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D&D 5E Tomb of Horrors!


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Dargun
Human Barbarian(Totem) 13
XP:
Outlander CG
Strength 16 (+3) Dexterity 16 (+3) Constitution 20 (+5)
Intelligence 7 (-2) Wisdom 14 (+2) Charisma 9 (-1)
An ugly oafish beast of a man, who is nearly impossible to kill. He is a really nice guy underneath, but dumb as a box of hammers.
[sblock=Bio]
Not too much here. A warrior from the Northern Tribes. After losing a fight for position in the tribe, he traveled to the southlands in search of his fortune. He fell in with a group of adventurers and seeing as they were as heavily armed, unstable, and prone to violence as he, decide to go camping with them for the rest of his life.
[/sblock]
[sblock=Personality]
Traits: Dargun is friendly to everyone, so overly friendly it is off-putting, and he has never really piicked up on it.
Dargun is terrified of spiders.
Ideal: Protecting my friends is the greatest thing I can do.
Bond: I still remember and keep my oaths to my tribe.
Flaw: Dargun is impatient and grows frustrated easily.
[/sblock]
[sblock=Appearance]
Hair: Brown
Eyes: Brown
Skin: Ruddy
Height: 6’
Weight: 275 lbs
Age: 36
Description:
Dargun is a large, slightly overweight, but hugely muscled man with a thick black beard and excessive body hair. He wear his long hair loose and dresses in very simple clothes.
[/sblock]
[sblock=Stats, Skills, Proficiencies]
Dargun
Human Barbarian(Totem) 13
XP:
Outlander CG
Strength 19* (+4) Dexterity 16 (+3) Constitution 20 (+5)
Intelligence 7 (--2) Wisdom 14 (+2) Charisma 9 (--1)

Skills
  • Acrobatics +8
  • Arcana --2
  • Athletics +9*
  • Deception --1
  • History --2
  • Insight +2
  • Intimidation +4
  • Investigation --2
  • Medicine --1
  • Nature --2
  • Perception +7
  • Performance --1
  • Persuasion --1
  • Religion --2
  • Sleight of Hand +3
  • Stealth +3
  • Survival +7

PROFICIENCIES
Armor: Light and Medium Armor, Shields
Weapons: Simple Weapons, Martial Weapons
Tools: Drums
Languages: Common, Dwarven, Orcish
[/sblock]
[sblock=Combat]
COMBAT
Init: +3
AC: 24
HP: 139/139
Hit Dice: 13d10
Speed 40
Size Medium
Passive perception 12
SAVES
STR +9*DEX +8CON +10INT --2WIS +2CHA --1
Attacks and Cantrips
  • Longsword +9* / 1d8+5; Versatile 1d10
  • Handaxe +9* / 1d6+5; Light, thrown (range 20/60)
[/sblock]
[sblock=Features and Abilities]
CLASS FEATURES
Rage
  • +3 bonus damage rolls
  • Resistant to p/b/s damage
  • Advantage on Strength Checks and Saving Throws
  • 5 / LR
Unarmored Defense
+ Con bonus to AC​
Reckless Attack
Advantage on Str attack rolls for 1 turn; enemies have advantage on attack rolls​
Danger Sense
Advantage on Dex Saving throws​
Extra Attack
Fast Movement
10’ more when not wearing heavy armor.​
Feral Instinct
Advantage on Intitiative rolls; if surprised, can act during surprise round if raging.​
Brutal Critical
One extra die on criticals​
Relentless Rage
While Raging, if drop to 0hp, DC10 Con check to drop to 1hp; +5 DC on each use​
Totem Warrior
Spirit Seeker
Beast sense and speak with animals as rituals​
Totem Spirit: Bear
While Raging, resistant to all damage except psychic​
Aspect of the Beast: Bear
Carrying capacity X2; Advantage on Str checks to push, pull, lift, or break objects​
Spirit Walker
Commune with nature as ritual​
Background (Outlander) Feature :
Wanderer
You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.​

FEATS
  • Resilient (Dex):
    +1 Dex; Proficient on Dex saving throws
  • Durable:
    Minimum roll to regain hp with hit dice; Double Con bonus = 10
[/sblock]
[sblock=Equipment]
EQUIPMENT
Combat Gear
two handaxes
Shield +1
Longsword +1
Bracers of Defense att
Other Gear
Traveler’s clothes
Backpack
Belt pouch
Bag of Holding
Gauntlets of ogre power att
Cloak of protection
In Bag of Holding
Immovable rod (4)
hunting trap
trophy from an animal you killed
Bedroll
mess kit
tinderbox
10 torches
40 days of rations
Waterskin
50 feet of hempen rope
acid 2
Alchemist's fire
Ball bearings
Block and tackle
chalk 100
crowbar 2
Healer's Kit 12
10 foot ladder
Steel mirror
Miner's pick
Ram, POrtable
silk rope (50 ft) 10
Drums


Money:
55 pp
24 gp
11 sp
14 cp
[/sblock]
[sblock=Mini Stats]
Init: +3
AC: 24
HP: 139/139
Hit Dice: 13d10
Speed 40
Size Medium
Passive perception 12
[/sblock]
[sblock=Rolls]
Ability scores: 4D6.HIGH(3) = [3, 5, 4, 4] = 13
4D6.HIGH(3) = [4, 6, 4, 6] = 16
4D6.HIGH(3) = [2, 2, 4, 3] = 9
4D6.HIGH(3) = [3, 1, 2, 2] = 7
4D6.HIGH(3) = [3, 5, 6, 3] = 14
4D6.HIGH(3) = [5, 6, 4, 2] = 15

Hit Points 2&3: 2D12 = [2, 2] = 4
Hit Points 4-7:
1D12+4 = [2]+4 = 6
1D12+4 = [9]+4 = 13
1D12+4 = [10]+4 = 14
1D12+4 = [2]+4 = 6

Hit Points 8-13: 1D12+5 = [5]+5 = 10
1D12+5 = [4]+5 = 9
1D12+5 = [7]+5 = 12
1D12+5 = [9]+5 = 14
1D12+5 = [11]+5 = 16
1D12+5 = [4]+5 = 9

Gold: 1D10 = [6] = 6
[/sblock]
 
Last edited:


Weeeeell, I was going to stop at 6 players, but there's no guarantee everyone will stay in. I can put you on a waiting list, in which case you'd be the first to be on it. I was mainly waiting on everyone to finalize their characters before I went forward.

Speaking of which, when everyone's ready, let me know and I'll make the Rogues Gallery.
 







Into the Woods

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