The Savage Seas [5e] [RG]


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Basic Information

Character Name : Height :
Player Name : Weight :
Character Race : Eyes :
Alignment : Hair :
Deity : Size :
Total Level : Speed :
Character Class Information

Class and Level :
Inspiration AC Initiative Speed

Health points Hit dice Proficiently

Strength Dexterity Constitution Intelligence Wisdom Charisma
10 10 10 10 10 10
Saving throw

Attack/spell Attack bonus Damage/type


Acrobatics (dex)
Animal handling (wis)
Arcana (int)
Athletics (str)
Deception (cha)
History (int)
Insight (wis)
Intimidation (cha)
Investigation (int)
Medicine (wis)
Nature (int)
Perception (wis)
Performance (cha)
Persuasion (cha)
Religion (int)
Sleight of hand (dex)
Stealth (dex)
Survival (wis)


Personality traits




Features and traits

Equipment and Money

Other features and Languages



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Terry Golberth.png

Name: Terry Golberth
Race: Human Female; Class-Level: Twilight Cleric-4; Background: Runaway Noble
Alignment: Chaotic Good; Proficiency Bonus: +2
Passive Perception: 18, Passive Investigation: 9; Darkvision: Unlimited
Hit Dice: 4d8+12; Spent HD: None

Strength: 14 (+2), CHECKS and SAVES: +3
Dexterity: 16 (+3), CHECKS and SAVES: +4, Stealth: +7, Original: 15
Constitution: 16 (+3), CHECKS and SAVES: +4,
Intelligence: 7 (-2), CHECKS and SAVES: -1,
Wisdom: 20 (+5), CHECKS: +6, SAVES: +8, Insight: +8, Perception: +8, Original: 18
Charisma: 14 (+2), CHECKS: +3, SAVES: +5, Deception: +5, Persuasion: +5, Original: 13

Speed: 30 ft; Initiative: +4​
AC: 20 (15 Armor +3 Dex +2 Shield)​
HP: 35/35; TEMP: 0​
Rapier +6 melee, 1d8+3 piercing​
Shortsword +5 melee, 1d6+2 slashing​
Dagger +6 melee or ranged, 1d4+3 piercing, range 20/60​
Spell Atatck +7 melee or ranged, varies, range varies, spell DC 15​

Spells Per Long Rest: 1st-3/4; 2nd-3/3​
Eyes of Night others: 5/5 per long rest​
Channel Divinity: 1/1 per long rest​

Skills: Deception, Insight, Perception, Persuasion, Stealth,​
Languages: Common, Elvish, Primordial; Tools: Disguise kit​
Armor: All armor and shields; Weapons: All simple and martial weapons​

Race: Human (variant)
Ability Score Increase: +1 Dex, +1 Cha​
Bonus Feat: Medium Armor Master; Bonus Skill: Perception; Bonus Language: Elvish​

Background: Runaway Noble
Terry refused to be married off by her family and fled on the day of her wedding. (He was old and icky.) She was smuggled out by nuns of a sect of her deity. To pass as one of the nuns, she had to learn Primordial, though she has no idea why.
Skills: Deception, Steath; Tools: disguise kit; Language: Primordial​
Position of Privilege: Thanks to your noble birth, people are inclined to think the best of you. You are welcome in high society, and people assume you have the right to be wherever you are. The common folk make every effort to accommodate you and avoid your displeasure, and other people of high birth treat you as a member of the same social sphere. You can secure an audience with a local noble if you need to. (Of course using this can get her discovered by agents of her family or the jilted groomsman's family.)​

Medium Armor Master: You have practiced moving in medium armor to gain the following benefits:​
  • Wearing medium armor doesn't impose disadvantage on your Dexterity (Stealth) checks.
  • When you wear medium armor, you can add 3, rather than 2, to your AC if you have a Dexterity of 16 or higher
Class: Cleric (Twilight Domain)
Armor: All armor and shields; Weapons: All simple and martial weapons​
Saving Throws: Wisdom, Charisma; Skills: Persuasion, Insight​
Spells: Attack: +7, DC: 15​
Spells per Rest: 1st 4, 2nd 3​
Domain Spells: faerie fire (C, 1m), sleep (1m), darkness (C, 15ft r, 10m), invisibility (C, 1hr)​
Cantrips (4): mending (CT 1m), sacred flame (60 ft, 1d8 radiant DEX save), spare the dying (touch), toll of the dead​
Spells Prepared (9):
1st - bless (C, 1m), detect evil and good (C, 10m), guiding bolt (120 ft, 4d6 radiant), healing word (60 ft, 1d4+5)​
2nd - hold person (C, 1m), lesser restoration, locate object (C, 10m), prayer of healing, spiritual weapon (1m, 60ft, 1d8+5 force)​
Eyes of Night: Your eyes are blessed, allowing youto see through the deepest gloom. You have darkvision with no maximum range; you can see in dim light as if it were bright light and in darkness as if it were dim light.​
As an action, you can magically give the benefit of this feature to any number of creatures you can see within 10 feet of you. The shared benefit lasts for 10 minutes. You can extend this benefit a number of times equal to your Wisdom modifier (a minimum of once), and you regain all expended uses when you finish a long rest.​

Vigilant Blessing: The night has taught you to be vigilant. As an action, you give one creature you touch (including possibly yourself) advantage on the next initiative roll the creature makes. This benefit ends immediately after the roll or if you use this feature again.​

Channel Divinitiy: Once per long rest.
Turn Undead: As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage. A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.​
Twilight Sanctuary: As an action, you present your holy symbol, and a sphere of twilight emanates from you. The sphere is centered on you, has a 30-foot radius, and is filled with dim light. The sphere moves with you, and it lasts for 1 minute or until you are incapacitated or die. Whenever a creature (including you) ends its turn in the sphere, you can grant that creature one of these benefits:​
  • Give it 1d8 temporary hit points.
  • End one effect causing it to be charmed or frightened.

Half Plate Armor (40 lb)​
Shield (6 lb)​
Stone of Good Luck (Attuned): +1 to all saving throws and ability checks​
Rapier (2 lb)​
Shortsword (3 lb)​
Daggers, 4 (4 lb)​
Holy Symbol - Amulet (1 lb)​
Holy Water, 2 flasks (2 lb)​
Disguise Kit (3 lb)​
Traveler's Clothes (4 lb)​
Fine Clothes (6 lb)​
Backpack (5 lb)​
Bedroll (7 lb)​
3 vials of perfume (--)​
Mess Kit (1 lb)​

35 gp​

Terry Golberth (Terresa Periswan Throckson Golberth) was born to aristocracy in the local major city. Her hand was offered in marriage to a noble from a distant land and she refused to be married off to the old man (He's forty-SEVEN). So she got her maid servants to enlist the aid of a local convent of the Sisters of Mercy to smuggle her away from her family and her fate worse than death. In the convent she became a follower of their god and was touched by its presence, gaining powers over twilight.

It is one of the few smart things Terry ever did. She is considered an airhead by most of those around her. She tends to observe things others do not and then she just tells people about it rather than keeping their secrets. (Where's Princess Stephanie? She's banging her bodyguard in the rose garden. Didn't you see? They were tucked away in the corner by the stream.)

Terry is classically beautiful. She is a tall woman, somewhat vane and a bit vapid. But she is loyal to her friends and a terror to her enemies.



Possibly a Idiot.
Crawdad full.png


Height : 5’ Weight :110 lbs Character Race: Wood Elf
Eyes : Green Hair : Red Size : Medium
Alignment : CG Deity: The Natural World


Crawdad stands with a bit of a casual slump and a grin, and talks with a bit of a drawl.From the hooks and lures adorning his worn but thick clothes, you can tell he is at home near the water. He often fancies a bit of mischief, and while not the quickest of wit, there isn’t much that slips by him.


Crawdad (nicknamed after his favorite dish) was born in the bayou. At least, he figures, that's as close to the truth as he will ever know. His mom came into Evermoor during a storm one night, dropped off her bundle of joy, and left. Never to be seen or heard from again. The local orphanage took him in, naturally. But nobody was keen on taking in the kid of a “Swamp Witch”, as the rumors said.

Jallisis (the “proper” name bestowed upon him by the orphanage) spent a great deal of time there, longer than most kids, before the orphanage got a bit flustered. What were they to do with this child? He was some kind of elf, and it could be years before he is fully grown. The answer came to them one day, or maybe it was arranged behind closed doors before that. The Fishmongers Guild was looking for some new hands, and Guild Master Globb arranged for Jallisis’ release into the indentured workforce.

Crawdad was a bit bitter over the situation, at first. It didn’t seem like Globb cared much for the boy, sending him out on extended runs with the fishermen. But being outside of the city walls sparked something inside of him that he never knew was missing. Could have been the fresh sea air, could have been that inherent old beauty of nature outshining the quick and dirty streets of the town, but Crawdad quickly learned to love being outside in the wilds. He took to his tasks quite well, being a natural at finding good fishing holes. Doing some trapping on the side. Even made some friends among the frog folk that work the docks. For once in his life, he didn’t quite mind it.

It was the storm a few years back that propelled Crawdad to a bit of fame. Out on another trip, when it arrived, the boat he was on capsized and the survivors were stuck for days. Crawdad found his Leviathan Hook at the bottom of that water, and it changed him. Giving him strange powers. He used these powers to help the survivors make it back to Evermoor. After his triumphant return, Globb declared his servitude period over. Crawdad was his own man now. Though he still worked with the fishmongers, fishing was still a good living after all, he moved just outside of the city to a shack, to be closer to nature.

Background: Fisher.

Feature: Harvest the Water
You gain advantage on ability checks made using fishing tackle. If you have access to a body of water that sustains marine life, you can maintain a moderate lifestyle while working as a fisher, and you can catch enough food to feed yourself and up to ten other people each day.

Personality traits
I am unmoved by the wrath of nature.
My friends are my crew; we sink or float together.

Daring. The richest bounty goes to those who risk everything. (Chaotic)

I will fish the many famous waters of this land.

I work hard, but I play harder.

Wood Elf:

Darkvision: 60’
Keen Senses
Fey Ancestry
Fleet of Foot: 35’
Mask of the Wild.

Proficiencies (Tasha’s):
Navigator's Tools
Vehicles (Water)
Cook’s Utensils

Druid: level 4

Druidic Language.

Spell Lists: Druid + Circle of the Land (Coast) + Additional Druid Spells (Tasha’s)
Wisdom Based
Ritual Casting (must be prepared)
Druidic Focus

Wild Shape:
Usages: 2/SR
Max CR: ½
Restrictions: No flying speed.
Wild Companion: Use Wild Shape to cast Find Familiar as an Action. Lasts 2 hours. (Tasha’s)

Feat: Warcaster.

Druid Circle: Circle of the Land (Coast)
Bonus Cantrip: Shape Water
Natural Recovery: 1/LR. During a SR, gain up to 2 levels of spells.
Circle Spells (Coast)

Light Armor, Medium Armor, Shields

Club, Dagger, Dart, Javelin, Mace, Net, Quarterstaff, Scimitar, Sickle, Sling, Spear

Cook's Utensils, Herbalism Kit, Navigator's Tools, Vehicles (Water)

Common, Druidic, Elvish, Primordial

Darkvision 60’
Passive Perception 15
Passive Investigation 9
Passive Insight 13

Str : 14 (+2)
Dex : 14 (+2)
Con : 13 (+1)
Int : 8 (-1)
Wis: 16 (+3)
Cha: 10 (+0)

Misc. Combat
Initiative: +2
Speed: 35'
Inspiration: X
Health points: 27
Temp HP: 0
HD: 4d8+4
Proficiency: +2
AC: 15

Saving throws:
WIS+5, INT+1
ADV VS Charm.
ADV on Concentration checks VS Damage
Immune to Magical Sleep

To hit +4, Melee, Damage 2 B

Leviathan Hook (Moon Sickle +1):
To hit +5, Melee, 1d4+3 S, : Can be used as focus+1, +1d4 on healing spells.

To hit +4, Melee or 20/60, 1d6+2 P, Versatile (1d8) Thrown.

To hit +4, 5/15, 0 , thrown, special: restrain


Thorn Whip:
To hit +6, 15’ melee spell attack, 1d6p, pull up to 10’

Magic Stone:
To hit +6, 60’ or 30/120’ ranged spell attack, 1d6+3 b, Bonus action to make three stones, anyone can use a stone with my stats.

Acrobatics (dex) +2
*Animal handling (wis) +5
Arcana (int) -1
*Athletics (str) +4
Deception (cha) +0
*History (int) +1
Insight (wis) +3
Intimidation (cha) +0
Investigation (int) -1
Medicine (wis) +3
Nature (int) -1
*Perception (wis) +5
Performance (cha) +0
Persuasion (cha) +0
Religion (int) -1
Sleight of hand (dex) +2
Stealth (dex) +2
*Survival (wis) +5
*: trained

Cary 210lb
Push/Drag/Lift 420lb

Gear: (32.2lb)
Leviathan Hook (Moon Sickle + 1) 2lb
Net 5lb
Spear 3lb
Shield 6lb
Leather Armor 10lb

Clothes Travelers 4lb
Druidic Focus x
Fishing Tackle 4lb

Explorer’s pack: (54lb)
Backpack 7lb
Mess kit 1lb
Rations x10 10lb
Rope, Hemp 10’ 10lb
Tinderbox 1lb
Torch, x10 10lb
Waterskin 5lb

GP: 10

Favorite Fishing Lure

DC: 14
Spell attack: +6

Cantrips: 3+1
Magic Stone
Shape Water
Thorn Whip

Spells Per Day:
Level 1: 4/4
Level 2: 3/3
Spells Prepared: 7/7 + 2

Level 1:
Faerie Fire
Healing Word

Level 2:
Heat Metal
*Mirror Image
*Misty Step
Spike Growth
Summon Beast

*: Always prepared spells


Notes: Leviathan Hook is the name of his magic weapon, a Moon Sickle +1 (which is shaped like a giant fishing hook, naturally)
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Character Name : Zrok Height : 2'4

Player Name : Gnarly Weight : 28 lbs

Character Race : Kobold Eyes : Yellow

Alignment : Neutral Hair : N/A

Deity : Size : Small

Total Level : 4 Speed : 30


Character Class Information

Class and Level: Barbarian (Path of the Giant) 4


Inspiration AC Initiative Speed
0 16 +2 30 Ft

Health points Hit dice Proficiently

49/49 4d12 +2


Strength Dexterity Constitution Intelligence Wisdom Charisma

20 15 18 9 12 14

Saving throw

Str +7 Dex +2 Con +6 Int -1 Wis +1 Cha +2


Attack/spell Attack bonus Damage/type
BattleAxe (one hand) +7 1d8+5/S
BattleAxe (two hand) +7 1d10+5/S
Dagger (20/60) +7 1d4+5/P
Unarmed Attack +7 6/B



Acrobatics (dex) +2

Animal handling (wis) +1

Arcana (int) -1

Athletics (str) +7

Deception (cha) +2

History (int) -1

Insight (wis) +1

Intimidation (cha) +4

Investigation (int) -1

Medicine (wis) +1

Nature (int) -1

Perception (wis) +1

Performance (cha) +2

Persuasion (cha) +2

Religion (int) +1

Sleight of hand (dex) +2

Stealth (dex) +2

Survival (wis) +3



Personality traits
Zrock prefer simple solutions to problems. Zrok face problems directly.

Dependability. Zrok always pitch in if Zrok can

Voice in Zrok's head talking more often. Zrok want voice to stop.

World outside mountains frighten and confuse Zrok.


Features and traits
Darkvision 60
Draconic Cry. Bonus action, cry at enemies within 10 feet. Until start of next turn you and allies ha ve adv on attack rolls against any of those enemies who can hear you. Prof bonus (2) per day.
Defiance. Adv on saves to avoid or end the frightened condition on yourself
Rage. +2 damage on melee weapon attacks using strength, adv on str saves and checks, resistance to B/P/S. Bonus action to enter, can't cast spells or concentrate on them, lasts for one minute or until you've been knocked unconscious or you haven't attacked a hostile creature or been damaged since your last turn
Unarmored Defense. AC is 10+dex+con while unarmored. Can use a shield.
Danger Sense. Adv on dexterity saves against effects you can see. Can't be blinded, deafened, or incapacitated
Reckless Attack. Decide to make melee str attacks with advantage, but all attacks against you have adv until your next turn. Must decide with first attack.
Giant Power. Learn Giant and Thaumaturgy
Giant's Havoc. Add rage damage to thrown str weapon attacks. Increase reach by 5 feet and become large.


Equipment and Money
A battleaxe, a dagger, an explorer's pack, four javelins, 1 gold coin, 1 dead robin


Other features and Languages
Common, Draconic, Giant, Goblin, Sylvan


Thaumaturgy: You create one of the following magical effects within range:

Your voice booms up to three times as loud as normal for 1 minute.
You cause flames to flicker, brighten, dim, or change color for 1 minute.
You cause harmless tremors in the ground for 1 minute.
You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers.
You instantaneously cause an unlocked door or window to fly open or slam shut.
You alter the appearance of your eyes for 1 minute.
If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time, and you can dismiss such an effect as an action.

Zrok lived in an isolated cave system containing the bones of long dead dragon, so ancient none of the tribe knew its name. They made offerings to it, and protected what meager bits of its horde had not been carried off or rotted away long ago. They occasionally skirmished with a small tribe of goblins near by but for the most part it was a quiet and (relatively) peaceful life. Until the people in robes came. They said they too worshipped the dragon bones, and claimed to know how to bring it back to life, so the clan reluctantly allowed them into the caves. Zrok doesn't know what happened that night, but he woke in the skull of the dragon surrounded by the corpses of his clan, a strange symbol scarred over his left eye, and another voice booming in his head. The voice was angry, demanding a vengeance Zrok was happy to give it. He killed the cultists guarding him and fled. Since then he's been following the vague directions of the voice in head head telling him to go south and cross the sea. Zrok found a town along the way completely empty aside from a little girl and a few dozen cats. The girl solemnly told him she was a princess and demanded he escort her and her retinue through the woods to her castle. He walked with her and the cats to a ring of stones on a hill, the girl turned to him and said "The debt has been repaid" before throwing sand in his face. When he woke the girl and the cats were gone, with no trace remaining aside from a single gold coin and a dead robin.
Where he's from: Vurim, but this is just the word for 'home' in Zrok's dialect of Draconic. A mountain range pretty far to the north from Evermoor.
What he was doing: Hunting for food, cleaning dragon bones, general kobold things. He wasn't very important or noteworthy in his tribe.
Why he left: People in robes (cultists or necromancers, he's not sure) attempted to revive the dragon whose bones Zrok's clan revered, but for some reason it didn't work and he's the only one left alive. He left partially to flee the people who killed his tribe and partially because there's now a voice in his head that is telling him to cross the sea.
One interesting thing: Found an empty village with a single little girl and dozens of cats, escorted them to a ring of stones, fell asleep. They were gone when he woke up but left him a coin and a dead bird
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