2)
 
*Denotes Proficiency
**Denotes Racial Proficiency
 
Passive Wisdom (Perception): 14
 
Proficiencies & Languages
 
Armour: None
 
Weapons: Daggers, Darts, Slings, Quarterstaffs, Light Crossbows PLUS: Weapons available to Althaea due to her ‘Elf Weapon Training’ (Proficiency with Longswords, Shortswords, Longbows, and Shortbows)
 
Tools: Herbalism Kit (+2 Proficiency On Rolls When Using This Kit)
 
Languages: Common, Elven, and Sylvan
 
Middle Column
 
Armour Class: 11
Initiative: +1
Speed: 35 Feet
Current Hit Points: 9 (1d6 + 3 from Constitution Bonus)
Temporary Hit Points: 0
Hit Dice (Total): 1d6
 
Attacks & Spellcasting
 
Longsword (Melee) -- Attack Bonus: +2 -- Damage Type: 1d8 Slashing, 1d10 Versatile -- (Reach 5 Feet, One Creature)
 
Shortbow (Ranged) -- Attack Bonus: +3 -- Damage Type: 1d6 + 1 Piercing -- (Range: 80’/320’), Ammunition, Two-Handed
 
Dagger Part 1 (Melee) -- Attack Bonus: +2 -- Damage Type: 1d4 Piercing -- (Reach 5 Feet, One Creature), Light, Finesse (See Below)
 
Dagger Part 2 (Ranged) -- Attack Bonus: +3 -- Damage Type: 1d4 + 1 Piercing -- (Range: 20’/60’)
 
Ranged Cantrip Attacks -- Attack Bonus: +5 (2 Proficiency + 3 Charisma) -- Cantrips Affected: Chill Touch (Range: 120 Feet), Fire Bolt (Range: 120 Feet), Ray Of Frost (Range: 60 Feet)
 
Monetary Funds
 
PP: 4, GP: 6, EP: 0, SP: 12, CP: 5
 
Equipment (Armour & Weapons)
 
Armour: None
 
Weapons: Longsword, Shortbow, and Dagger
 
Right Column
 
Personality Traits: I feel tremendous empathy for all who suffer. Althaea’s feelings on this are partially the result of the accidental injury (Wild Magic Surge) to her childhood best friend.
 
Ideals: Respect --> People deserve to be treated with dignity and respect. (Good)
 
Bonds: My family and clan are the most important things in my life, even when they are far from me.
 
Flaws: I am easily distracted by the promise of information/knowledge. This is especially true if Althaea thinks the knowledge can help her better control her powers so that she never accidentally hurts another person she cares about.
 
Features & Traits
 
Senses: Darkvision (60 Feet)
 
Fey Ancestry: You have advantage on saving throws against being charmed and magic cannot put you to sleep.
 
Trance: Elves do not need to sleep. Instead, they meditate deeply, remaining semi-conscious, for 4 hours a day. (The Common word for such meditation is “trance”.) While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.
 
Elf Weapon Training: Elves have proficiency with Longswords, Shortswords, Longbows, and Shortbows.
 
Fleet Of Foot: Your base walking speed increases to 35 feet (from the normal base of 30 feet for Elves).
 
Mask Of The Wild: You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.
 
Life of Seclusion: I retreated from society after a life-altering event. Althaea’s magic (Wild Magic Surge) accidentally injured her best friend when she was younger.
 
Feature: Discovery (A Site That No One Has Ever Seen Before) --> During her time away from others as a Hermit, Althaea discovered a small spring that is brimming with wild magic. The power levels are not high, but an individual ‘could’ harness the spring’s power for minor magical purposes or uses. If the water is stored in a vessel away from the spring for more than 30 minutes, it reverts to normal water.
 
Wild Magic Surge: Starting when you choose this origin at 1st level, your Spellcasting can unleash surges of untamed magic. Immediately after you cast a sorcerer spell of 1st level or higher, the DM can have you roll a d20. If you roll a 1, roll on the Wild Magic Surge table to create a random magical effect.
 
Tides Of Chaos: Starting at 1st level, you can manipulate the forces of chance and chaos to gain advantage on one attack roll, ability check, or saving throw. Once you do so, you must finish a long rest before you can use this feature again. Any time before you regain the use of this feature, the DM can have you roll on the Wild Magic Surge table immediately after you cast a sorcerer spell of 1st level or higher. You then regain the use of this feature.
 
Page 2
 
Age: 103 Years Old
Height: 5’6”
Weight: 122 Pounds
Eye Colour: Hazel
Hair Colour: Reddish-Blonde
Appearance: Copperish Coloured Skin
 
Left Column
 
Character Appearance: See image above.
 
Character Backstory
 
Althaea’s magical powers are due to her being specially blessed by a Dryad at birth. Her early childhood was quiet and happy, but her powers did eventually manifest and caused her some problems as she struggled to learn how to control them.
 
The breaking point for Althaea came when her magic accidentally injured her best friend (Wild Magic Surge). Her friend recovered without problems and did not blame Althaea for the accident, but it was just too much for Althaea to handle.
 
So, upset and scared, Althaea decided to leave her home for a while so that she could focus on getting her powers under control without hurting anyone else she cared about. While her family and friends did not want to see her leave, they did respect her decision to do so.
 
After some time spent in isolation, Althaea has made a wonderful discovery (the secret magical spring) and gained control over her powers. The secret spring did help her while experimenting with her powers and learning to control them. She has since returned home and is now ready to seek adventure.
 
Right Column
 
Allies & Organisations: None
 
Additional Features & Traits: Althaea has no scars or unusual marks on her person. She does tend to favour clothing, colours, jewellery, and other items that lend themselves to an Autumn theme.
 
Treasure: None outside of her remaining coinage at the moment.
 
Page 3
 
Normal Equipment
 
Backpack (5 pounds), 30 pounds gear capacity
 
In Backpack: Clothes, Traveller’s (4 pounds), Rations, 5 Days (10 pounds), Waterskin (5 pounds when full), Torches, 4 (4 pounds), Tinderbox (1 pound), Sack (0.5 pounds), Herbalism Kit (3 pounds)
 
Attached To Sides Of Backpack: Quiver with 20 Arrows (2 pounds), Bedroll (7 pounds)
 
Belt Pouch (1 pound)
 
In Belt Pouch: Arcane Focus (Large Round Crystal, 1 pound), Trinket (A Shard Of Obsidian That Always Feels Warm To The Touch), Chalk, 1 Piece (0 pounds), Mirror, Steel (0.5 pounds)
 
Maximum Encumbrance: 165 pounds
Current Encumbrance: 48 pounds (Includes all weapons, equipment, etc.)
 
Page 4
 
Spellcasting Class: Sorcerer
Spellcasting Ability: Charisma
Spell Save DC: 13 (8 + 2 Proficiency + 3 Charisma)
Spell Attack Bonus: +5 (2 Proficiency + 3 Charisma)
 
Arcane Focus: Large Round Crystal
 
Cantrips Known
 
Chill Touch
 
Necromancy Cantrip
 
Casting Time: 1 Action
Range: 120 Feet
Components: Verbal, Somatic
Duration: 1 Round
 
You create a ghostly, skeletal hand in the space of a creature within range. Make a ranged spell attack against the creature to assail it with the chill of the grave. On a hit, the target takes 1d8 necrotic damage, and it cannot regain hit points until the start of your next turn. Until then, the hand clings to the target.
 
If you hit an undead target, it also has disadvantage on attack rolls against you until the end of your next turn.
 
This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
 
Fire Bolt
 
Evocation Cantrip
 
Casting Time: 1 Action
Range: 120 Feet
Components: Verbal, Somatic
Duration: Instantaneous
 
You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it is not being worn or carried.
 
This spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
 
Light
 
Evocation Cantrip
 
Casting Time: 1 Action
Range: Touch
Components: Verbal, Material (A Firefly or Phosphorescent Moss)
Duration: 1 Hour
 
You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be coloured as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action.
 
If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell.
 
Ray Of Frost
 
Evocation Cantrip
 
Casting Time: 1 Action
Range: 60 Feet
Components: Verbal, Somatic
Duration: Instantaneous
 
A frigid beam of blue-white light streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 1d8 cold damage and its speed is reduced by 10 feet until the start of your next turn.
 
The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
 
Spells Known
 
1st Level Spells
 
Burning Hands
 
1st-Level Evocation
 
Casting Time: 1 Action
Range: Self (15-Foot Cone)
Components: Verbal, Somatic
Duration: Instantaneous
 
As you hold your hands with the thumbs touching and fingers spread, a thin sheet of flames shoots forth from your outstretched fingertips. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one.
 
The fire ignites any flammable objects in the area that are not being worn or carried.
 
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
 
Mage Armour
 
1st-Level Abjuration
 
Casting Time: 1 Action
Range: Touch
Components: Verbal, Somatic, Material (A Piece of Cured Leather)
Duration: 8 Hours
 
You touch a willing creature who is not wearing armour and a protective magical force surrounds it until the spell ends. The target’s base AC becomes ‘13 + its Dexterity modifier’. The spell ends if the target dons armour or if you dismiss the spell as an action.
 
Spell Slots
 
1st Level: 2
 
 

Originally posted by iserith:

gvUBwiD.jpg

 
Red Creek Rufus
and his ornery boar companion
 
wild_boar_by_ivelin-d3ctpil.jpg

 
Belvedere
 
3rd-level Variant Human Ranger (Beast Master)
Medium Male Humanoid
Armour Class 16 (studded leather, shield)
Hit Points 25 (3d10+3)
Speed 30 feet
Sense normal
Str 14 (+2)   Dex 14 (+2)   Con 12 (+1)
Int 10 (+0)   Wis 16 (+3)   Cha 8 (-1)
Alignment Neutral
Languages Common, Elven

TRAITS
Background - Outlander (Fisherman)
   Feature: Wanderer
Proficiency (+2)
   Tools: Harmonica.
   Saving Throws: Strength, Dexterity.
Favored Enemy: Beasts
Natural Explorer (Swamp)
Archery Fighting Style
Spellcasting
Primeval Awareness
Ranger's Companion (Boar)

SKILLS
Animal Handling +5, Athletics +4, Nature +2, Perception +5, Stealth +4, Survival +5.

WEAPON ATTACKS
Trident
+4 to hit, 1d6+2 piercing  thrown (20/60), versatile (1d8)
Net
+6 to hit, no damage, thrown (5/15)
 
SPELLS
Magic Ability: WIS
MAM: +5
Save DC: 13
Spells Known (3): cure wounds, hunter's mark, speak with animals.
Spells Slots: 3
 
EQUIPMENT
Studded leather armor, shield, trident, net (x3), explorer's pack, harmonica, fishing trophy, set of traveler's clothes, fishing tackle, belt pouch with 10 gp, glass orb filled with moving smoke.
 
PERSONAL CHARACTERISTICS
Traits: I place no stock in wealthy or well-mannered folk. Money and manners won't save you from a hungry owlbear.
Ideal: Nature. The natural world is more important than all the constructs of civilization. (Neutral)
Bond: An injury to the unspoiled wildnerness of my home is an injury to me.
Flaw: I am too enamored of ale, wine, and other intoxicants.
 
BACKSTORY
Red Creek Rufus is a fisherman first and an adventurer second. While he'd rather be fishing all the time, Rufus knows that there are forces in the world that would see all his favorite fishing spots burn if they could find 'em. And though he's getting too old for this ****, he finds himself compelled to act when the despoilers of nature need to be stopped. One of his fishing spots is up around Old Owl Well and he's gotten the sense that not all is right in that area of late, having picking up the telltale signs of undead lingering in the area. Sometimes he brings his catch in to Fandango to trade for finished goods, but has been keeping clear of the place lately due to the Redbrands.
 
Red Creek Rufus' longtime companion is a cantankerous wild boar he calls Belvedere. Rufus has spent more time talking to that pig than talking to other people and he considers Belvedere a good listener and the only fan of his often shabby harmonica performances. Both Red Creek Rufus and Belvedere have a grudge against Jeremiah the Bullfrog, a local druid. Red Creek landed the biggest fish in his entire life one day - but his excitement was dashed when the fish turned into a naked man who promptly ran off with a hook in his lip. On a different occasion, Belvedere thought he found himself a mate and fell head over hooves in love, but again, it was just Jeremiah in boar form. Rufus knows that Jeremiah is up near Tumbleweed now and good riddance - he hopes the druid gets eaten by the green dragon he sensed up that way. It would serve him right.
 
(The statistics for Belvedere can be found in the DM Basic Rules.)
 

Originally posted by iserith:

don%20quixote-illustration.jpg

 
Don Coyote
3rd-level Human Paladin (Oath of the Ancients)
Medium Male Humanoid
Armour Class 18 (chain mail, shield)
Hit Points 26 (3d10+6)
Speed 30 feet
Sense normal
Str 14 (+2)   Dex 9 (-1)   Con 15 (+2)
Int 11 (+0)   Wis 13 (+1)   Cha 16 (+3)
Alignment Neutral Good
Languages Common, Elven

TRAITS
Background - Noble (Knight)
   Feature: Retainers
Proficiency (+2)
   Tools: Playing Cards.
   Saving Throws: Wisdom, Charisma.
Divine Sense
Lay on Hands
Fighting Style (Protection)
Divine Smite
Oath of the Ancients
     Feature: Nature's Wrath
     Feature: Turn the Faithless

SKILLS
Athletics +4, History +2, Persuasion +5, Religion +2.

WEAPON ATTACKS
Lance
+4 to hit, 1d12+2 piercing (reach, special)
Longsword
+4 to hit, 1d8+2 slashing (versatile d10)
 
SPELLS
Magic Ability: CHA
MAM: +5
Save DC: 13
Spells Prepared:
bless, compelled duel, cure wounds, ensnaring strike, heroism, speak with animals.
Spells Slots: 3
 
EQUIPMENT
lance, longsword, chain mail, shield, holy symbol (a windmill), explorer's pack, set of fine clothes, signet ring, a scroll of pedigree, a purse containing 25 gp, and a brass orb etched with strange runes (trinket).
 
PERSONAL CHARACTERISTICS
Traits: Despite my noble birth, I do not place myself above other folk. We all have the same blood.
Ideal: Noble Obligation. It is my duty to protect and care for the people beneath me. (Good)
Bond: I am in love with the heir of a family that my family despises - Dulce Lorenzo.
Flaw: Sometimes I confuse mundane situations for heroic stories I've read about and act inappropriately.
 
BACKSTORY
Don Hidalgo Pronto, a minor noble growing into his later years, was obsessed with tales of knights and adventures, devouring book after book in his once-great library. One day after eating a purple worm pupa floating at the bottom of a bottle of tequila distilled in Fandango(x), Don Hildalgo wandered off into the desert known as The Stain believing he was a knight-errant on a mission to rid the world of evil and demonstrate goodness by his deeds. After many trials and visions that may have shattered his mind entirely, he took on the name of Don Coyote and drew a group of ragtag retainers to his side. Together they go on quests both real and imagined throughout the region.
 
Retainers:
  • Poncho Sanza, his human squire and secretly the old partner-in-crime of Chuck Dagger(x), who is laying low after escaping from prison.
  • Cardenio the Ragged, his half-elf valet and disinherited son of a duke. He is a better poet than a valet.
  • Cervantes, his human groom who looks after the mounts when they are available. The last mounts were eaten by giants due to an oversight by Cervantes and have not yet been replaced.
 

Originally posted by swurvDESN:

Tryggvi.jpg

Tryggvi Lithyl
2nd-level Human Bard (variant)
Medium Male Humanoid
Armor Class
 14 (studded leather armor)
Hit Points 17 (2d8 hit dice)
Speed 30 ft.    
Str 8 (-1)  Dex 15 (+2)  Con 14 (+2)
Int 12 (+1)  Wis 8 (-1)  Cha 16 (+3)
Alignment True Neutral
Languages common, dwarvish

TRAITS
Background - Sailor
     Feature: Ship's Passage
    
Proficiency (+2)
     Tools: Disguise Kit, Vehicles (water)
     Saving Throws: Strength, Constitution
Feat: Healer
Bardic Inspiration
Jack of all trades
Song of rest

SKILLS
acrobatics (+4), arcana (+3), deception (+5), Stealth (+4), history (+4) performance (+5)
 
SPELLS
Cantrips
Vicious Mockery, mage hand
Level One
Cure wounds, Feather fall, Thunder wave, Sleep, Bane
 
ACTIONS
Melee Attacks— Rapier: +4 to hit (reach 5 ft.; one creature). 
Hit: 1d8+2 slashing damage 

EQUIPMENT
Studded leather armor, Rapier, backpack, bedroll, 2 costumes, 5 candles, 5 days rations, waterskin, disguise kit*, potion of healing*, 10 torches, tinderbox, mess kit, horn, component pouch, healers kit, common clothes

PERSONAL CHARACTERISTICS
Trait: I'm driven by a wanderlust that led me away from home. I stretch the truth for the sake of a good story.
Ideal: Tradition. The stories, legends and songs of the past should never be forgotten, for they teach us who we are.
Bond: I idolize a hero of the old tales, Arumark Lithyl, and measure my deeds against his.Flaw: Word has reached home I might have been in league with a Cult of the Dragon agent, I can't go home until this scandal has been resolved. That kind of trouble seems to follow me around. 
 
Back Story
Past the Whalebones Isles, across the Trackless Sea, lies Ruathym, haven of scoundrels, raiders, cutthroats, and killers in the bloodiest barbaric traditions north of the Moonshaes. As a youth, Tryggvi waited impatiently to come of age and join the seasonal southern raids of his countrymen, eagerly absorbing the tales of distant lands they brought back with the plunder. The proud raiders boasted of desperate battles at sea, of ceaseless storms and sea monsters and foreign towns cloaked in sheets of cascading flames. Tryggvi committed these stories to memory, adding his own embellishments to create an oral history for his people—vowing to one day make a place for himself within it.
Key to Tryggvi's youthful mythology was Arumark Lithyl, one of the few honorable First Axe's of Ruathym, Knight of Myth Drannor and his great-great-grandfather. Tryggvi's account of Arumarks's victory over the Luskan Navy became something of a phenomenon in the Isle's capitol settlement of Ruathym. Other skalds tried to outdo Tryggvi's telling, adding ever more fantastic feats to the story, increasing Arumark's legacy. Nevertheless, even the embellishments acknowledged the original tale as Tryggvi's as much as that of Arumark Lithyl, and the young storyteller became a minor celebrity in Ruathym. When he turned 17 later that year, Fjorin Ruthmaald, a captain of a long ship,  claimed him for his crew and appointed Tryggvi as his personal lorekeeper and legend-spinner.
Tryggvi set out on Fjorin Ruthmaald's Long Ship, the Sea Wench, among a crew of raiders with hungry eyes on the sword coast. Not a fortnight had passed when Sigbjorn, a despicable scallywag, staged a mutiny at sea. He discovered Fjorin had been smuggling goods across the sea for the Cult of the Dragon. A victorious Sigbjorn had his slain enemies thrown overboard, food for seabirds and the ravenous beasts of the sea. 
Tryggvi awoke among floating debris, near a rocky beach, to witness Fjorin's death. In his final words Fjorin implored Tryggvi to investigate the cult and undo the evil he has helped foster. He urged to begin the search in the town of Phlan. Tryggvi knows that his journeys must continue until his deeds shine like those of Arumark. Only then will the Saga of Tryggvi be complete.
*I borrowed heavily from an Iconic of paizo for this story. Erik mona's character Hakon[ATT class]/modules/file/icons/application-pdf.pngTrygvvi.pdf(x)[//ATT]
 
 

Originally posted by Plaguescarred1:

1339068472291.jpg

 
Kaeniaf'yr Nurbonnis
3rd-level Drow Sorcerer
Medium Male Humanoid

Armor Class 16 (mage armor)
Hit Points 17 (3d6)
Speed 30 ft.
Sense darkvision 120 ft.   
Str 08 (-1)  Dex 16 (+3)  Con 13 (+1) 
Int 10 (+0)  Wis 12 (+1)  Cha 16 (+3)
Alignment chaotic neutral (evil tendencies)
Languages elvish, common, undercommon
Trait 
Keen Sense
Fey Ancestry
Trance
Sunlight Sensitivity
Drow Weapon Training
Background Guild Artisan [Guild Membership]
  Guild Business: Alchemists and apothecaries
   Personality Trait: I always want to know how things work and what makes people tick.
   Ideal: Freedom. Everyone should be free to pursue his or her own livelihood.
   Bond: I will get revenge on the evil forces that destroyed my place of business and ruined my livelihood, my sisters.
   Flaw: I’m never satisfied with what I have— I always want more.
Proficiency (+2)
   Tools: Artisan's tool (alchemist's supplies)
   Saving Throws: Constitution +3, Charisma +5
Skill Arcana +12, Insight +3, Persuasion +5, Thievery +5
Spellcasting (Save DC 13, Spell Attack +5)
   Cantrip (at will) - acid splash, fire bolt, poison spray, mage hand, dancing lights*
   1st-level (4/days) - mage armor, sleep, thunderwave, faerie fire* (1/day) 
   2nd-level (2/days) - scorching ray
Wild Magic Sorcerous Origin
Wild Magic Surge
Tides of Chaos
Font of Magic (3 sorcery points)
Metamagic [Quickened Spell, Twinned Spell] 
Actions
Melee Attack— Shortsword: +5 to hit (reach 5 ft.; one creature). 
Hit: 1d6+3 piercing damage
Ranged Attack—Fire Bolt +5 to hit (range 120 ft; one creatures). 
Hit:  1d10 fire damage
Equipment: 2 shortswords, explorer's pack: backpack, bedroll, mess kit, hempen rope 50 ft, tinderbox, 10 torch, ration 10 days, waterskin, a piece of crystal that faintly glows in the moonlight. house insignia, a desintegrated piwafwi, a set of artisan’s tools (alchemist's supplies), a letter of introduction from Menzoberranzan's Alchemist guild, a set of traveler’s clothes, and a belt pouch containing 15 gp
Kaeniaf'yr [K-niaff-FYR] was born in 1372 DR in Menzoberranzan in the Underdark. He has a decrepit appearance with raggy hair, twisted teeth and weird habbits. Kaeniaf'yr is an outcast from 21st-ranked noble drow house of Menzoberranzan, which he was the alchemist for many years. Always regarded as crazed male, he was frequently tortured by female priestess of Lolth for his broken mind and deviant practices. Kaeniaf'yr is now a renegade sorcerer roaming the surface world of faerun after a disaster destroyed his laboratory during a failed experiment; a spell backfired causing a wild surge and teleporting him far away to the surface, which he always suspected was the fault of his sisters. He appeared in the Moonsea region and started to study the area and collect plants after he started to get used to the exterior sunlight.
 

Originally posted by Gungolphus:

gnome_rogue.jpg

Dargefredthula Hobnail Cobbler
8nd-level Rock Gnome Rogue (Assassin)
Small Female Humanoid
Armor Class
 16 (DEX + Ring of Protection +2)
Hit Points 67 (8d8 hit dice)
Speed 25 ft.    
Str 11 (-)  Dex 18 (+4)  Con 16 (+3)
Int 16 (+3)  Wis 13 (+1)  Cha 8 (-1)
Alignment LawfulNeutral
Languages common, gnomish

TRAITS
Background - Sailor (Pirate Variant)
     Feature: Bad Reputaton
    
Proficiency (+3)
     Tools: Disguise Kit, Navigator, Thieve's Tools, Poisoner Kit
     Saving Throws: Dexterity (+9), Intelligence (+8) [Strength +2; Constitution +5; Wisdom +3; Charisma =/-0]
 
Insight (passive) 11 
Perception (passive) 14
 
Artificer's Lore, Tinker, Darkvision, Gnome Cunning, (PHB, p.37)
 
Sneak Attack (4d6), Cunning Action, Uncanny Dodge, Evasion, Assassinate (PHB, pp. 96-97)
 
SKILLS
acrobatics (+7), athletics (+3), investigation (+6), perception (+4), slight of hand (+10), Stealth (+10)
 
ACTIONS
Melee Attacks— Short Sword: +7 to hit; 1d6+4 piercing, finesse, light (reach 5 ft.; one creature). 
Ranged Attacks— Dart: +9 to hit; 1d4+6 piercing, finesse, thrown (range 30/120) - Ammo: 1 (+2 returning, properties below)

EQUIPMENT
Weapons as above; Backpack; Ball bearings (1000); Caltrops (bag of 20); Clothing change x1; Crowbar; Grappling hook; Iron spikes (10) x1; Lantern (hooded); Magnifying glass; Telescoping Mirror; Mess kit; Potions of healing x2; Pouch x2; Rations (1 day) x10; Ring of Protection +3; Rope (50', silk) x1; Sacks x1; Tinderbox; Waterskins x2; Wineskins x2; Whetstone; Disguise kit (proficient); Healer kit; Navigator tools (proficient); Poisoner kit (proficient); Thieves tools (proficient)

PERSONAL CHARACTERISTICS
Trait: My language is as foul as an otyugh nest.
Ideal: I'm committed to my crewmates, not to ideals.
Bond: I was cheated out of my fair share of the profits, and I want to get my due.Flaw: Once I start drinking, it's hard for me to stop. 
 
Back Story
Dargefredthula - "Freddie" to her mates - was born the second child of a jeweler in Zazesspur. Her youth was almost totally misspent, usually somewhere in a boat. She loved to sail, and would happily spend all day cruising in a small dinghy she'd built herself, though she displayed some talent as a shoemaker on the few days she turned up during her apprenticeship. When her master in disgust at her perpetual tardiness abandoned her apprenticeship contract, she immediately fled to sea, signing on as a jack-of-all trades hand on a tramp merchantman, Gondspel, out of Lantan. The ship, powered by technology which fascinated Freddie, traveled up and down the coast, from Samarach to Luskan. Though her propulsion machinery was heavy enough to make her painfully slow, Gondspel always got there, for she awaited no winds and defied weather. 
 
One day, traversing Asavir's Channel on a run from Athkatla to Myratma, Gondspel was set upon by pirates sailing out of one of the myriad Nelanther Isles. Gondspel couldn't run, she was so slow a scow, so she made to fight. She very nearly won free: Her technology was not restricted to her engines, and gnomish gunners are feared for good reason. Still, after a sharp fight the grapnels pulled the two vessels gunwale to gunwale, and once aboard, the pirates made short work of Gondspel's crew. 
 
Except for one, a slip of a gnomish girl who stood at bay in the fo'c'sle surrounded by bodies. That would have given the pirates nothing to concern themselves over, for they'd seen displays of desperate bravery before. But this was different. The dead pirates at her feet looked terrifyingly different. One was a vivid shade of purple. Another was contorted into a hideous shape, with thick white foam pouring from his mouth, nose, and eyes. Yet another appeared to have swollen until his torso burst; his limbs still resembled overstuffed sausages. The girl - Freddie - was snarling, threatening her remaining assailants with two pairs of sail-maker's scissors, each dripping with viscous, oily substances. 
 
Freddie had found a new love in the jungles of the South: Exotic plants with mysterious properties. Some were flowers which gave a spicy-sweet aroma that made those who sniffed them sleepy. Some flowers were bitter and pungent, and no animal would go near. Freddie began to disappear for days at a time into the jungles, talking with shamans and savage Druids, filling her brain with knowledge of how different substances, distilled from different plants, would do different - and often horrible - things to people. 

When the pirate captain, a certain Grobus of the galley Courageous, was brought to see Freddie, he immediately offered her a place in his crew. For the next four years, she honed her adopted craft. By halfway through her second year, Courageous lost her reputation as a high-seas slugger. Something would happen, where one minute the crew of a merchantman would be hale and hearty, and the next they'd be dropping like flies. Courageous would come alongside the stricken vessel, kick the corpses over the side, and take the ship without effort.
 
Freddie had developed a singular skill - she'd use her sailing acumen to bring a small craft unseen alongside the victim, clamber stealthily into the hold, then poison the crew's water and rations. When they were dead - or too incapacitated to put up a fight - she'd signal Courageous to come clean up the mess. 
 
When Courageous was finally set upon and sunk by a Calishite naval vessel, Freddie escaped in one of the ship's small boats. Eventually she worked her way back to civilization, where she quickly learned to apply the lessons learned at sea to landbound folk. It turned out to be just as easy to sneak into a house and poison people as to board a sleeping vessel.
 
She does have some standards. She won't work for just anyone, and she's picky about what jobs she'll take. She loathes collateral damage; if she's hired to "liquidate" a person she will ensure she targets only that person. When at sea she had no qualms about killing everyone, as a sailor makes a choice of going to sea, and ye takes yer chances. But a wealthy merchant's wife, children, and servants are another thing entirely. One thing she will definitely not do is kill pets, no matter how inconvenient. She remembers the puppy she had as a child, and has a soft spot.
 
Freddie is always on the lookout for any survivors of either Courageous or Gondspel. She has a visceral hatred of Calishites.

Dart of Venom: This perfectly-balanced dart is matte black, except for the needle-sharp tip. +2 to attack and damage rolls. Will magically return to its wielder immediately after it is used. Once per short rest, as an action you can coat the blade with poison for 1 minute. The first time you hit a living creature with the coated weapon, that creature must make a DC 15 Constitution save against poison. On a failed saving throw it becomes paralyzed (see PHB p. 291) for 1 minute.
 

Originally posted by Leugren:

crumden-craw.gif

 
Krumden Kraw
2nd-level Mountain Dwarf Barbarian
Medium Male Humanoid
Armor Class 16 (chain shirt), 14 (unarmored)
Hit Points 23 (1d12)
Speed 25 ft. (not reduced by wearing heavy armor)
Senses Darkvision 60 ft..
Str 16 (+3) Dex 12 (+1) Con 16 (+3)
Int 11 (+0) Wis 12 (+1) Cha 10 (+0)
Alignment Neutral
Languages Common, Dwarvish
 
TRAITS
 
Background – Criminal (Enforcer)
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 activities to the authorities.
Proficiency (+2)
Tools: Playing Card Set, Thieves’ Tools, Brewer’s Tools
Saving Throws: Strength, Constitution
Weapons: Simple Weapons, Martial Weapons  
Armor: Light Armor, Medium Armor, Shields
 
SKILLS
 
Athletics +5, Perception +3, Stealth +3, Intimidation +2
 
ACTIONS
 
Melee Attack— Maul: +5 to hit (reach 5 ft.; one creature)
Hit: 2d6+3 bludgeoning damage ( 2d6 + 5 while raging) (heavy, two-handed)
Ranged Attack—Javelin: +5 to hit (range 30/120 ft; one creature).
Hit: 1d6+3 piercing damage (thrown)
 
EQUIPMENT
 
chain shirt, maul, 5 javelins, an explorer’s pack, a grappling hook, a crow bar, a set of dark common clothes, a red cloak, 5 smoke pellets (like Fog Cloud, but only lasts two rounds), a belt pouch containing 15 gp.
 
explorer’s pack contents: a backpack, a bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations, a waterskin, and 10 feet of hempen rope strapped to the side.
 
 
FEATURES
 
 
Unarmored Defense: While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.
 
 
Rage: In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action.  While raging, you gain the following benefits if you aren’t wearing heavy armor:
 
  • You have advantage on Strength checks and Strength saving throws.
  • When you make a melee weapon attack using Strength, you gain a bonus to the damage roll that increases as you gain levels as a barbarian.
  • You have resistance to bludgeoning, piercing, and slashing damage.
If you are able to cast spells, you can’t cast them or concentrate on them while raging. Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven’t attacked a hostile creature since your last turn or taken damage since your last turn.  You can also end your rage on your turn as a bonus action.  Once you have raged the number of times shown for your barbarian level, you must finish a long rest before you can rage again.
Rages: 2
Rage Damage: +2
 
Reckless Attack: When you make your first attack on your turn, you can decide to attack recklessly.  Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.
 
 
Danger Sense: You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells.  To gain this benefit, you can’t be blinded, deafened, or incapacitated.
 
 
Darkvision: Accustomed to life underground, you have superior vision in dark and dim conditions.  You can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light.  You can’t discern color in darkness, only shades of gray.
 
 
Dwarven Resilience: You have advantage on saving throws against poison, and you have resistance against poison damage.
 
 
Dwarven Combat Training: You have proficiency with the battleaxe, handaxe, throwing hammer, and warhammer.
 
 
Tool Proficiency: You gain proficiency with the artisan’s tools of your choice: smith’s tools, brewers supplies, or mason’s tools.
 
 
Stonecunning: Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill, and add double your proficiency bonus to the check, instead of your normal proficiency bonus.
 
 
Dwarven Armor Training: You have proficiency with light and medium armor.
 
 
PERSONAL CHARACTERISTICS
 
 
Traits: “I always have a plan for when things go wrong.” “I never use two words when one will do.”  “I never forget an insult.” “I can stare a hellhound in the eye without flinching.” “People who succumb to their addictions are worthy of nothing but contempt.” “I always pay off my debts.”
 Ideal: Resolution. “When I set my sights on a goal, I will do whatever it takes to achieve it.”
 
 
Bond: “I keep a pair of mastiffs in my home that I refer to as my ‘girls’.” "I would love to locate the halfling bard, Twillo Teajankle, so that I can smash his face in."
 
 
Flaw: “I am a bully by nature (when I go into a tavern, for instance, I might approach a random patron and proclaim, ‘That’s me stool you’re sittin on; you’d best piss off on out of here!’)”
 
 
Appearance: Even by dwarven standards, Krumden is a real bruiser, standing 4’11” and weighing in at an impressive 256 lbs.  He is large and surly looking with craggy features set in a stony, beardless face.  He has a bald pate, and a large tattoo of a black kraken on his left shoulder.  
 
 
BACKSTORY
 
 
The Adder had a curious notion:
To spread his kingdom to the ocean,
He strode to the pier with hands on hips,
A brazen challenge on his lips.
♬    ♫   ♩
But up from the wharfs came Krumden Kraw,
Swung his fist and smashed his jaw,
Cracked his ribs and stomped his feet,
Chased him back to Adder Street!
♬    ♫   ♩​
 
--From The Ballad of Krumden Kraw
 
by Twillo Teajankle​
 
Krumden’s mother was a dream dust addict who turned to prostitution in order to finance her expensive habit, eventually dying of an overdose when Krumden was in his early twenties.  Krumden never knew his father.  Mostly left to his own devices on the mean streets of Waterdeep’s Dock Ward, Krumden learned how to handle himself in a scrap very early in life.  Luckily for him, he was always bigger and stronger than most of the other children.  There was a hard and brutal side to him that gave even the older children pause. His talent for violence soon drew the attention of the Krakens’ guildmaster, who took him on as a collector and enforcer for several years.  During this time, he established a reputation for ruthless brutality-- a reputation that eventually spread throughout the Sword Coast when his exploits as a dockyard bully were immortalized by the halfling bard, Twillo Teajankle, in his popular Ballad of Krumden Kraw.  When the Krakens were finally expelled from the city by the Lords of Waterdeep, Krumden partnered up briefly with some outcasts of the Black Boar Tribe, helping to run a bootleg firewater operation before eventually leaving Waterdeep and ending up with the Redbrands in Phandalin.  By Krumden’s standards, the Redbrands were a tinpot outfit, but things were getting too hot for him in Waterdeep, and he badly needed a change of scenery.  He quickly rose through the ranks to become Glasstaff’s chief lieutenant before he was framed by a rival.
 
 

Originally posted by Plaguescarred1:

Elf_F%2056.jpg

 
Nimil'hel Allynwyn
3rd-level High Elf Wizard
Medium Female Humanoid

Armor Class 16 (mage armor)
Hit Points 17 (3d6)
Speed 30 ft.
Sense darkvision 60 ft.      
Str 10 (+0)  Dex 16 (+3)  Con 13 (+1) 
Int 16 (+3)  Wis 12 (+1)  Cha 08 (-1) 
Alignment lawful good
Languages elvish, common, sylvan
Trait 
Keen Sense
Fey Ancestry
Trance
Background Soldier [Military Rank]
   Specialty: Cavalry
   Personality Trait: I’ve lost too many friends, and I’m slow to make new ones.
   Ideal: Good. Our lot is to lay down our lives in defense of others.
   Bond: Those who fight beside me are those worth dying for.
   Flaw: My hatred of my enemies is blind and unreasoning.
Proficiency (+2)
   Tools: One type of gaming set (dragonchess), vehicles (land)
   Saving Throws: Intelligence +5, Wisdom +3
Skill Arcana +5, Athletics +2, Intimidation +0, Investigation +5
Spellcasting (Save DC 13, Spell Attack +5)
   Cantrip (at will) -  acid splash, blade ward, mage hand, ray of frost
   1st-level (4/days) - alarm, comprehend language, detect magic, identify, mage armor, magic missile, sleep, thunderwave,  
   2nd-level (2/days) - invisibility, scorching ray 
Arcane Recovery
Abjuration Arcane Tradition
Abjuration Savant
Arcane Ward (HP 9)
Actions
Melee Attack— Shortsword: +5 to hit (reach 5 ft.; one creature). 
Hit: 1d6+3 piercing damage
Ranged Attack—Acid Splash: +5 to hit (range 60 ft; one or two creatures). 
Hit:  1d6 acid damage
Equipment: shortsword, spellbook, explorer's pack: backpack, bedroll, mess kit, hempen rope 50 ft, tinderbox, 10 torch, ration 10 days, waterskin, a small packet filled with pink dust, an insignia of rank, a trophy taken from a fallen enemy (a bracer), a set of bone dice, a set of common clothes, and a belt pouch containing 10 gp
Nimil'hel [KNEE-my-L] was born in 1299 DR in Leuthilspar on the mysterious island of Evermeet. She has a long beautful bronze hair and eyes, which contrast with her silver head circlet. Nimil'hel learned the art of bladesong at a early age, and dreamed of becoming a bladesinger one day, so she devoted herself to arcane magic very early on. Being adept with both swords and spells, Nimil'hel served as a unicorn knight in Queen Amlaruil's unicorn rider cavalry many decades before Araya, her majestic unicorn, was slayed by invading sahuagin forces. She was then affected as a War Wizard at the Tower of Sun until she got to the rank of coronal guard after what she was sent to the mainland to look over remaining elves, and observe humankind and the weave.
 

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