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I’m thinking I’m going pure control. Like a freaky Shadow Sorcerer who invades people’s minds and gives them nightmares. Total gothic vampire vibe. Without the bloodsucking. Maybe.

And as such, I’m considering not taking any damaging spells, except a Cantrip or two. He’ll be focusing on Illusion and enchantment. Let the War Wizard do the blasty stuff.

Really thinking Helm of Telepathy. Fluff it as an circlet with an onyx stone in the middle. Shadow and all that. Being able to read everyone’s minds, communicate telepathically, effectively have a “Mind Radar”’ and cast suggestion, all without spell slot use? Yes please!

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I may be metagaming, but I suspect an old shrine to have undead, notoriously immune to both charm and illusion. But if you think being shadow dude works. Go for it.

One note, suggestion requires that you first cast detect thoughts so it's not a one round action. Detect thoughts only works on one creature at a time.



You seemed to only have spent 26 points on point buy according to my formulas.

D&D Beyond has the full 27 PB used, and I redid the math.

I did forget the +1 non-racial ability score bump you gave us for character creation. Also forgot magic items and shopping. Just took the starting package. Need to redo that and go shopping instead.


Balindril Selkar

Name: Balindril Selkar
Race: Mountain Dwarf
Background: Guild Merchant
Class: Paladin-5
Alignment: Lawful Good
Proficiency Bonus: +3
Inspiration: No

Strength: 18 (+4)
+Athlethics: +7​

Dexterity: 10 (+0)
Acrobatics: +0
Sleight of Hand: +0
Stealth: +0 disadvantage​

Constitution: 18 (+4)

Charisma: 14 (+2), Save: +5
Deception: +2
+Intimidation: +5
Performance: +2
+Persuasion: +5​
Passive Perception: 10
Passive Investigation: 9
Initiative: +0
AC: 19
Speed: 25 ft; Fly: 25 ft
Hit Dice: 5d10; Spent HD: none
HP: 50/50

Intelligence: 8 (-1)
Arcana: -1
History: -1
Investigation: -1
Nature: -1
Religion: -1​

Wisdom: 10 (+0), Save: +3
Animal Handling: +0
+Insight: +3
Medicine: +0
Perception: +0
Survival: +0​


[sblock="COMBAT"]OFFENSE Initiative: +2

To Hit
1d8+4 (s)
1d8+4 (b)
1d6+4 (p)
versatile (1d10)
versatile (1d10)
varies, DC 13
AC: 19 (armor + shield)
Immunities: Disease
Resistances: Poison
Advantage on Saves: vs Poison
Strength: +4
Intelligence: -1
Dexterity: +0
+Wisdom: +3
Constitution: +4
+Charisma: +5
Lay on Hands: 25 remaining

Spells Per Long Rest
Spells Cast
PREPARED SPELLS (4 + oath spells)
1st level: protection from evil and good!*#, sanctuary!^#, cure wounds+, heroism+*, shield of faith^*, thunderous smite^*
2nd level: lesser restoration!, zone of truth!
! oath spell; + Spell benefits from higher casting level; * Spell requires concentration; ^ Cast as bonus action
# Requires a spell focus or cheap material component. $ Requires a material component that costs money[/sblock][sblock="FEATURES AND TRAITS"]Proficiencies and Languages
Languages: Common, Dwarf, Draconic, Goblin
Armor: All
Weapons: All simple and martial
Tools: brewer's tools​
Race: Mountain Dwarf
+2 Str, +2 Con; Speed: 25 feet; Size: medium; Livespan: 350 years
Darkvision: 60 feet
Dwarven Resilience: Advantage on poison saving throws and resistance to poison damage.
Dwarven Combat & Armor Training: weapon and armor profs
Tool Proficiencies: Smith's tools, brewers's tools, or mason's tools
Stonecunning: double proficiency in History checks about who built something made of stone
Background: Guild Merchant
Skills: Insight, Persuasion; Tools: none; Language: Draconic, Goblin
Feature: Guild Membership:
Feats: None
Class: Paladin
Hit Die: d10; Saves: Wis, Cha; Skills: Athletics, Intimidation
Divine Sense: As an action, detect good and evil presences within 60 feet. 3/long rest
Lay on Hands: Pool: 25 hp, As an action, heal by touch, spend 5 hp to cure disease or poison.
Fighting Style: Protection: Impose disadvantage on opponent within 5 ft who does not attack me.
Spellcasting: # of non-oath spells prepared: 4; Spell DC: 13
Divine Smite: After a hit, expend 1 spell slot to do extra (1+slot level)d8 damage, add 1d8 against undead and fiends
Divine Health: Immune to disease.
Extra Attack: two attacks on attack action
Sacred Oath -- Oath of Devotion
Oath Spells: protection from evil and good, sanctuary, lesser restoration, zone of truth
Channel Divinity: Once per long rest
Sacred Weapon: Target a wielded weapon: For 1 minute, add Cha mod to attack rolls. And it glows 20-ft radius + 20 ft radius dim light.
Turn the Unholy:
undead and fiends within 30 ft must make Wisdom saving throw (DC 13) or are turned for 1 minute.
[/sblock][sblock="EQUIPMENT"]Splint Armor (60#), Castoff Armor
Shield (6#)
Warhammer (2#)
Battleaxe (4#)
5 Javelins (2# each)
Winged Boots
common clothes (3#)
a blanket
bedroll (7#)
belt pouch (0 gp, 0 sp, )

Equipment Weight:
[sblock="Carrying Capacity"]
Heavily Encumbered
Carrying Capacity
Push, Drag, Lift
[/sblock][/sblock][sblock="DESCRIPTION and HISTORY"]HISTORY: Balindril Selkar comes from a clan of dwarves reknowned for their dark ales. He has been married to Fenthra for over 35 years and one thing they have learned about keeping their marriage fresh is sending Balindril out of the house to explore the unknown for several months keeps the mystery in the marriage alive. When he isn't battling evil, he's heading up a caravan selling the family kegs to people beyond the clan home.
Race: Mountain Dwarf
Gender: Male
Age: 84
Relationship: Married, 3 kids
Height: 4' 3"
Weight: 250#
Complexion: ruddy
Skin: scarred
Hair: red, long, braided
Eyes: black
Face Structure: bearded

PERSONALITY: At home, Balindril is the typical stoic dwarf. The farther he gets from home, the more jovial he becomes.

Traits: I don't like being tied down to one location.
Traits: I balance doing good and being a husband as well as Tyr will allow me.
Ideal: Evil has no place in this world.
Bond: Fenthra and the children are paramount
Flaw: I really leave the clan and family behind to avoid drinking myself into a stupor each night.
[sblock="Level History"]
Point Buy =27929025
chargen bonus17101781014
Level 418101881014


First Post
Undead aren't usually immune to illusions. Some are immune to charm, though they don't have blanket immunity to mind-affecting effects as in previous editions.

Hm...if you're going shadow sorceror, I think I will change up my concept a bit. I was leaning shadowy too...but I can reskin the warlock powers to be other things pretty easily. I actually like that idea more and more now...


I’m taking Chill Touch, which works better on Undead.

We could always just link our backstories. I mean, you made a pact with a being from the Shadowvale, I’m descended from a being from the Shadowvale...

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First Post
Hehe yeah, sorry about that.

Tglassy, I was originally thinking of multiclassing as a shadow sorcerer is the thing, so I kinda feel like a redesign may be for the best. Overlap would potentially be fairly high.

Though I could abandon the multiclass idea, commit to full-on warlockery...there IS a kind of cool notion behind a shadow sorceror and a sort of hexblade bodyguard kind of deal.

Hmm! This is growing on me.

What do you think?

Charwoman Gene

This game is gonna lose momentum if we don't get going soon. I'd like to start no later than Tuesday.

Rogues' Gallery is up.

Please copy your character or a link to your character to the RG

D&D Beyond users, post a link to the PDF, and join the campaign here.

[MENTION=4936]Shayuri[/MENTION], [MENTION=6855204]tglassy[/MENTION]:
If I don't have characters by Monday, [MENTION=20711]hero4hire[/MENTION] gets activated.


First Post
You're right, and I apologize for taking this long to decide.

I'm going to back out of the game. Hero, you're up. :)

Have fun, all!


First Post
Ok cool! I am guessing the group would rather have the skill-monkey as opposed to the drunken dwarf pirate?

I am at work but I will try to post up the character tonight.


In that case, I am going to cannibalizes Shayuri’s character and go with a Hexblade, as that was my first thought. Maybe multiclass with a shadow Sorcerer. I’ll have something in by the end of the day tomorrow.

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