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Overview

About This Game

Castle Whiterock will have a very old-school mega-dungeon feel, the kind that Gary Gygax and Rob Kuntz used to run for each other back in the days when the spells in the PHB were named after actual player characters and random tables controlled all aspects of an adventurer’s life.

Game System

Level Up 5e

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08/01/2024

Detailed Description

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"As the flame of my second life sputters and dims, I find myself thinking more and more on those heroes who, though we first met as enemies, granted me another opportunity to sip from life's cup. Great were their deeds and deep their wisdom, yet the tale of their adventures in Castle Whiterock has not been told: the helpless lives they saved and the wicked lives they ended, the diabolic ingenuity of their adversaries, the desperate moments when hope was faint, and their final victory over the terrible dragon Benthosruthsa."

 

The Basics

Rules System: Level Up Advanced 5th Edition
Theme: Dungeoncrawl
Starting Level: 1st

Flavor: Castle Whiterock will have a very old-school mega-dungeon feel, the kind that Gary Gygax and Rob Kuntz used to run for each other back in the days when the spells in the PHB were named after actual player characters and random tables controlled all aspects of an adventurer’s life.

Plot Hook: A few days march from the town of Cillamar, in the Kingdom of Morrain, lies a many-centuries-old ruined castle, named Whiterock. Rumors speak of it being held in the past by monks, orcs, gnomes and even dragons. But the ruin has sat quietly undisturbed for generations, and Cillamar has grown into a thriving mining and trade town since. But is all truly as quiet as it seems within the ruins of the ancient castle?

Adventure Summary: In the course of adventuring in the 15 levels and 14 sublevels of Castle Whiterock, the heroes will uncover secrets from the castle's history as they seek out fortune and glory. In order to best the dungeon, the party will have to explore many strange locations, such as orcish mines, underwater ruins, a forested demiplane, a “tower” carved from a giant stalactite, a duergar fortress, and the volcanic heart of the mountain. Along the way, they will have the opportunity to partake in several sub-quests that could net them extra wealth and XP.

Perhaps they will find powerful allies and lost artifacts to help them against Benthosruthsa, the great red dragon dwelling at the bottom of the dungeon. It’s also likely they will make powerful enemies. Many of the adversaries of Castle Whiterock don’t stand around waiting for the heroes to come to them – they go looking for the heroes!

Are you brave enough?

GM Info: Hi there! It's Billy Watford. I’ve been GMing (DMing, Storytelling, what have you) for these last 35+ years, and gaming a touch longer. I’ve run what feels like hundreds of adventures via Paizo, WotC, TSR, and many others over the years and have currently many games running here on Myth-Weavers.

My GMing style focuses more on what makes a good story, and less on things like exploiting the loopholes in rules to their fullest. I like characters that are cards to begin with, but I LOVE characters that develop over the course of a game. Don’t make me deal with two-dimensional characters that have one annoying trait they exploit over and over, and I won’t have to make a tarrasque show up. Deal? Deal.

What kind of player am I NOT looking for?
People who have played this adventure before (Sorry), and Power Gamers (not sorry) and rules lawyers (really not sorry).

What kind of players AM I looking for?
Ooh, this one is good. I am not really looking for players at all. I am looking for a cast of characters. I’m looking for someone who’s committed to not only a good plot progression (characters or players that stifle the plot make me want to scream), but character development. I want to see your character grow into their role. I want to see selfish street rat become swashbuckling hero! I want to see bored pencil-pushing acolyte become punishing wrath of an angry god! LET’S DO THIS.

I’m also looking for people who can follow basic rules of grammar. That being said, I can be pretty lenient about mistakes. BUT...for the love of god, in a system like this, where you can edit minutes, days, weeks later...take a little pride.

 

Character Creation

First of all, this is a complete conversion to Level Up - Advanced 5th Edition from D&D 3.5 so a LOT has changed.

Character Creation & Play Guidelines: This document has everything you need to participate in one of my games. Includes rules for character creation guidelines and much more.

Character Creation and Play Version 3.1


Character Submissions: You will also need to start a thread in the application thread for your submission.

If you have any questions about my rules for character building, setting, or any thoughts about character backgrounds, or to request that I review your character then you can do so by using the links below.
 

Generating Ability Scores: The first post in your character thread should contain your ability score generation and nothing else. To determine your ability scores, you can use whichever method that you like, you may use the standard 27 point-buy method, the static array, or you may choose to roll your stats by rolling four 6-sided dice and sum up the three highest rolls. Repeat this process six times to generate your stats.

If you chose the roll method, you must take the stats that the dice gods have given you, good or bad, that is the hand in life that you have been dealt. Some of  the best heroes come from a tough beginning and overcoming adversity.

If you are new to Myth-Weavers a guide to how to use the dice roller is available.


Character Thread Template: You are welcome to use the following template. It is designed to include all pertinent details about your character for quick reference by both the Narrator and yourself as the player. By keeping this post current in your character thread, you eliminate the need for a separate Myth-Weavers character sheet. Ensure that your posting template provides a link to your character thread for convenient reference. The character template should be the second post in your application.


Character Posting Template: The third post in your application should be your posting template. I have created one that you can feel free to copy and use if you like. (See Character Thread Template link above.)

 

Free Online Resources

Main Website

Level Up: Advanced 5th Edition (A5E) (levelup5e.com)

All the Rules

Home | Level Up (a5e.tools)

Character Creation Walkthrough

Character Walkthrough | Level Up (a5e.tools)

Campaign Setting

This campaign takes place in my World of Elissar campaign setting, all relevant information can be found at the below website.

The World of Elissar (campaign setting website)

 

Technical Stuff

Application Deadline: August 1st, 2024 midnight (US Central Standard Time)

Post Requirements: Minimum posting rate of two to three times per week.

Party Size: Looking for 5 players.

Can I submit more than one character?
No. I'm going to go ahead and limit it to one character submission per person. That being said, feel free to change your character concept as much as you want between now and the close date!

 

Final DM Note

I know the above is a very, very lengthy process to go through to apply for a dungeon crawling online pbp game. I also know that some of you will be turned off by it. Some of you will cringe, but others will pour their heart and soul into their character and create something absolutely beautiful. When I have used this process before in the past it has given me the best roleplayers I have ever seen in a game and also the most committed group of players that are still going strong after two years of play. If you are looking for a quick game of fun and just want to slash up some bad guys and do your thing then this campaign is not for you. If you are looking for more.... then look no further than "Castle Whiterock".

 

  1. What's new in this game
  2. It's been many years since I've risked rolling for stats, but let's do it. Edit: well, sure can't complain about that.
  3. Calacan Diamant Gnome Warlock 1 Age 42 Height 3 feet 4 inches Weight 38 pounds Size Small Culture Deep Gnome Background VITALS HIT POINTS 8 HIT DICE 1 (1d8) ARMOR CLASS 14 (Padded Leather) SPEED 25 ft. MANEUVER DC 12 PERCEPTION 10 (passive) IMMUNITIES None INSIGHT 10 (Passive) RESISTANCES None VULNERABLE None SKILLS & SAVES STRENGTH 10 (0) Athletics +0 STR Save +0 DEXTERITY 11 (+0) Acrobatics +0, Sleight of Hand +0, Stealth +0 Dexterity Save +0 CONSTITUTION 11 (+0) Constitution Save +0 INTELLIGENCE 11 (+0) Arcana +0, Engineering +0, History +0, Investigation +0, Nature +0, Religion +0 Intelligence Save +0 (+1d4 vs Magic) WISDOM 11 (+0) Animal Handling +0, Culture +0, Insight +0, Medicine +0, Perception +0, Survival +0 Wisdom Save +0 (+1d4 vs Magic) CHARISMA 12 (+1) Deception +1, Intimidation +1, Performance +1, Persuasion +1 Charisma Save +1 (+1d4 vs Magic) * Denotes Proficiency (denotes expertise) PROFICIENCIES & LANGUAGES Armor Light armor Weapons Simple weapons Tools Senses Darkvision 60 ft. Languages Common, Gnomish, Undercommon ARCHTYPE: COLORSEER Colorseers express their magic through the ebb and flow of fantastical colors. www.levelup5e.com EQUIPMENT Backpack, crowbar, dagger, hammer, hand crossbow, lute, padded leather, pitons (10), quiver with 20 bolts, rapier, torches (10), tinderbox, waterskin, rations (8 Supply) Maximum Supply: 8 Maximum Bulk: 1 BACKGROUND: ENTERTAINER Connection. Stone and Steele, her old performing troupe led by Riley Steele. Memento. A shard of the harmonic crystal she found deep underground, which still resonates with her voice. Pay the Piper. In any settlement in which Cenya hasn’t made herself unpopular, her performances can earn enough money to support her and her companions: the bigger the settlement, the higher Cenya’s standard of living, up to a moderate lifestyle in a city DESTINY: KNOWLEDGE Cenya seeks universal truths too vast and terrible for mortal minds to comprehend, or untold secrets hidden away from inquiring minds. She fulfills her destiny of Knowledge and gains her fulfillment feature when she has a true epiphany. SOURCE OF INSPIRATION Learning. Cenya gains inspiration whenever she makes an arcane, divine, scholastic, or scientific discovery. FULLFILLMENT FEATURE Converging Theories. Cenya’s understanding has bridged the gaps and she joins what once was disparate into a unified scientific and spiritual theory. Her Intelligence, Wisdom, and Charisma scores each increase by 2 and their maximums each become 22. INSPIRATION FEATURE Critical Evaluation. As a bonus action, Cenya may spend her inspiration to quickly evaluate a creature or item she can see, accurately determining one objective attribute of her choice. When evaluating a creature, she may determine its resistances, immunities, vulnerabilities, what languages it speaks, or its armor class. When evaluating an object, she may determine if it is magical, poisonous, cursed, trapped, or its approximate value. WEALTH COIN POUCH Copper: 0 | Silver: 0 | Electrum: 0 | Gold: 6 | Platinum: 0 BANKED COIN Copper: 0 | Silver: 0 | Electrum: 0 | Gold: 0 | Platinum: 0 ITEMS OF VALUE (Gems, Art, Jewelry, etc.) 1. 2. 3. MAGIC ITEMS ATTUNED ITEMS (Maximum of 3) 1. 2. 3. NON-ATTUNED ITEMS 1. 2. 3. CONSUMABLES 1. 2. 3. COMBAT Action Bonus Action Reaction ATTACKS Rapier +4 to hit; reach 5 ft; one target; 6 (1d8+2) piercing damage. Parrying. This weapon is designed to be used with a light shield. When Cenya makes an attack with this weapon and is using a light shield she can use a bonus action to either make an attack with her shield or increase her Armor Class by 1 until the start of her next turn. Finesse. Cenya may choose to use your Dexterity modifier for attack and damage rolls made with this weapon (included). Hand Crossbow (offhand) +4 to hit; range 30/120 ft; one target; 5 (1d6+2) piercing damage. Dual-wielding. This weapon is designed to be wielded in concert with another weapon. When wielding another weapon in your main hand that does not have the heavy property, Cenya can use her bonus action to make an attack with this weapon (see Two-Weapon Fighting). Loading. This weapon must be loaded before it can be used. Cenya may only make one attack with a loading weapon when she uses an action, bonus action, or reaction to fire it, regardless of the number of attacks she could normally make. SPELLCASTING Caster Level 4 | Spell Casting Ability Charisma | Spell Save DC 14 | Spell Attack +6 Art Specialty: Voice. Cenya has advantage on saving throws made to maintain concentration on bard spells. CANTRIPS (Click the spell for more information) Dancing Lights (V, S, M). Cenya creates up to four hovering lights which appear as torches, lanterns, or glowing orbs that can be combined into a glowing Medium-sized humanoid form. Each sheds dim light in a 10-foot radius. She can use a bonus action to move the lights up to 60 feet so long as each remains within 20 feet of another light created by this spell. A dancing light winks out when it exceeds the spell’s range of 120 feet. Minor Illusion (S, M). This spell creates a sound or image of an object. The illusion disappears if dismissed or Cenya casts the spell again. Cenya may create any sound she chooses, ranging in volume from a whisper to a scream. She may choose one sound for the duration or change them at varying points before the spell ends. Sounds are audible outside the spell’s area. Visual illusions may replicate any image and remain within the spell’s area, but cannot create sound, light, smell, or other sensory effects. The image is revealed as an illusion with any physical interaction as physical objects and creatures pass through it. An Investigation check against Cenya’s spell save DC also reveals the image is an illusion. When a creature realizes the image is an illusion, the effects become fainter for that creature. Prestidigitation (V, S). Cenya wields arcane energies to produce minor effects within 30 feet. Choose one of the following: Create a single burst of magic that manifests to one of the senses (for example a burst of sound, sparks, or an odd odor). Clean or soil an object of 1 cubic foot or less. Light or snuff a flame. Chill, warm, or flavor nonliving material of 1 cubic foot or less for 1 hour. Color or mark an object or surface for 1 hour. Create an ordinary trinket or illusionary image that fits in your hand and lasts for 1 round. Vicious Mockery (V). As long as the target hears Cenya (understanding her words is not required) it makes a DC 14 Wisdom saving throw or it takes 1d6 psychic damage and has disadvantage on the first attack roll it makes before the end of its next turn. 1ST-LEVEL (2 Slots) (Click the spell for more information) Comprehend Languages (V, S, M). For one hour Cenya gains +10 bonus on Insight checks made to understand the meaning of any spoken language that she hears, or any written language that she can touch. This spell doesn’t uncover secret messages or decode cyphers, and it does not assist in uncovering lies. Cure Wounds (V, S). One creature (which is not a construct or undead) Cenya can touch regains 1d8+4 hit points. Harmonic Resonance (V, S, M, Concentration). Until the spell ends after 1 minute, Cenya may take the Help action as a bonus action. Additionally, when a creature within 30 feet uses a Bardic Inspiration die, she may choose to reroll the die after it is rolled but before the outcome is determined. Cenya cannot cast another spell through her spellcasting focus while concentrating on this spell. Heroism (V, S). Until the spell ends, one willing creature Cenya touches cannot be frightened and gains 3 temporary hit points at the start of each of its turns (any remaining are lost when the spell ends). Thunderwave (S). Thunder rolls from Cenya in a 15-foot cube. Each creature in the area makes a DC 14 Constitution saving throw. On a failure, a creature takes 2d8 thunder damage and is pushed 10 feet from Cenya. On a success, a creature takes half damage and is not pushed. 2ND-LEVEL (3 Slots) (Click the spell for more information) Detect Thoughts (V, S, M, Concentration). On the round she casts it, and as an action on subsequent turns until the spell ends, Cenya can probe a creature’s mind to read its thoughts by focusing on one creature you can see within 30 feet. The creature makes a Wisdom saving throw. Creatures with an Intelligence score of 3 or less or that don’t speak any languages are unaffected. On a failed save, Cenya learns the creature’s surface thoughts—what is most on its mind in that moment. On a successful save, she fails to read the creature’s thoughts and can’t attempt to probe its mind for the duration. Conversation naturally shapes the course of a creature’s thoughts and what it is thinking about may change based on questions verbally directed at it. Once she has read a creature’s surface thoughts, Cenya can use an action to probe deeper into its mind. The creature makes a second Wisdom saving throw. On a successful save, she fails to read the creature’s deeper thoughts and the spell ends. On a failure, she gains insight into the creature’s motivations, emotional state, and something that looms large in its mind. The creature then becomes aware that she is probing its mind and can use an action to make an Intelligence check contested by her Intelligence check, ending the spell if it succeeds. Additionally, Cenya can use an action to scan for thinking creatures within range that she can’t see. Once she detects the presence of a thinking creature, so long as it remains within range she can attempt to read its thoughts as described above. The spell penetrates most barriers but is blocked by 2 feet of stone, 2 inches of common metal, or a thin sheet of lead. Magic Map (S, M). Cenya creates a map with herself at the center, choosing a scale up to 100 by 100 miles. The map only includes locations that she has seen and traveled through. The map doesn’t show areas at a significantly different elevation from her current location. If she casts the spell while lost, the spell fails. FEATS & FEATURES GNOMISH AGILITY Adept at avoiding the attacks of the “Big Folk”, you gain +1 to your Armor Class against creatures of a size category larger than your own. Gnome Cunning. You gain an on Intelligence, Wisdom, and Charisma against magic. Gnomish Magic. You know the cantrip. Your ability for this spell is Intelligence, Wisdom, or Charisma (whichever is highest). Dark Gnome Magic. You can cast once per long rest. Once you reach 3rd level, you can cast (blindness only) once per long rest. At 5th level, you can cast once per long rest. You don’t need material components for these spells, and when casting them your ability is Intelligence, Wisdom, or Charisma (whichever is highest). Subterranean Camouflage. You gain an expertise die on Stealth checks made to hide in rocky terrain. EXPLORATION SOCIAL APPEARANCE BACKSTORY ALLIES & ORGANIZATIONS FOLLOWERS & STRONGHOLDS
  4. The dice gods have not been as kind on the new site, but we shall see…wow. The most average hero EVER!
  5. I may have missed it, apologies if I did. When are App's due? Thanks.
  6. Half-elf Adept 1 AC: 15 | HP: 8/8 | Maneuver DC: 13 | Passive Perception/Insight: 14/10 Spell Slots: 0| Spell DC: ? DM Inspiration: 1/1 "Speech should always be in quotes and in bold." Thoughts should be in italics Mechanics Main Hand: Shortsword Off Hand: Empty Action: Your action goes here. Bonus Action: Your bonus action goes here. Move: Your movement goes here. Manipulate: Your one free object interaction goes here.
  7. Ezekiel 'Zeke' Merhan "Give me your name before I end you so that I may enjoy the pleasure of forgetting it." Theme: Half-elf (Lone Wanderer) • Monster Slayer • Destiny (Light) • Adept 1 Medium • Lawful Neutral • Traits Backstory Born in a Tiny unnamed Settlement to an elf father and a human mother, Zeke lived a relatively happy childhood. The work was hard as there were less than a hundred people living in this little hamlet, but it was all Zeke had ever known. He found enjoyment where he could, rock throwing contests with the other children, breaking up chicken fights, helping his mother pick vegetables. It was a simple, quiet life. Or so he thought. In a night of pure horror when Zeke was the tender young age of 9, a group of cultists attacked his home. Huts burned, livestock and innocents slaughtered, men, women, and children tortured in abominable demonic rituals. The Trauma was too much, Zeke does not remember how or why he survived, all he remembers is the screams and blood, then sitting in the village staring at the sky, throat horse from screaming and too exhausted to cry. This was when Sando found him. Sando Han was an ascetic monk of a long forgotten order, of which he was the only remaining member. An incredibly old man, sometimes seeming too old to even be alive, Sando took the young boy in and raised him in the ways of Ki Rata: The inner path. Ki Rata was both a philosophy and a martial art, A way to view the world and a way to exist within it. Little by little, Zeke fell in love with the teachings and became, according to Sando, his greatest student, although there were no other students to compare to. Ki Rata, among many things, taught that it's practitioners should seek truth, both in themselves and in the world. These were the hardest lessons for Zeke to learn as he learned more of the Ulvatu, The fires of creation, and its progeny, the Valya. "Ulvatu is not fire in the way we understand it young one." Sando taught. "We see fire as a simple red glow, but Ulvatu burned away chaos, and the nothingness of unreality. Think of it more as a fire that burns with all the colors of creation, and all the sensations. It burns yes, but it heals, cools, sooths, arouses, enrages, horrifies, confuses and understands. The first creatures to stem from Ulvatu were the Valya. The light and the dark. The embers and the flame. The ash and the sparks. What we call Angels are the Valya who were created by Ulvatu. The direct result. Their Ki, their inner fire, burns bright and white, it can sear but also warm. It can heal and protect, banishing the darkness, but it can also singe and destroy, and annihilate unto oblivion. What we call demons however, are the indirect result of creation. The combination of that which came before and that which is now. The ash in the fire, the smoldering coals of Ulvatu, the smoke of the flame. Their Ki burns black, and hot. They hunger the way fire hungers." Zeke could not allow this. He refused to believe in a world where what happened to his friends and family were a simple consequence of reality. He and Sando talked less and less and Zeke began to divert his efforts to more worldly matters. As he learned more of the world outside the monastery he learned of The fall of the Elven Empire, the rise of humanity, and he began to understand his own life. His father was part of the demon cult, All the elves of the village simply bred with humans to create livestock for sacrifice, such was their obsession with regaining their once great society. Zeke, of course, had no evidence for any of this, but the flame of hatred had take root in his heart, he vowed to root out demonic corruption wherever it showed itself. He practiced with blades and weapons, to the horror of Sando. "Weapons can only kill! Your fists are enough child! You need not destroy evil, only subdue it." Sando said. This only enraged Zeke further, Zeke began to see Sando as a coward, a frail old man hiding in his empty temple spouting meaningless platitudes. During one of their many sparing sessions Zeke struck at sando with hatred, With intent to kill. It was the first time Zeke had ever fought with anything other than a vacant mind, the first time he had ever struck with purpose. Sando, it seemed, was no stranger to this. He blocked Zeke's strike in a way that caused the force of Zeke's punch to collapse in on itself, shattering almost every bone in Zeke's right arm. Strangely , Sando seemed just as physically harmed by this technique as Zeke, and collapsed coughing up black blood. "I cannot teach those who do not wish to be taught child." Sando said many years later, after both had healed. "What happened? How can you be so strong and so frail?" Zeke asked. "You have much to learn young one." Sando said undid his robes. Sando revealed a terrible sight. A blackened, festering mark upon his chest that had black veins spreading through his entire body. "Every day I pray to the Angels in thanks for them allowing me to live another day, and every night I pray to those with black Ki." Zeke's chest pounded with a white hot fury, he felt a pulse in his ears and heard what sounded like a quiet whine, he thought he would lose himself to the rage once again, but he simply sat and listened as Sando continued. "Every night I pray directly to every demon whose name I know, Galmoroth, Sheeltielle, Mazallaath-" He interrupts himself with a hacking cough."Mmmmmm. HmHm. I pray that they learn the ways of peace and kindness, and ask them to join us in making a better world. Their hatred is so absolute that they answer my prayers by withering my body. My heart rots every day." "That's insane, you worship demons and the only thing you gain from it is dying?!?!? You're not just a coward, you're a fool!!" Zeke shouted. Sando simply chuckled and said "Worship is what you call it? Very well my boy." Sando lets and a few hours later returned with what seemed to be a simple walking stick. "As I said, I cannot teach those that do not wish to be taught. Take this, it will keep you safe on your journey". "Journey?" Zeke stepped back, thinking that Sando was going to force him to leave the monastery. "You can stay here as long as you like, but I recognize that look in your eyes." Sando explained. "You wish to see the world, to strike down evil and destroy corruption. You are my greatest student, but more than that, you have the making of a hero in you. You may stay if you wish, but I do not believe your destiny lies here." Some years passed as Zeke prepared himself to set out into the world. Training by day with Sando, and spending his nights studying the temple archives on the ways of demons and their followers. After a time, Zeke discovered that the stick was actually a sword, and began practicing blade arts as well. When the time came to leave, Zeke couldn't help but weep, he was leaving his father after all. "Make sure you make yourself some money, sleeping outside in the rain will give you a worse cough than mine." He said. All Zeke could do was embrace him and whisper "Thank you for everything." that was another life ago. Now, Zeke Travels the land of Morrian. Striking down bandits and rabid wolves wherever he is needed, with the occasional skeleton or wererat here and there. Despite his obsession with rooting out demon cults he has never found any credible leads to anything more than a few ghosts. Lately he has heard stories of a castle, Whiterock they call it. Many legends and folk tales lead to Whiterock, and Zeke believes that his destiny may lead inside. Appearance At first glance Ezekiel appears to be a human man of average height and build. Closer inspection betrays an enigmatic aura. He seems human, his features not soft or supple as that of the fae folk, but he moves with the grace and precision that they do. His eyes are another clue to his mixed heritage, silvery like steel. His hair is about chest length, silvery smooth and shiny, he seems to take great care of his grooming, his ears are also too long to be human. Finally his clothing. He wears what seems to be monastic robes, although very old. They seem to have been of fine quality sometime in the past, but are worn from travel and age. Dusty faded reds with dull gold accents over simple white cotton. All this is in contrast to his mannerisms. He is definitely human. His attitude and demeanor show as much, direct and devoid of much amusement, full of candor. Like a military general, he seems to constantly be slightly on edge, whether fearful or cautious is hard to say. He is also a creature of habit, when dealing with personal matters such as eating or reading, he seems rigid and repetitive as if attempting to emulate an automaton. Hearing him speak and looking into his eyes two things becomes obvious: This man is full of rage, and it's unclear if he's ever attempted to make any friends. Abilities Strength 10 (+0) • Dexterity 16 (+3) • Constitution 11 (+0) • Intelligence 11 (+0) • Wisdom 15 (+2) • Charisma 10 (+0) Point Buy/Boosts Str 10 • Dex 15 • +1 from Monster Slayer Con 11 • Int 11 • Wis 14 • +1 From Monster Slayer Cha 10 • Proficiency Bonus +2 Adventuring & Combat HP 8/8 HD 1 / 1 (1d8) AC 15 Initiative +3 • Dex +3 Saves: Strength +2 Intelligence +0 Dexterity +5 Wisdom +2 Constitution +0 Charisma +0 Perception +4 • Proficiency +2 • Wis +2 • Item 0 • Senses - Speed 30 Class DC 10 • Proficiency 0 • Base 10 • Str 0 • Item 0 Weapons & Attacks Shorsword +5 • Proficiency +2 • Dex +3 • Item 0 • Damage 1d6 • Masterwork, Hidden, Defensive (medium), finesse, parrying Unarmed +5 • Proficiency +2 • Dex +3 • Item 0 • Damage 1d4 • See Martial Arts Skills Acrobatics +5 • Proficiency +2 • Dex +3 • Item 0 Animal Handling +2 • Proficiency 0 • Wis 2 • Item 0 Arcana +2 • Proficiency +2 • Int 0 • Item 0 Athletics +2 • Proficiency +2 • Str 0 • Item 0 Culture +0 • Proficiency 0 • Int 0 • Item 0 Deception +0 • Proficiency 0 • Cha 0 • Item 0 Engineering +0 • Proficiency 0 • Int 0 • Item 0 History +0 • Proficiency 0 • Int 0 • Item 0 Insight +4 • Proficiency 2 • Wis 2 • Item 0 Intimidation +0 • Proficiency 0 • Cha 0 • Item 0 Investigation +0 • Proficiency 0 • Int 0 • Item 0 Medicine +2 • Proficiency 0 • Wis 2 • Item 0 Nature +2 • Proficiency 0 • Wis 2 • Item 0 Perception +4 • Proficiency 2 • Wis 2 • Item 0 Performance +0 • Proficiency 0 • Cha 0 • Item 0 Persuasion +2 • Proficiency +2 • Cha 0 • Item 0 Religion +2 • Proficiency +2 • Int 0 • Item 0 Sleight of Hand +3 • Proficiency 0 • Dex +3 • Item 0 Stealth +5 • Proficiency +2 • Dex +3 • Item 0 Survival +2 • Proficiency 0 • Wis 2 • Item 0 Proficiencies Weapons - Simple weapons, punching daggers, shortswords, throwing daggers Armor - None Tools - Flute Skills - Acrobatics (Adept), Insight(Lone Wanderer) , Perception (Preternatural Awareness), Religion (Monster Slayer), Stealth (Lone Wanderer), Arcana (Lone Wanderer), Athletics (Lone Wanderer), Persuasion (Human: Fast Learner) Expertise Religion • Demonology • 1d4 Perception • Scent • 1d4 Languages: Common, Elven, Abyssal Class Features Agile Defense While you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier. Martial Arts At 1st level, your trail to perfection gives you mastery of combat styles that use unarmed strikes and adept weapons, which are quarterstaffs, punching daggers, shortswords, and any simple melee weapons that don’t have the two-handed or heavy property. You gain the following benefits while you are unarmed or wielding only adept weapons and you aren’t wielding a shield: You can use Dexterity instead of Strength for the of your unarmed strikes and adept weapons. You can roll a d4 in place of the normal damage of your unarmed strike or adept weapon. This die changes as you gain adept levels, as shown in the Martial Arts column of the Adept table. When you use the Attack action with an unarmed strike or an adept weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven’t already taken a bonus action this turn. Ability Description Other Features Heritage (Human) Fast Learner • With their shorter life spans, humans can acquire knowledge at a higher rate than more long-lived heritages (although not all acquire the wisdom to use it). You gain in one additional of your choice (Persuasion). In addition, you require half as much time as normal to train yourself in the use of a suit of armor, tool, or weapon during downtime. Intrepid • Your survival instinct is remarkably strong. When you make an ability check, attack roll, or saving throw, you can choose to gain an on that roll. Once you use this trait, you cannot use it again until you finish a short or long rest. Heritage Gift: Preternatural Awareness The conventional senses of elves are thought to be more finely tuned than those of other mortals. Some scholars debate whether it is merely a matter of sensitivity, or if the elvish trance meditation heightens their awareness in a way other mortals simply are unable to rival. Elves with the gift of Preternatural Awareness have the following traits: Keen Senses. You gain in Perception. Prophetic Instincts. Your ability to detect danger is nearly supernatural. You gain a bonus to rolls equal to your Wisdom modifier, and you can’t be surprised while conscious (including during your Trance). Culture (Lone wanderer) Culture of My Own • You have rejected other cultures in favor of building your own. You gain four skill or tool proficiencies of your choice. Heirloom • You carry a family or cultural heirloom. Choose one weapon worth 100 gold or less. You begin play with a version of that weapon. Languages • You can speak, read, write, and sign Common and two additional languages Background (Monster Slayer) Ability Score Increases • +1 to Wisdom and one other ability score. Skill Proficiencies • Two chosen from Arcana, Nature, and Religion. (Religion) Languages • One of your choice Stand Firm • Once per , you can completely ignore an Intimidation attempt or an effect that causes the , , and/or conditions from a creature not of the humanoid type. Additionally, once you have put down a threat in a given region the people may reward you by sharing what they have. You are able to maintain a poor or moderate lifestyle with the assistance they provide, depending on their means. Adventures and Advancement • As your reputation and skills grow, you will have the opportunity to take on some help with your hunts in the form of apprentices. You may gain the service of an , a , and 2 who you are training to follow in your footsteps. Memento • A manual of lore about a specific type of monster, well-thumbed and extensively annotated. (Demons) Destiny Source of Inspiration: Revelation • You draw inspiration from uncovering and exposing lies or secrets. You gain inspiration whenever you uncover a lie that someone went to great lengths to hide. Publicly reveal a lie or scandal, solve a mystery, crack a code, expose corruption, or learn lost information. Inspiration Feature: Truth Seeking • You know how to uncover the hidden and discern the truth. Whenever you fail an Insight or Perception check, you can use your reaction to spend your inspiration and learn any information that would have been gained by succeeding on the check. FULFILLING YOUR DESTINY • You fulfill your destiny of Light when you reveal a truth that alters the public’s perception of the world. Shed light on a wide-reaching underground cult or crime syndicate, reveal some truth about deities or other powerful cosmic beings, expose and eliminate major corruption within a powerful government. Feats Feat • None Spells & Powers Spell Attack +0 • Proficiency 0 • Abi 0 Spell DC 0 • Proficiency 0 • Base 10 • Abi 0 Spell Slots: 1st Lvl • 0 / 0 Prepared Spells Cantrips Spell 1st Lvl Spell Inventory Money: 0 CP • 0 SP • 1 GP • 0 PP Weight 90 lbs • Enc 150 lbs (Str x 15) • Push/Drag/Lift 300 lbs (Str x 30) • Bulk 0 / 1 (1 + Str Mod) • Supplies 0 / 10 (Str) Equipped Traveler’s clothes • 4 lbs • 2 GP Swordcane (Hidden Shortsword) • 2 lbs • 10 GP+ 50 GP + 125 GP Item • 0 lbs Carried Explorer’s Pack (10 gp). Includes a backpack (5 lbs), a bedroll (7 lbs), a mess tin (1 lbs), a tinderbox(1 lbs), 10 torches(10 lbs), 10 Supply and a waterskin(5 lbs). The pack also has 50 feet of hempen rope (10 lbs) strapped to the side of it. Item • Location • 0 lbs Item • Location • 0 lbs Stowed Communal tent • 40 lbs • 15 GP Crowbar • 5 lbs • 2 GP Items within Explorer's pack Connections My mentor, Sando Mementos A manual of lore about a specific type of monster, well-thumbed and extensively annotated. (Demons) Motivation Justice. I cannot let an injustice stand unopposed.
  8. WIP Burul Burul Garoul Fighter 1 Age 28 Height 5 feet 10 inches Weight 250 pounds Size Medium Culture Moonkeeper Background: Criminal VITALS HIT POINTS 12 HIT DICE 1 (1d10+2) ARMOR CLASS 15 (17) (Hide + Medium Shield) SPEED 30 ft. MANEUVER DC 16 PERCEPTION 10 (passive) IMMUNITIES None INSIGHT 8 (Passive) RESISTANCES None VULNERABLE None SKILLS & SAVES STRENGTH 18 (+4) Athletics* +6 STR Save* +6 DEXTERITY 14 (+2) Acrobatics* +4, Sleight of Hand +2, Stealth* +4 (+1d4) Dexterity Save +2 CONSTITUTION 15 (+2) Constitution Save* +4 INTELLIGENCE 9 (-1) Arcana -1, Engineering -1, History -1, Investigation -1, Nature -1, Religion -1 Intelligence Save +2 WISDOM 6 (-2) Animal Handling -2, Culture -2, Insight -2, Medicine -2, Perception* +0, Survival -2 Wisdom Save +0 CHARISMA 13 (+1) Deception +1, Intimidation +3, Performance +1, Persuasion +1 Charisma Save +6 * Denotes Proficiency (denotes expertise) PROFICIENCIES & LANGUAGES Armor Light armor, Medium armor, Heavy armor, Shields Weapons Simple weapons, Martial weapons Tools Gaming Set, Thieves Tools Senses Darkvision 120 ft. Languages Common, Undercommon, Thieves' Cant ARCHTYPE: TBD www.levelup5e.com EQUIPMENT Backpack, Bedroll, crowbar, Dagger, throwing dagger(5), hammer, pitons (10), torches (10), tinderbox, waterskin, rations (10 Supply), Medium Shield, Hide Armor, Travellers Clothes, Thieves' Tools, Ball Bearings (1000), Maul, Shortsword Maximum Supply: 10 Maximum Bulk: 1 BACKGROUND: Criminal Connection. Slim, the masked courier who occasionally gives you jobs. Memento. A gold coin which reappears in your possession a week after you've gotten rid of it. Thieves' Cant. You know thieves’ cant: a set of slang, hand signals, and code terms used by professional criminals. A creature that knows thieves’ cant can hide a short message within a seemingly innocent statement. A listener who knows thieves’ cant understands the message. Thieves’ cant also includes a set of secret written symbols which can convey simple concepts associated with crime such as danger, secret exits, sellers of stolen goods, and whether a location is the territory of a specific gang. DESTINY: Ice Burul is the calm in the storm, he understands that violence is a thing, it is a thing that he is good at, and people will pay for him to commit violence to others. There is no reason to attach emotions to it. SOURCE OF INSPIRATION Frigid Stillness. You draw inspiration from contemplation and stillness. You gain inspiration whenever you spend extended time alone tending to your own quiet interests. FULLFILLMENT FEATURE Glacial Soul. You are the core of the glacier, an unshiftable constant chill. You are immune to cold damage. Whenever you use your Chill Emotions inspiration feature you can choose to become encased in impervious ice until the beginning of your next turn. While this feature is active, you are immune to all damage but cannot take any actions, bonus actions, or reactions. INSPIRATION FEATURE Chill Emotions. Your mind is set and steady and you can easily center yourself even amidst chaos. As an action, you may spend your inspiration to immediately end the charmed , confused , frightened , and rattled conditions on yourself. WEALTH COIN POUCH Copper: 0 | Silver: 0 | Electrum: 0 | Gold: 22 | Platinum: 0 BANKED COIN Copper: 0 | Silver: 0 | Electrum: 0 | Gold: 0 | Platinum: 0 ITEMS OF VALUE (Gems, Art, Jewelry, etc.) 1. 2. 3. MAGIC ITEMS ATTUNED ITEMS (Maximum of 3) 1. 2. 3. NON-ATTUNED ITEMS 1. 2. 3. CONSUMABLES 1. 2. 3. COMBAT Action Bonus Action Reaction ATTACKS Maul +6 to hit; reach 5 ft; one target; 12 (2d6+4) bludgeoning damage. Breaker. This weapon deals double damage to unattended objects, such as doors and walls. If this property only applies to a specific type of material, such as wood, it is stated in parenthesis after this property. Heavy. This weapon is too large for Small creatures to use effectively. Small creatures have disadvantage on attack rolls with heavy weapons. Two Handed. You must use two hands to wield this weapon Shortsword +6 to hit; range one target; 8 (1d6+4) slashing damage. Dual-wielding. This weapon is designed to be wielded in concert with another weapon. When wielding another weapon in your main hand that does not have the heavy property, you can use your bonus action to make an attack with this weapon (see Two-Weapon Fighting). Parrying. When you are wielding this weapon and you are not using a shield, once before your next turn you can gain an expertise die to your AC against a single melee attack made against you by a creature you can see. You cannot use this property while incapacitated , paralyzed , rattled , restrained , or stunned . Defensive (light) This weapon is designed to be used with a shield of the stated degree or lighter (light, medium, or heavy). When you make an attack with this weapon and are using a shield designed for it, you can use a bonus action to either make an attack with your shield or increase your Armor Class by 1 until the start of your next turn. Dagger +6 to hit; range one target; 7 (1d4+4) piercing damage. Dual-wielding This weapon is designed to be wielded in concert with another weapon. When wielding another weapon in your main hand that does not have the heavy property, you can use your bonus action to make an attack with this weapon (see Two-Weapon Fighting). Finesse You may choose to use your Dexterity modifier for attack and damage rolls made with this weapon. Simple This weapon can be used with very little skill or training, and all creatures gain proficiency with it. Throwing Dagger +4 to hit; thrown (30/80) range one target; 7 (1d4+4) piercing damage. Dual-wielding This weapon is designed to be wielded in concert with another weapon. When wielding another weapon in your main hand that does not have the heavy property, you can use your bonus action to make an attack with this weapon (see Two-Weapon Fighting). Finesse You may choose to use your Dexterity modifier for attack and damage rolls made with this weapon. Thrown This weapon can be thrown as a ranged weapon attack. The thrown property lists two numbers after it, both measured in feet—the first is the weapon’s normal thrown range, and the second is the weapon’s maximum range. You have disadvantage on attack rolls made beyond the weapon’s normal range, and you cannot make attacks against targets beyond the weapon’s maximum range. Additionally, when using this weapon to make a ranged weapon attack, you may choose to use your Strength modifier or Dexterity modifier for its attack and damage roll. Claw +6 to hit; range one target; 7 (1d4+4) slashing damage. Dual-wielding This weapon is designed to be wielded in concert with another weapon. When wielding another weapon in your main hand that does not have the heavy property, you can use your bonus action to make an attack with this weapon (see Two-Weapon Fighting). Finesse You may choose to use your Dexterity modifier for attack and damage rolls made with this weapon. Unarmed Strike +6 to hit; range one target; 5 (1+4) bludgeoning damage. Dual-wielding This weapon is designed to be wielded in concert with another weapon. When wielding another weapon in your main hand that does not have the heavy property, you can use your bonus action to make an attack with this weapon (see Two-Weapon Fighting). Finesse You may choose to use your Dexterity modifier for attack and damage rolls made with this weapon. SPELLCASTING Caster Level 1 | Spell Casting Ability Charisma | Spell Save DC 11 | Spell Attack +3 CANTRIPS (Click the spell for more information) 1ST-LEVEL (Only as Rituals) Alarm (V, S, M). You set an alarm against unwanted intrusion that alerts you whenever a creature of size Tiny or larger touches or enters the warded area. When you cast the spell, choose any number of creatures. These creatures don’t set off the alarm. Choose whether the alarm is silent or audible. The silent alarm is heard in your mind if you are within 1 mile of the warded area and it awakens you if you are sleeping . An audible alarm produces a loud noise of your choosing for 10 seconds within 60 feet. Find Familiar (V, S, M). Your familiar, a spirit that takes the form of any CR 0 beast of Small or Tiny size, appears in an unoccupied space within range. It has the statistics of the chosen form, but is your choice of a celestial, fey, or fiend (instead of a beast). Your familiar is an independent creature that rolls its own initiative and acts on its own turn in combat (but cannot take the Attack action). However, it is loyal to you and always obeys your commands. When the familiar drops to 0 hit points, it vanishes without a trace. Casting the spell again causes it to reappear. You are able to communicate telepathically with your familiar when it is within 100 feet. As long as it is within this range, you can use an action to see through your familiar’s eyes and hear through its ears until the beginning of your next turn, gaining the benefit of any special senses it has. During this time, you are blind and deaf to your body’s surroundings. You can use an action to either permanently dismiss your familiar or temporarily dismiss it to a pocket dimension where it awaits your summons. While it is temporarily dismissed, you can use an action to call it back, causing it to appear in any unoccupied space within 30 feet of you. You can’t have more than one familiar at a time, but if you cast this spell while you already have a familiar, you can cause it to adopt a different form. Finally, when you cast a spell with a range of touch and your familiar is within 100 feet of you, it can deliver the spell as if it was the spellcaster. Your familiar must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, use your attack bonus for the spell. Fighting Style, Combat Maneuvers & Soldier Knacks Fighting Style Greater Weapon Fighting When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit. Soldier Knack Nightwatch You are used to sleeping light and making the most of your rest. When taking a long rest , add your proficiency bonus to the number of hours you can spend in light activity. In addition, one hour of that time can be spent in strenuous activity near the rest site (such as patrolling, fighting, or other adventuring activities) without interrupting your rest. Combat Maneuvers Adamant Mountain, Rapid Current (4 Exertion Points) Cleaving Swing (2 Points) After you slam your weapon into an opponent you work the momentum of the blow into another strike at a second enemy nearby in a devastating display of might. When you hit with a melee weapon attack using a weapon with the heavy property, you can use your reaction to make an additional melee weapon attack against a second creature that is also within your reach. Lean Into It (2 Points) Not just committing to an assault, you shoulder into it with all the strength you can bear and deliver hits that resonate in the very bones of your foes. When you activate this maneuver, you take the Attack action and make a weapon attack, as well as any additional attacks granted by Extra Attack. Until the start of your next turn, when you hit a creature with a melee weapon attack it makes a Strength saving throw or it is knocked prone. Charge (1 Point) Flinging yourself forward you barrel towards an enemy with your weapon held at the ready to unleash an attack before they can react! Move up to 30 feet in a straight line and make a melee weapon attack. You can’t take the Dash action and use this maneuver on the same turn. Culture Moonkeeper Child of Night. You gain an expertise die on Stealth checks. Ritualistic Focus. Many of the moonkeeper observances you’ve internalized have broader magical applications. You know two 1st-level spells of your choice. These spells must have the ritual tag and you may only cast them as rituals. Wisdom is your spellcasting ability for these spells. In addition, you may cast other spells you learn as rituals if those spells have the ritual tag. Storyteller. Your people are especially known for their evocative, often chilling tales. Choose a skill from among Arcana, Deception, History, Intimidation, Performance, or Religion. You gain proficiency in the chosen skill. Superior Darkvision. Your nocturnal lifestyle and connection to the moon have improved your ability to see without light. The range of your darkvision increases to 120 feet. Languages. You can speak, read, write, and sign Common and one other language of your choice. FEATS & FEATURES LUPINE ASCENSION Some garoul are more in tune with the four-legged form of their ancestors. Garoul with the gift of Lupine Ascension have the following trait: Lupine Shift. You can use this trait as a bonus action to shapeshift into a wolf. When you transform, you maintain your own hit point total and your armor class becomes 10 + your Dexterity modifier. Features that allow you to add another attribute modifier to your AC, such as an adept's Agile Defense, still apply if they do not require armor. Any equipment you are wearing or wielding merges into your new form and has no effect until you leave the form. This transformation lasts for 1 hour, which you can extend by another hour by using another bonus action to expend another use of this feature. You can end the transformation early as a bonus action, and it also ends early if you fall unconscious . You can use this trait a number of times equal to your proficiency bonus, and you regain spent uses when you complete a long rest . At 10th level, your total uses equal twice your proficiency bonus. If you gain the Wild Shape feature, this feature does not gain any of its benefits. APPEARANCE Burul is has lycan features, his fur a dark coat of northern wolves, his eyes a deep brown. He stands casual at all times, ready to move and work at any time. Burul seems just on the edge of violence even when he just wants to be alone and read a book. Alright, so he doesn't like to read books, and a book in his hands looks out of place. Burul stands out wherever he is, usually watched by the bouncer waiting for him to start something even when he just wants to finish his mead. More often than not, Burul speaks softly or even in whispers as he finds no need to raise his voice when his fist speaks with more clarity. BACKSTORY Burul grew up as a Moonkeeper, rather practical for his parents as a Garoul. This led to a primarily nocturnal existence. As her grew up, his mind was not that of a scholar, and his temper tended to get to him. When he grew old enough he moved away from his family to the city where he found quick friends with a few unsavory sorts—partially because of how he looked tended to get him into trouble or thrown out of respectable places. Eventually, he found a 'friend' who found that he could be useful, mainly in protecting his own hide, but the two managed to forge a fine friendship. 'Olly' was a human with a bum leg, physically he was as un-intimidating as one could be. But he had a quick mind and could crack a lock in no time...because he would use magic to do so. Burul did not enjoy harming people, but he was just so very good at it. Burul did not think about it one way or another even killing people. It was something that he did that some found needed to be done and that he was capable of and was good at it. Burul did these things because it made others happy, and they treated him well for it. Burul and Olly found themselves a part of a thieves' guild, Burul an enforcer where he is sent out to do violence and provided good food and drink when not on a job. Burul does enjoy walking the streets when not on a job, though this tends to be a night when the streets are mostly clear. Burul is an enforcer, he does not necessarily enjoy the work, but he is good at it and there always seems to be work to do. He does not mind causing harm to anyone for whatever reason. ALLIES & ORGANIZATIONS FOLLOWERS & STRONGHOLDS Raven (Familiar) Tiny Fey, unaligned Armor Class 12 Hit Points 1 (1d4-1) Speed 10 ft., fly 50 ft. STR 2 (-4) DEX 14 (+2) CON 8 (-1) INT 2 (-4) WIS 12 (+1) CHA 6 (-2) Skills Perception +3 Senses passive Perception 13 Challenge 0 (10 XP) Mimicry. The raven can mimic simple sounds it has heard, such as a person whispering, a baby crying, or an animal chittering. A creature that hears the sounds can tell they are imitations with a successful DC 10 Wisdom (Insight) check. Actions Beak. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (1d1) piercing damage.
  9. Pending Pending SPRIGGAN ELEMENTALIST 1 Age Height Weight Size Medium Culture Eladrin Background: Fey Servant VITALS HIT POINTS 25 HIT DICE 4 (1d8+1) ARMOR CLASS 14 (Padded Leather) SPEED 30 ft. MANEUVER DC 12 PERCEPTION 10 (passive) IMMUNITIES None INSIGHT 10 (Passive) RESISTANCES None VULNERABLE None SKILLS & SAVES STRENGTH 9 (-1) Athletics -1 STR Save -1 DEXTERITY 12 (+1) Acrobatics* +4, Sleight of Hand +2, Stealth +2 Dexterity Save* +4 CONSTITUTION 12 (+1) Constitution Save +1 INTELLIGENCE 10 (+0) Arcana* +4 (constructs +1d4), Engineering* +4 (tunnels +1d4), History +2, Investigation +2, Nature +2, Religion +2 Intelligence Save +2 WISDOM 16 (+3) Animal Handling +0, Culture +0, Insight +0, Medicine +0, Perception +0, Survival* +2 (dungeoneering +1d4) Wisdom Save +0 CHARISMA 5 (-3) Deception* +4, Intimidation* +6 (verbal), Performance* +6 (vocals +1d4), Persuasion* +6 (+1d4) Charisma Save* +6 * Denotes Proficiency (denotes expertise) PROFICIENCIES & LANGUAGES Armor Weapons Tools Senses Languages ARCHTYPE: None None, at the moment www.levelup5e.com EQUIPMENT Maximum Supply: Maximum Bulk: BACKGROUND: ENTERTAINER DESTINY: KNOWLEDGE SOURCE OF INSPIRATION FULLFILLMENT FEATURE INSPIRATION FEATURE WEALTH COIN POUCH Copper: 0 | Silver: 0 | Electrum: 0 | Gold: 6 | Platinum: 0 BANKED COIN Copper: 0 | Silver: 0 | Electrum: 0 | Gold: 0 | Platinum: 0 ITEMS OF VALUE (Gems, Art, Jewelry, etc.) 1. 2. 3. MAGIC ITEMS ATTUNED ITEMS (Maximum of 3) 1. 2. 3. NON-ATTUNED ITEMS 1. 2. 3. CONSUMABLES 1. 2. 3. COMBAT Action Bonus Action Reaction ATTACKS Rapier +4 to hit; reach 5 ft; one target; 6 (1d8+2) piercing damage. Parrying. This weapon is designed to be used with a light shield. When Cenya makes an attack with this weapon and is using a light shield she can use a bonus action to either make an attack with her shield or increase her Armor Class by 1 until the start of her next turn. Finesse. Cenya may choose to use your Dexterity modifier for attack and damage rolls made with this weapon (included). Hand Crossbow (offhand) +4 to hit; range 30/120 ft; one target; 5 (1d6+2) piercing damage. Dual-wielding. This weapon is designed to be wielded in concert with another weapon. When wielding another weapon in your main hand that does not have the heavy property, Cenya can use her bonus action to make an attack with this weapon (see Two-Weapon Fighting). Loading. This weapon must be loaded before it can be used. Cenya may only make one attack with a loading weapon when she uses an action, bonus action, or reaction to fire it, regardless of the number of attacks she could normally make. SPELLCASTING Caster Level 4 | Spell Casting Ability Charisma | Spell Save DC 14 | Spell Attack +6 CANTRIPS 1ST-LEVEL (4 Slots) BARDIC INSPIRATION FEATS & FEATURES EXPLORATION SOCIAL APPEARANCE BACKSTORY ALLIES & ORGANIZATIONS FOLLOWERS & STRONGHOLDS
  10. Planetouched are considered to have bloodlines mixed with either celestial (Silyona) or demonic (Nulda) heritage. Elemental variants would most likely be viewed as Jin blooded, or entities from the Dreaming. Social status would depend on how religious a community was as to how one would be treated. Cillamar is pretty neutral in that aspect so likely won't impact this game much.
  11. Much like I asked in the Discord, could I please enquire about Planetouched? Particularly the social position and world position of Elementaari variants?
  12. From the Discord. Reposting here: Can I ask if Spiderfolk have a place in your world. They would be very rare indeed, probably coming to the Waking from the Between. But all have a place in the world so a spiderfolk would be welcome. They may have even crossed originally in Castorhage since they have established permanent gates to the Between. And have made contact with the other side. Not realizing the Between itself is a gateway to many other places like the Dreaming, the Bleak Gate, and beyond.
  13. Question on the Discord. Reposting here: So where is Morrain in relation to the other parts of Elissar? I couldn't figure out where it fits on the map from the World of Elissar site. Great question, Morrain is part of the eastern side of the main continent which we have not added to the world map as of yet. So on the other side of the Shattered Sands. Morrain is in an area called the Northlands. To her south is another large kingdom called Crieste. To the west of that is the large metropolis of Ptolus and then the Shattered Sands. To the east of Crieste is the ocean and the island with the largest city-state on the continent. 8 million people live in the wicked city of Castorhage which lies on an island just off the coast. To the south of Crieste is a vast jungle with many ruins. The Shattered Sands were once the great elven kingdom before the Sundering happened.
  14. To other players, if my character gets in and you are within 30 feet of me, you get Shortsword, and Shield proficencies for free... just don't leave the 30' aura. (you loose the proficiencies)
  15.  
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