5E Tomb of Annihilation RG


Basically done

Name: Oskeld Frostforge
Race: Male Hill Dwarf
Background: Hermit
Class: Cleric 1 of Life
Alignment: Neutral Good
Proficiency Bonus: +2
Inspiration: No
Spent HD: none

Strength: 14 (+2)
Athlethics: +2​

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

Constitution: 15 (+2)

Charisma: 8 (-1)
Deception: -1
Intimidation: -1
Performance: -1
Persuasion: -1​
Passive Perception: 13
Passive Investigation: 11
Initiative: +0
AC: 18 (16 w/o shield)
Speed: 30 ft
Hit Dice: 1d8
HP: 11/11

Intelligence: 12 (+1)
Arcana: +1
+History: +3, +5 about stonework
Investigation: +1
Nature: +1
+Religion: +3​

Wisdom: 16 (+3)
Animal Handling: +3
+Insight: +5
+Medicine: +5
Perception: +3
Survival: +3​


[sblock="COMBAT"]OFFENSE Initiative: +0

To Hit
1d8+2 (s)
1d8+2 (b)
versatile (1d10)
versatile (1d10)
varies, DC 13
DEFENSE AC: 18, 16 w/o shield
Strength: +2
Intelligence: +0
Dexterity: +0
+Wisdom: +5
Constitution: +2
+Charisma: +1
Advantage on saving throws vs poison
Resistances: Poison

[-] 2nd levelChannel Divinity: 1 (short/long)[/-]

Spells Per Long Rest
Spells Cast
Cantrips: Light, Spare the Dying, Toll of the Dead
1st level: Bless+*!, Cure Wounds+!, Guiding Bolt+, Protection From Evil and Good#*, Sanctuary#, Shield of Faith#*
! domain spell, + Spell benefits from higher casting level. * Spell requires concentration
# 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, Goblin
Armor: Light, Medium, and Heavy Armor, Shields
Weapons: All Simple weapons, plus battleaxe, handaxe, light hammer, and warhammer
Tools: Smith's Tools, Herbalism Kit​
Race: Hill Dwarf
+2 Con, +1 Wis; Speed: 25 feet; Size: Medium; Livespan: 350 years
Darkvision: 60 feet
Dwarven Resilience: Advantage on poison saving throws. Resistance to poison damage
Dwarven Combat Training: proficient in battleaxe, handaxe, light hammer, and warhammer
Tool Proficiency: Proficient in artisan's tools, one of smith's tools, [-]brewer's tools[/-], or [-]mason's tools[/-]
Stonecunning: Double proficient in Int (History) skill checks only related to the origin of stonework
Dwarven Toughness: +1 hp/level​
Background: Hermit
Skills: Medicine, Religion; Tools: herbalism kit; Language: Goblin
Life of Seclusion: I wanted to know if the forge is a true metaphor for life
Feature: Discovery: Something I thought about was profound​
Feats: None
Class: Cleric, Life Domain
Domain: Life
Domain Spells: bless, cure wounds
Disciple of Life: Non-cantrip healing spells heal an additional 2+spell level hp of damage.
Bonus Proficiencies: You are proficient in heavy armor
[/sblock][sblock="EQUIPMENT"]Chain Mail(AC 16, 55#)
Battleaxe (4#)
Warhammer (2#)
shield (6#)
Holy Symbol, amulet (1#), on neck
common clothes (3#)
a blanket
10 candles
a tinderbox
an alms box
bedroll (7#)
papers of my revelations
prayer book (5#)
2 blocks of incense
2 days of rations
mess kit (1#)
sewing kit (1#)​
belt pouch (14 gp, 0 sp, )

Equipment Weight: 75#
[sblock="Carrying Capacity"]
Heavily Encumbered
Carrying Capacity
Push, Drag, Lift
[/sblock][/sblock][sblock="DESCRIPTION and HISTORY"]HISTORY: Oskeld was always a curious dwarf, always asking how come? or why? and not taking because as the reason. When he was old enough, he went off on his own into unexplored caves to find new things. He even explored the surface's forests for new things. He did not think life was only about the forge and the clan. Recently, he was told of a trip to Chult. A new place to explore and discover new things. Maybe there are answers there.
Race: Hill Dwarf
Gender: Male
Age: 87
Relationship: None
Height: 4' 8"
Weight: 145#
Complexion: wrinkled
Skin: ruddy
Hair: black/brown
Eyes: blue/black
Face Structure: round, long beard
APPEARANCE: Oskeld looks more like an armored warrior than a priest. He braided beard tells of his exploits on the field of honor. His hair is ill-kept and his pants are always dirty because he sat down without worrying about what he was sitting on/in.

PERSONALITY: Oskeld is gruff like all dwarves. But his issue is that most people don't examine the world, they take life for granted.

Traits: I do not fear death; sometimes I fear living.
Traits: I believe truth lies in the pebbles, not the stones.
Ideal: Turn over every stone until you know everything
Bond: I must continue my quest to discover the truth
Flaw: Curiosity will kill me.
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Race: Elf (wood)
Class/Level: Wizard 1
Alignment: Chaotic Good
Size: Medium
Type (Subtype): Humanoid (elf)
Init: +3
Speed: 35 ft
Senses: Passive Perception: 14
Languages: Common, Elf, Tabaxi
Background: Archaeologist
Ispiration: none

Str 08 (-1), Dex 16 (+3) , Con 12 (+1), Int 15 (+2), Wis 14 (+2), Cha 10 (+0)

AC: 13 (dex)
HP: 07 (1d6 +1)
Prof. Bonus +2
Proficiencies: light crossbow, daggers, darts, slings, quarterstaff, long bow, long sword, short bow, and short sword
Tools: Cartographer's Tools, Navigator's Tools
Feats: none
Saves: INT +4, WIS +3
Special Defenses: advantage on saves vs charms, immune to magical sleep

RANGE: short bow +5 Attack, 1d6+3 piercing,
MELEE/RANGE: dagger +5 Attack, 1d4+3 piercing, (light, finesee, range:20/60)

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

Ability Scores: +2 DEX, +1 WIS
Size: Medium
Darkvision: 60'
Keen Senses: gain proficiency in the Perception skill
Fey Ancestry: advantage on saves against being charmed and magic cannot put you to sleep
Trance: may enter a meditative state for 4 hours, after which you gain the same benefits as sleeping 8 hours
Elf Weapon Training: proficiency with longsword, shortsword, shortbow, and longbow
Fleet of Foot: your base speed is 35 feet
Mask of the Wild: you can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, or other natural phenomena
Languages: Elvish and Common

Skills: History and Survival
Tools: Cartographer's Tools and Navigator's Tools
Languages: One of player's choice.
Dust Digger: Prior to becoming an adventurer, you spent most of your young life crawling around in the dust, pilfering relics of questionable value from crypts and ruins. Though you managed to sell a few of your discoveries and earn enough coin to buy proper adventuring gear, you have held onto an item that has great emotional value to you. - Medallion
Feature: Historical Knowledge - When you enter a ruin or dungeon, you can correctly ascertain its original purpose and determine its builders, whether those were dwarves, elves, humans, yuan-ti, or some other known race. In addition, you can determine the monetary value of art objects more than a century old.

-Arcane Recovery: You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots
to recover. The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher.
-Cantrips: mending, light, blade ward
-Spellbook: absorb elements, detect magic, identify, comprehend languages, grease, sleep
-Spell save DC12
-Spell attack +4
-Ritual Casting
-Spellcasting Focus: arcane focus

Combat Gear:
shortbow -bought
quiver w/20 arrows -bought

Other Gear:
Component Pouch
-mess kit
-torches 10/10
-rations 10/10
-wodden case w/map to ruins or dungeon
-two-person tent
-oil 2 flasks-bought
-cartographer's tools -bought
Rope (50' hempen)
Bullseye Lantern
Miner's Pick
Traveler's Clothes
Belt Pouch:
-trinket: half of a wooden Mantazi bowl
-loose coins

GP: 08 SP: 08 CP: 00

Carrying Capacity: 120 lbs
Push/Drag/Lift: 240 lbs
Climb: 17' Swim: 17'
Long Jump: 8' & 4'
High Jump: 2' & 1'
Hold Breath: 2 minutes

Trait: Traps don't make me nervous. Idoits who trigger traps make me nervous.
Trait: I might fail, but I wil never give up.
Ideal: With every great discovery comes grave danger. The two walk hand in hand.
Bond: Ever since I was a child, I've heard stories of a lost city. I aim to find it, learn its secerts, and earn my place in the history books.
Flaw: I have no time for friends or family. I spend every waking moment thinking about and preparing for my next expedition.

Sex: Male
Age: 109
Height: 5'-11"
Weight: 112lbs
Hair Color: sandy brown
Eye Color: hazel
Skin Tone: caramel
Scars/Tattoos: one tattoo made on his arm when he didn't have paper to map the dungeon he was exploring
Description/History: An odd sight to see Tlazohtlaloni (means one who is loved) with his full pack on his back and all the gear that would make you think he was raised by dwarves. But he was born in the jungles of Chult to an exploratory couple on their way to discovering a great lost city. Being born in the jungle was a complication for his mother, who took ill before the expedition could reach Port Nyanzaru. She is now buried deep in the jungle. Tlazo's (LAY-zo) father gave the young babe over to a Tabaxi midwife who raised the boy until her death 60 years later. Being almost old enough, Tlazo father decided to have the boy tag along on his expeditions having the whole camp help take care of him. This didn't last long as an excursion to Candlekeep was needed by his father to answer important questions. Tlazohtlaloni was left in the care of the scholars and wizards at the cloistered keep, and never heard from his father again. With the family business in his blood the young archaeologist has traveled in and around the Sword Coast helping to unearth old ruins and ancient treasures, but when the opportunity to travel back to Chult happened, the wood elf jumped at the chance to get some answers to all his questions.
Strange Encounter

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