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Central hub for AL Games community members. Discuss with other AL Players and DMs.

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D&D 5e

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12/31/2024

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The D&D Adventurers League is an ongoing official campaign for Dungeons & Dragons. It uses the fifth edition Dungeons & Dragons rules, and features the Forgotten Realms setting and now Eberron. You can play D&D Adventurers League games literally anywhere. Players use the fifth edition rules to create a character and bring that character to games anywhere D&D Adventurers League play is happening.

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  1. What's new in this game
  2. Varis Nightbloom Half elf Archfey Warlock Armor class: 13 (Leather armor) Hit point: 6 (1d8 + 1) Speed: 30ft Height: 5ft STR: 3 (-4) DEX: 11 (0) CON: 16 (+3) INT: 14 (+2) WIS: 7 (0) CHA: 19 +1 (+5) Saving Throws: Advantage on saving throws against being charmed, magic can't put him to sleep. Dex +2, Cha +5 Skills: Arcana +4, Investigation +4 Nature +4, Deception +7, Persuasion +7, Insight +2, Medicine(Hermit) +2 , Religion(Hermit) +4 Other Proficiencies: Simple Weapons, Herbalism Kit, Alchemist's supplies, Woodcarver's tools, flute Languages: Common, Elvish, Sylvan, Primordial (Hermit) Proficiency bonus: +2 Equipment: Light crossbow + 20 bolts, 3 daggers, leather armor, component pouch, Scholar's pack, Herbalism kit, Alchmist's Supplies, Woodcarver's Tools, Flute. Hermit: Scroll stuffed with full of notes from studies and prayers, winter blanket, set of common clothes. Background: Hermit Darkvision (Half-elf): Varis can see in dim ligt within 60 feet as if it were bright light, and in darkness as if it were dim light. However, he can't discern color in darkness, only shades of gray. Fey Ancestry: His fey ancestry grants him advantage on saving throws against being charmed, and magic can't put him to sleep. Feats Fey Touched: Gives Varis +1 to Intelligence, Wisdom or Charisma Personality Personality: I am always calm, no matter the situation. I never raise my voice or let my emotions control me. Ideal: Nature. The natural world is more important than all the constructs of civilization. Bond: I will do anything to protect the sacred grove where I first met Lirien. Flaw: I am so focused on maintaining my calm demeanor and protecting nature that I often come across as detached or indifferent to the struggles and emotions of others. Backstory Varis grew up in a small village on the edge of an ancient forest. From a young age, Varis felt a deep connection to nature, often wandering into the woods to explore and commune with the wildlife. One fateful day, while venturing deeper into to forest than ever before, Varis stumbled upon a hidden grove, bathed in ethereal light and filled with the aoft whispers of the wind. In the center of the grove stood a majestic willow tree, its branches swaying gently despite the still air. As Varis approached, the whispers grew loudr, forming coherent words that seemed to speak directly to his soul. It was then that Lirien, the Whispering Willow, revealed herself. She appeared as a tall, graceful figure with skin like tree bark and hair of cascading leaves, her eyes reflecting the wisdom of the ages. LIrien sensed Varis's pure heart and deep respoct for nature. She offered a pact, promising to bestow her ancient powers upon Varis in exchange for their service and devotion. Varis, awestruck by her presence and eager to protect the natural world, accepted the pact without hesitation. Lirien, Fey patron, the Whispering Willow Lirien is an ancient and enigmatic Archfey who dwells deep within the heart of the Feywild's oldest forests. She is known as the Whispering Willow because she communicates through the rustling leaves and the soft murmurs of the wind. Her presence is serene yet haunting, and she is revered for her wisdom and her ability to see into the hearts of mortals Lirien appears as a tall, slender figure with skin like the bark of a willow tree and hair that flows like cascading leaves. Her eyes are deep pools of green, reflecting the forest's secrets. She is gentle and nurturing to those who respect nature, but she can be fiercely protective and vengeful against those who harm her domain. Lirien's motives Lirien's motives are multifaceted and deeply rooted in her connection to the Feywild and the natural world: 1. **Protection of Nature**: Lirien seeks to protect the ancient forests and natural wonders of both the Feywild and the mortal realm. By empowering Varis, she gains a loyal guardian who can act on her behalf, defending the wilderness from those who would harm it. 2. **Restoration of Balance**: The balance between the natural world and civilization is delicate. Lirien hopes to use Varis to restore and maintain this balance, ensuring that nature is respected and preserved. 3. **Gathering Knowledge**: Lirien is always seeking to expand her understanding of the mortal world. Through Varis, she can gather information about human societies, their customs, and their impact on the environment. 4. **Influence and Allies**: By forming pacts with mortals like Eldrin, Lirien extends her influence beyond the Feywild. She hopes to create a network of allies who share her values and can aid her in her endeavors. Misty Step: Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see. (p. 260) Command: You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. (p. 251) Level 1: Charm person: You attempt to charm a humanoid you can see within 30 feet, the charm effect has a maximum duration of 1 hour. The target must make a Wisdom saving throw, with advantage if you or you campanions are fighting it. If it fails the save, it is charmed by you until the spell ends or unitl you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. Bonus actions: Hex: You place a curse on a creature you can see within 90 feet. This spell requires concentration and lasts up to 1 hour. You deal an extra 1d6 necrotic damage to the target whenever you hit with an attack. The target has disadvantage on ablilty checks made with the ability of your choice. Cantrips: Eldritch Blast: You hurl a beam of crackling energy toward a creature within 120 feet. On a hit, the target takes 1d10 force damage. Mage Hand: You create a spectral floating hand at a point of your choosing within 30 feet. It can manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pur the contents out of a vial. The hand can move up to 30 feet each time you use it. It can't attck, activate magic items, or carry more than 10 pounds.
  3. As I understand it, nor can Ravenloft, Eberron, or Dragonlance characters join campaigns like Planescape or Spelljammer, at least beyond fluff.
  4. Unfortunately, you can't. Due to legalities, Critical Role characters can only play in Critical Role campaigns. They can't even join the multi-campaign adventures like Vecna. Just recreate the character in a FR campaign and forget about the other.
  5. Sigil, city of doors (Planescape) has doors everywhere, even Barovia or SpellJammer, (which is legal Forgotten realms, there is even a starport off the sword coast, if I remember correctly) Not sure about Critical roll has any limiting aspects?
  6. On a side note (I'm pretty sure I know the answer already) but how does a Critical Role character leave that setting to end up in another like Forgotten Realms? Would they have to go to the Planes or Space and then travel to the Realms? I'm asking because I have a character stuck in the Critical Role universe and I don't for see any growth potential there as in options for new adventures to play.
  7. Looking forward to how a full conversion guide will work. Converting my druid will be easy, as will my diviner, but my barbarian is a little more difficult. None the less, excited!
  8. aww yeah I got the 2024 digital stuff already from D&D Beyond, and I'm taking a day from work in two weeks to go for my physical copies from a guy I buy books from, if he's got them.
  9. Rumor (clairehoffman from the official d&d discord) has it that we might be getting the 2024 rules adaptation guidance for AL next week.
  10. Air Genasi Valkuryte Racer AC: 19 (Splint, Shield) | HP: 52/52 () | HD: 6/6 | Speed: 35 ft. | Initiative: +0 Senses: Passive Perception 17, Insight 17, Investigation 10. Darkvision 60ft. StrSave: +3 Athletics: +6 Carrying Capacity: 240 lb. Lift/Push/Drag: 480 lb.: 16 (+3) | DexInitiative: +0 Save: +0 Acrobatics: +0 Slight-of-Hand: +0 Stealth: +0: 10 (+0) | ConSave: +2: 14 (+2) | IntSave: +0 Arcana: 0 History: 0 Investigation: 0 Nature: +3 Religion: 0: 10 (+0) | WisSave: +7 Animal Handling: +4 Insight: +7 Medicine: +7 Perception: +7 Survival: +4: 18 (+4) | ChaSave: +2 Deception: -1 Intimidation: -1 Performance: -1 Persuasion: -1: 8 (-1) Languages: Common, Auran Spell Slots: L1 4/4 | L2 3/3 | L3 3/3 OOC Action: - Bonus Action: - Movement: - Reaction: - Object Interaction: - Actions & Resources Actions: Warhammer. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 1d8 + 3 bludgeoning damage. Club. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 1d4 + 3 bludgeoning damage. Javelin. Melee/Thrown Weapon Attack: +6 to hit, reach 5 ft., ranged 30/120 ft., one target. Hit: 1d6 + 3 piercing damage. Shocking Grasp . Melee Spell Attack (V,S): +7 to hit, Touch, one target. Hit: 2d8 Lightning damage. Sacred Flame . Cantrip (V,S): Creature you can see, range 60 ft., one target, no cover. DEX Save: 2d8 radiant damage. Toll the Dead . Cantrip (V,S): Creature you can see, range 60 ft., one target. WIS Save: 2d8/2d12 necrotic damage. Bonus Actions: - Reactions: - Class/Race Features: FeatherFall (1/1 Long Rest) . Levitate (1/1 Long Rest) . Wrath of the Storm (4/4 Long Rest) . You can thunderously rebuke attackers. When a creature within 5 feet of you that you can see hits you with an attack, you can use your reaction to cause the creature to make a Dexterity saving throw. The creature takes 2d8 lightning or thunder damage (your choice) on a failed saving throw, and half as much damage on a successful one. Channel Divinity (2/2) Turn UndeadAs 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. Destructive Wrath When you roll lightning or thunder damage, you can use your Channel Divinity to deal maximum damage, instead of rolling.
  11. Rush Tempest Cleric of Valkur Character Concept: Sailor who wants to set the world speed record in Toril (can't be the fastest man in Toril if Toril is destroyed!). Funds his aims as a sailor, and until very recently thought that a small skimmer would be the way to achieve this. News of recent events in Baldur's Gate involving the crash of a flying ship have flooded his head with new ideas, and he has sped there post-haste to discover what he can! Background Vignette: Lightning cracked above the tempestuous seas, and atop the main mast a blue skinned figure cackled with glee as he clung to the rigging. "More sail!" he yelled to the harried sailors below, already barely clinging to the deck as the boat skipped from crest to crest. "We'll outrun her yet!" The wind howled, and the wood freaked ominously as more sail caught. The ship bent under the strain, and then shot forward again - thud thud thud against the sea crests. He laughed wildly, wispy white hair blowing in the wind and earrings flailing. His sharp face was split in a mad grin, lashed with wind and rain as he sought not to tame but to harness the storm. He urged divine magic upward, growing the storm beyond natural limits, watching flashes of magelight fade in the distance as he gauged their speed. Sure, they were trying to outrun a leviathan, but if he happened to set a new record in the process? Happy coincidence. His gaze flicked back forwards, and his eyes widened. "Oh..." his curse was lost in the wind as he saw the ocean part ahead of them. A second beast was blocking their way. He screamed against the wind "Port! By Umberlee's saggy tits Hard to Port!" The bosun heaved the wheel, rain slicked muscles bulging as he fought to pull the vessel round. For a frozen moment the ship began to tilt and turn, then *CRACK* The bosun fell sideways, the wheel spinning freely in his hands. The rudder had snapped. "Braaaace!" Rush managed to cry as sailors scrambled for flotsam below him. Then he was thrown free, wood crunching and splintering as their ship collided with the second leviathan. As he soared through the sky above the wreckage, he wondered how fast he was going now. Personality: Rush is driven by a need for speed - he talks fast, acts fast, moves fast. Why walk when you can run? Nor is he quiet in his actions, his detractors quick to label him brash, overconfident and a hooligan.The only time he sits still is when he's tinkering with a new prototype racer, shaving wood or beating metal paper thin to shed whatever few grams he can. He's smashed more craft than he can remember in his quest to ride the lightning, gone down any number of dead ends both material and magical. He worships Valkur, admiring the hero-gods ambition and doctrine of boldness or defying the odds. A daredevil who cannot resist a challenge, he's taken many an ill conceived bet on, but rarely holds a grudge for a loss unless cheating was involved. Instead, he looks forward to what he can do better next time - reflecting on the past is for the slow! He's driven and reckless, used to throwing caution to the wind - only those who are willing to burn get to fly closest to the sun and falling is a risk he's willing to take. Glory lives forever after all. Knives: Al-abdil - a capricious Djinn who has taken a personal interest in Rush, purporting to be responsible for his family tree's elemental heritage. How much of that is true, merely a justification for messing with Rush, or itself an attempt to mess with Rush, is debatable. Still, he amuses himself - largely at Rush's expense - by engineering interesting times for the Genasi. He is also the reason Rush took to learning Auran, fed up of the Djinn cackling at him. Thordal Hammerhand - A dwarven smith within Baldur's Gate whom Rush has worked with several times in designing ever more outlandish racing craft. The dwarf - who is loud, boisterous and enjoys his ale a little too much even for a dwarf - finds Rush a riot and is more than happy to indulge in helping hammer out the latest designs as a break from more mundane work. Luth Windriver - An Illuskan captain who blames (possibly accurately) Rush for the loss of his ship in a storm, the navigator choosing to sail through it rather than avoid it, and now bears Rush expected ill-will. Basic Information Race: Air Genasi (MPMM) | Sex: Male | Age: 28 | Height: 5'10" | Weight: 65kg Alignment: Chaotic Good | Background: Sailor Class: Cleric (5) | Domain: Tempest STRENGTH DEXTERITY CONSTITUTION INTELLIGENCE WISDOM CHARISMA 16 (+3) 10 (+0) 14 (+2) 10 (+0) 18 (+4) 8 (-1) +3 Str Save +0 Dex Save +2 Con Save +0 Int Save +7 Wis Save +2 Cha Save +6 Athletics +0 Acrobatics +0 Sleight of Hand +0 Stealth +0 Arcana +0 History +0 Investigation +3 Nature +0 Religion +4 A. Handling +7 Insight +7 Medicine +7 Perception +4 Survival -1 Deception -1 Intimidation -1 Performance -1 Persuasion Racial & Background Features Race Ability Score Increase. When determining your character’s ability scores, increase one score by 2 and increase a different score by 1, or increase three different scores by 1. You can't raise any of your scores above 20. [Wisdom, Constitution] Creature Type. You are a Humanoid. Size. Your size is Small or Medium. [Medium] Speed. Your walking speed is 35 feet. Darkvision. You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray. Unending Breath. You can hold your breath indefinitely while you’re not incapacitated. Lightning Resistance. You have resistance to lightning damage. Mingle with the Wind. You know the Shocking Grasp cantrip. Starting at 3rd level, you can cast the Feather Fall spell with this trait, without requiring a material component. Starting at 5th level, you can also cast the Levitate spell with this trait, without requiring a material component. Once you cast Feather Fall or Levitate with this trait, you can’t cast that spell with it again until you finish a long rest. You can also cast either of those spells using any spell slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race). [Wisdom] Languages. Your character can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character. The Player’s Handbook offers a list of languages to choose from. The DM is free to modify that list for a campaign. [Auran/Primordial] Background Skill Proficiencies: Athletics, Perception Tool Proficiencies: Navigator's tools, vehicles (water) Languages: None Equipment: A belaying pin (club), 50 feet of silk rope, a lucky charm such as a rabbit foot or a small stone with a hole in the center (or you may roll for a random trinket on the Trinkets table in chapter 5), a set of common clothes, and a pouch containing 10gp Free Feat: Skilled [Carpenter’s tools, Smith’s tools, Nature] Class Features Hit Points Hit Dice: 1d8 per cleric level Hit Points at 1st Level: 8 + your Constitution modifier Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per cleric level after 1st Proficiencies Armor: Light armor, medium armor, shields Weapons: All simple weapons Tools: None Saving Throws: Wisdom, Charisma Skills: Choose two from History, Insight, Medicine, Persuasion, and Religion Equipment You start with the following equipment, in addition to the equipment granted by your background: (a) a mace or (b) a warhammer (if proficient) (a) scale mail, (b) leather armor, or (c) chain mail (if proficient) (a) a light crossbow and 20 bolts or (b) any simple weapon (a) a priest's pack or (b) an explorer's pack A shield and a holy symbol Spellcasting As a conduit for divine power, you can cast cleric spells. Divine Domain - Tempest Bonus Proficiencies At 1st level, you gain proficiency with martial weapons and heavy armor. Wrath of the Storm Also at 1st level, you can thunderously rebuke attackers. When a creature within 5 feet of you that you can see hits you with an attack, you can use your reaction to cause the creature to make a Dexterity saving throw. The creature takes 2d8 lightning or thunder damage (your choice) on a failed saving throw, and half as much damage on a successful one. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest. Channel Divinity At 2nd level, you gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Turn Undead and an effect determined by your domain. Some domains grant you additional effects as you advance in levels, as noted in the domain description. When you use your Channel Divinity, you choose which effect to create. You must then finish a short or long rest to use your Channel Divinity again. Channel Divinity: 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. Channel Divinity: Destructive Wrath Starting at 2nd level, you can use your Channel Divinity to wield the power of the storm with unchecked ferocity. When you roll lightning or thunder damage, you can use your Channel Divinity to deal maximum damage, instead of rolling. Harness Divine Power (Optional) At 2nd level, you can expend a use of your Channel Divinity to fuel your spells. As a bonus action, you touch your holy symbol, utter a prayer, and regain one expended spell slot, the level of which can be no higher than half your proficiency bonus (rounded up). The number of times you can use this feature is based on the level you've reached in this class: 2nd level, once; 6th level, twice; and 18th level, thrice. You regain all expended uses when you finish a long rest. Destroy Undead Starting at 5th level, when an undead fails its saving throw against your Turn Undead feature, the creature is instantly destroyed if its challenge rating is at or below a certain threshold, as shown in the Cleric table above. [CR1/2] Feats Level 4 ASI: +1 Strength +1 Wis Inventory Weapons Warhammer Belaying Pin (Club) Light Crossbow + 20 Bolts - Sold (+13gp) 4 Javelins (-2gp) Net (-1gp) Armour Chainmail - Sold (+37.5gp) Shield Split (-200gp) Magic Items Proposed Magic Items below Carried Holy Symbol Sailor's Clothes Explorer’s Pack: Includes a backpack, a bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it. 50ft Silk Rope Trinket (A yellow gemstone that glows dimly when a storm is nearby.) Pouch Fishing Tackle (-1gp) Map/Scroll Case (-1gp) with 10 sheets of Paper (-2gp) Cartographer's Tools (-15gp) Navigator's Tools (-25gp) Carpenter's Tools (-8gp) Smith's Tools (-20gp) Book of Famous Racers Across History, clad in red leather with yellow stripes (well thumbed) (-25gp) Genie knucklebones, conveniently worth 25gp (-25gp) Total Money 360 Gold, 5 Silver, 0 Copper
  12. Gnome WarrenGuard AC: 18 (Studded Leather, Shield) | HP: 20/20 () | HD: 2/2 | Speed: 25 ft. | Initiative: +4 Senses: Passive Perception 12, Insight 10, Investigation 8. StrSave: +2 Athletics: +4: 14 (+2) | DexInitiative: +4 Save: +4 Acrobatics: +4 Slight-of-Hand: +4 Stealth: +6: 18 (+4) | ConSave: +2: 14 (+2) | IntSave: -2 Arcana: -2 History: -2 Investigation: -2 Nature: -2 Religion: -2: 7 (-2) | WisSave: +2 Animal Handling: +0 Insight: +0 Medicine: +0 Perception: +2 Survival: +0: 10 (+0) | ChaSave: +5 Deception: +3 Intimidation: +3 Performance: +3 Persuasion: +5: 16 (+3) Languages: Common, Gnomish, Elvish, Sylvan, Speak with Small Beasts Spell Slots: L1 2/2 | L2 0/0 Wrenlen jumps off Trufflehunter, his giant badger, and hitches the beast up outside the tavern alongside a mule and horse already present. The smaller animal snuffles, nosing through the hay, and Wrenlen sprinkles a few pellets of food in for the study creature to find whilst he stretches, and heads inside. Standing around average height for a gnome - 3'6" - he reaches up for the door handle, and makes his way inside. He is dressed in muddy brown leather armour, patterned with dark forest greens, and carries a sturdy oaken shield that appears remarkably door-shaped. At his waist hangs a narrow rapier, and tucked into his knee-high boots is a plain steel dirk. He slips his cold wrought iron helmet from his head, revealing an explosion of wild flaxen hair and bright walnut eyes that flick around the tavern eagerly seeking the other strangers named. He was hardly surprised his own name had been etched upon the stones - well obviously he had been surprised it was etched upon those specific stones - but that he was clearly meant for greater things? Well that was just manifest destiny. He jumped up onto the comfortable furred benches - the whole tavern designed once again for taller folk than he, and looks around for a maid to fetch some kind of warming brew. When the first of the strangers joins him, he introduces himself cheerfully and openly, offering a tanned and slightly callused hand across the table. Whilst clean, he clearly lives an outdoors life. "Wrenlen Flickerfen, but please call me Wren." OOC Action: - Bonus Action: - Movement: - Reaction: - Object Interaction: - Actions & Resources Actions: Rapier . Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 1d8+4 piercing damage. Finesse Shortbow . Ranged Weapon Attack: +6 to hit, ranged 80/320 ft., one target. Hit: 1d6+4 piercing damage. 20/20, Two-Handed Dagger . Melee/Thrown Weapon Attack: +6 to hit, reach 5 ft., thrown 20/60 ft., one target. Hit: 1d4+4 piercing damage. Finesse Javelin [2]. Melee/Thrown Weapon Attack: +4 to hit, reach 5 ft., thrown 30/60 ft., one target. Hit: 1d6+2 piercing damage. Bonus Actions: - Reactions: - Class/Other Features: Divine Sense . (4/4 Long Rest) - The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the Hallow spell. Lay on Hands . (10/10) - Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your paladin level x 5. As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool. Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one.
  13. Human Dilettante, Illusionist AC: 13 (Base) | HP: 9/9 () | HD: 1/1 | Speed: 30 ft. | Initiative: +3 Senses: Passive Perception 12, Insight 12, Investigation 16. StrSave: +0 Athletics: +0 Carrying Capacity: 150 lb. Lift/Push/Drag: 300 lb.: 10 (0) | DexInitiative: +3 Save: +3 Acrobatics: +3 Slight-of-Hand: +5 Stealth: +3: 16 (+3) | ConSave: +3: 16 (+3) | IntSave: +6 Arcana: +6 History: +4 Investigation: +6 Nature: +4 Religion: +4: 18 (+4) | WisSave: +4 Animal Handling: +2 Insight: +2 Medicine: +2 Perception: +2 Survival: +2: 14 (+2) | ChaSave: +3 Deception: +5 Intimidation: +3 Performance: +5 Persuasion: +3: 17 (+3) Languages: Common, Elven Spell Slots: L1 2/2 | Lorem ipsum dolor sit amet, consectetur adipiscing elit. Nulla porttitor nisl in dui ultricies tempor. Praesent ut metus pretium, placerat tellus vitae, iaculis magna. Aliquam aliquet enim urna, consectetur bibendum elit euismod id. Suspendisse potenti. Donec quis libero quis arcu condimentum placerat eu ut lectus. Maecenas lobortis interdum sem at bibendum. Etiam at pretium tortor. Nam tincidunt vestibulum consectetur. Nunc at tempus urna. Cras et justo purus. OOC Action: - Bonus Action: - Movement: - Reaction: - Object Interaction: - Concentration: - Actions & Resources Actions: Unarmed . Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1 bludgeoning damage. Quarterstaff . Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 1d6 (1d8) bludgeoning damage. Versatile Light Crossbow . Ranged Weapon Attack: +5 to hit, ranged 80/320 ft., one target. Hit: 1d8 + 3 piercing damage. Loading, Two-Handed Bonus Actions: - Reactions: - Class Features: Arcane Recovery . 1/1 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.
  14. Basic Information Name: Age: 21 Race: Human Class: Wizard Subclass: Illusionist Background: Dilettante (Custom) Level: 1 Personality Traits: The common folk love me for my kindness and generosity. I don't like to get my hands dirty, and I won't be caught dead in unsuitable accommodations. Two weeks ago, I was enthralled with my latest project. Now, I think it's garbage. Ideals: Independence. I am a free spirit—no one tells me what to do. Lacking... Bonds: I'm determined to impress the leaders of my house, and to become a leader myself. If only I could work out how. A favour owed to the Unseelie Court... Flaws: I'm easily distracted and rarely finish what I started. I don't appreciate the value of gold, and am naive to the real world beyond my pampered upbringing Languages Common, Elven Lost Item History Siegfried’s father sighed as he pressed the wax seal against another chit to finance his son’s next flight of fancy. He would have said that his son had always been flighty, but hindsight tended to pick out only what it wanted to see. In truth Siegfried had been a normal child, as had his sister. Yet for all Lord Duval’s hopes his son had ended up a fop, whereas his daughter was a sharp minded businesswoman who by all accounts was set to lead their family even higher in the labyrinthine game of Waterdhavian nobles. He supposed one out of two wasn’t bad. A servant smoothly took the letter away, replacing it with a glass of amber liquid as Lord Duval leaned back into the rich velvet highback chair. It was still frustrating though. It wasn’t like the boy was stupid. Whatever his latest interest was he took to it quickly, picking up the basics with ease. Nor was he lazy as such – he threw himself into each endeavour wholly, for as long as it held his interest. This was the only reason he was still willing to finance the youthful dilettante, in the hope that this might just be Siegfried’s actual passion. It never was though. Anywhere from days to months later, he would lose interest – usually when he started having to put in real work rather than skate by on his natural talent, and drift onto the next topic. He lacked the drive to commit to anything. Siegfried skipped out of his latest lesson with Magus Arien, one of the foremost arcane scholars in the city, his lurid purple suit drawing the public’s eye. They had been covering illusory magics again, one of Siegfried’s favourite topics. They were beautiful, entertaining, ephemeral. As soon as he changed his mind, so could they. They made excellent talk at parties as well and were generally useful in life. A splash of mud from the cart? Gone. Food bland? Nevermind. Boring painting? Not any more! Still, even despite his interest in illusions he’d started to find his attention wandering in lessons. Calligraphy was fun for a while, but now he could do the letters it was just writing. More spells seemed to eat more and more time. He rounded the corner of his latest favourite tea house and met up with Sebastien, Aubrey and Monty. He tossed his gem studded staff up in his hand, and with a bright smile summoned a bunch of illusory flowers for a passing maiden. He was quickly seated inside - the staff were delighted whenever he attended for the gold flowed like wine, Siegfried happy to indulge in every whim and of course he tipped well too. Several months passed, and soon he struggled to even show the slightest interest in his lessons – the only thing keeping him there politeness, the only thing Arien a very heavy pouch of gold. He fiddled with the expensive arcane focus his father had bought as a reward for learning his first proper incantations – an amethyst embedded in his cane to match his equally loud waistcoat and trousers – whilst the Magus tried desperately to draw his attention back to correct usage of the Phi symbol. A buzzing at the window caught his attention, a blurred creature that the Magus seemed not to have noticed. It coalesced, and winked at him, before darting to another corner where it pulled a face. It proceeded to taunt and entertain Siegfried for the remainder of the lesson, so much so that he failed to notice Magus Arien pulling out a thick treatise with a sigh and settling down to his own research. When their allotted time ended, Siegfried shot out the room, eagerly in pursuit of this little buzzing creature. It could barely sit still for a second, and when it now spoke he could only hear a whine. It was apparent from its actions though that it found him slow and dull. He couldn’t particularly say why it kept waiting for him. Rushing to keep up with it lest it lost interest, he barely noticed leaving the city, and didn’t notice leaving the woodland path. It was only as the brambles grew thicker, picking at the fine silk clothing and loose shift sleeves that he slowed and thought for a moment. Too late really, as all he heard around was high pitched laughter jumping from spot to spot. No sign of the path, just bramble all around, and deep shadows that seemed to spill further out in the corner of his eyes. A wind whipped through the woods, keening and cold, cutting to his core. He looked around, with a worried smile on his lips. “Hello?” he called out. “I mean no harm!” Laughter followed, sharp and cruel. “I can offer a gift?” he chanced, feeling for the pouch at his waist. Nothing there. A raspberry drew his eye to a tree branch, where for just a moment sat the little blue creature he had followed, his coin purse slung over its back. “What gift could you offer me,” a cold, imperial voice rang out. He looked back, and between the frosted brambles hovered an angular maiden, with bone white skin and tattered black dress. When had it grown frosty? It was the middle of summer! He sought answers in his mind, filling the space with a long bow. “Perhaps a show?” he stammered, twirling his cane. He muttered a few words, bringing forth a half formed illusory dove from his hat. The creature smiled cruelly, teeth glinting like knives. Around him the brambles shrivelled and blackened, and the trees grew close. Faces appeared in the bark taunting and malicious. “A paltry show, but you have promise.” It sang with the voice of the wind through dead autumn leaves. “I shall claim instead a future favour, in exchange for this lesson.” Unsure, Siegfried could only fall back on his noble training, and offered gracious thanks. The creature cackled, eyes glinting like stars. “Bargain struck.” The world shivered, once, and when Siegfried blinked he found himself back in dappled sunlight, birdsong in the trees, and the path a scant few yards behind him. The only sign of the encounter his missing coin purse and torn clothing. No matter, he reassured himself, both were easily replaced. The following week he was oddly focused once more in his lesion, his eyes never leaving Magus Arien, and the illusory magic seemed to spring quicker from his command than ever before, even if it were a little colder and a little darker than before… Backstory Cliff Notes Rich noble's son, never had to work nor wanted for anything Amused himself dabbling in all sorts, but largely lacked the drive to commit to anything properly Very expensive tutor in magic when he developed a passing interest in wizardry , taught him some fundamentals before he lost interest in the concept of hard work and study Brief meeting with a Fey - possibly a fragment of the Queen of Air and Darkness - that tricked him into owing a favour, to be collected... Father's increasing disappointment, sister slated to take over family business and lands, doesn't really care. Just wants to enjoy life! Never really experienced loss. Vain, spends money easily and generously because he doesn't know or appreciate it's worth. Now forced to build on those barely remembered fundamentals, a lot more appreciative of the hardworking tutor who genuinely cared and tried despite Siegfried's laziness. Stat Block
  15. Grung Paladin AC: 17 (Studded Leather, Defence) | HP: 39/39 () | HD: 5/5 | Speed: 25 ft. (climb 25ft.) | Initiative: +4 Senses: Passive Perception 13, Insight 10, Investigation 9. StrSave: +2 Athletics: +8* Carrying Capacity: 210 lb. Lift/Push/Drag: 420 lb.: 14 (+2) | DexInitiative: +4 Save: +4 Acrobatics: +7 Slight-of-Hand: +4 Stealth: +7: 18 (+4) | ConSave: +1: 12 (+1) | IntSave: -1 Arcana: -1 History: -1 Investigation: -1 Nature: -1 Religion: -1: 8 (-1) | WisSave: +3 Animal Handling: +0 Insight: +0 Medicine: +0 Perception: +3 Survival: +3: 10 (+0) | ChaSave: +3 Deception: +3 Intimidation: +6 Performance: +3 Persuasion: +3: 16 (+3) Languages: Grung, Common, Spell Slots: L1 4/4 L2 2/2 | Concentration: | Conditions: Lorem ipsum dolor sit amet, consectetur adipiscing elit. Etiam luctus ligula non mollis sagittis. Sed a leo sit amet massa scelerisque mattis. Suspendisse imperdiet neque nec justo posuere, euismod pretium orci tincidunt. Curabitur rhoncus quam et diam tempus, id congue ipsum dignissim. Pellentesque id imperdiet sem. Quisque dignissim luctus purus vitae gravida. Aenean id tellus risus. Proin sapien sem, gravida eu dignissim sit amet, varius sit amet nunc. Cras feugiat mauris id velit cursus, ac consequat ligula tristique. Aliquam libero dolor, tincidunt ut augue non, bibendum volutpat ipsum. Fusce lacus ex, tempor vel interdum vel, finibus egestas leo. Vivamus id ipsum placerat, condimentum dui laoreet, commodo magna. Praesent faucibus nisi nec erat posuere, nec tempor massa gravida. Ut ut placerat magna, vitae interdum erat. Suspendisse purus mi, viverra vel venenatis eget, mattis a augue. Donec finibus sollicitudin malesuada. Aliquam egestas lacus dolor. Integer pharetra sit amet ipsum id maximus. Etiam nec quam vitae quam efficitur ornare. Nunc ac lorem tristique, luctus lorem sit amet, molestie nulla. Nullam augue augue, tempor ac interdum quis, luctus ac erat. OOC Action: - Bonus Action: — Movement: - Reaction: - Object Interaction: - Actions & Resources Actions: Grung Spear . Melee/Thrown Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 1d6/1d8 + 4 piercing damage, DC12 Con Save 2d4 poison damage Grung Spear . Thrown Weapon Attack: +7 to hit, 20/60ft., one target. Hit: 1d6 + 4 piercing damage, DC12 Con Save 2d4 poison damage Blowgun . Ranged Weapon Attack: +7 to hit, ranged 25/100 ft., one target, Loading. Hit: 5 piercing damage, DC12 Con Save 2d4 poison damage Net . Ranged Weapon Attack: +7 to hit, ranged 5/15 ft., one target. Hit: Restrained, DC10 Strength Check or 5 slashing damage (AC10) Divine SenseThe presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the Hallow spell. You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses. . 4/4 (Long Rest) Lay on HandsYour blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your paladin level x 5. As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool. Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one. This feature has no effect on undead and constructs. . 25/25 (Long Rest) Bonus Actions: Peerless Athlete . Inspiring Smite . Reactions: Class Features: Divine Smite . Starting at 2nd level, when you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend, to a maximum of 6d8. Channel Divinity . 1/1 (Short Rest) Peerless Athlete . As a bonus action, you can use your Channel Divinity to augment your athleticism. For the next 10 minutes, you have advantage on Strength (Athletics) and Dexterity (Acrobatics) checks; you can carry, push, drag, and lift twice as much weight as normal; and the distance of your long and high jumps increases by 10 feet (this extra distance costs movement as normal). Inspiring Smite . Immediately after you deal damage to a creature with your Divine Smite feature, you can use your Channel Divinity as a bonus action and distribute temporary hit points to creatures of your choice within 30 feet of you, which can include you. The total number of temporary hit points equals 2d8 + your level in this class, divided among the chosen creatures however you like. Harness Divine Power . 1/1 (Long Rest) You can expend a use of your Channel Divinity to fuel your spells. As a bonus action, you touch your holy symbol, utter a prayer, and regain one expended spell slot, the level of which can be no higher than half your proficiency bonus (rounded up). The number of times you can use this feature is based on the level you've reached in this class: 3rd level, once; 7th level, twice; and 15th level, thrice. You regain all expended uses when you finish a long rest.
  16. b'Lep, Grung of Glory “Sentient, poisonous frogs that live in trees. Truly, the gods hate us." — Volo Basic Information Race: Grung | Sex: Male | Age: 4 | Height: 3' | Weight: 30lbs Alignment: Lawful Evil | Background: Grung HunterModified Outlander Skills: Stealth, Survival Language: Common Tools: Leatherworkers 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. I imagine he would find 'grung appropriate' food however, which may be poisonous for ribblethrups. Class: Paladin (5) | Subclass: Oath of Glory Tenets of Glory Actions over Words. Strive to be known by glorious deeds, not words. Challenges Are but Tests. Face hardships with courage, and encourage your allies to face them with you. Hone the Body. Like raw stone, your body must be worked so its potential can be realized. Discipline the Soul. You must marshal the discipline to overcome failings within yourself that threaten to dim the glory of you and your friends. Description b'Lep hung from the canopy, watching the triceratops below him bulldoze through the undergrowth in search of rich tonberry fruits. His green skin, painted with white clay swirls and loops, provided good camouflage against the dapples of sunlight that managed to break through the dense canopy above. Bulbous eyes allowed him to stay alert despite his focus, offering almost total view of the forest around him. Despite being poisonous, their relative size made grungs bitesized for most of the jungle denizens. His free hand made for the stash of ingredients he kept trapped tightly to his leather armour, coating his spear in a potent mix of hallucinogens. The armour itself he'd crafted from the tough hide of a crocodilian; the creature's natural armour formed thick studs that protected against slashing teeth and claws though he still relied on his natural agility to escape the worst crushing blows. He'd fashioned it into straps before curing it, leaving most of his body exposed to better navigate the twisting under-canopy he spent most of his time in. Wrapped across his chest as well was a woven rope, securing a hunting trap and fishing tackle, as well as several waterskins. Whilst the frequent rainfall, prolific giant bromeliads and winding rivers meant staying hydrated was not usually difficult, his ever moist skin meant the heat eagerly lapped at him and drying out was painful. More freely available was a short wooden blowgun, tucked into his loincloth alongside a cloth wrapped bundle of needles. That was how most grung hunted though. b'Lep was far more glorious. He waited till the lizard-monster's frill was bent forward, exposing its neck then dropped with a loud croak, his throat sac expanding in a display of supreme virility. As he landed, the sticky pads on his three fingers and toes allowed him to cling to the bucking beast and begin leaching his poison into its skin. Not content to wait he erupted into a series of frenzied stabs, drawing the obsidian blade of his short grung spear across his skin to deliver even more poison directly to the lizards blood stream alongside the hallucinogens. After a minute of frenzied stabbing, the monster succumbed to a combination of poison and blood loss, leaving all three feet of b'Lep standing proudly atop its corpse, his spear raised in victory. Another loud croak ballooned forth, erupting from his mouth to proclaim his greatness. Normally it would take a whole clutch of green's to kill a trihorn. Truly he was deserving of being an orange grung. He admired the temporary ochre pigment adorning his back. When he returned it would be made permanent through the ritual. They couldn't deny him. Although, he wondered, perhaps gold would look even better? He quickly worked the corpse over to fill his ration bag again, before sprinting back into the canopy. Scavengers would take care of the rest in no time - already bluebottles were settling, and shiny black beetles emerging from the rotting floor. Nothing went to waste in the jungle. Backstory b'Lep was born a green grung, the lowest of the castes alongside blue grungs. Trained as a hunter and labourer, he was never satisfied with his position, convinced he was meant for greater things. It is no secret that grungs can alter caste through appropriate achievement - Red grungs are elevated most frequently as they stumble upon arcane powers amongst the scattered relics of the jungle. b'Lep has not been so lucky however, only other undeserving grungs. Eventually the purple grung under which b'Lep served - g'Ang'r'Ang - became sufficiently fed up with b'Lep's whining that they kicked him out to go perform these mighty deeds. Outside the tribe's confines b'Lep south might foes to subdue, and there were plenty. Amongst the crashing saurians and vicious small folk however, he found a foe remarkably resistant to his usual tactics of climbing on them, clinging on for dear life and stabbing them till they stopped moving. Creatures that roamed the jungles mindlessly, filled with hate. Creatures that tasted rotten even when freshly killed. He learned these were called 'undead', and they worried him. What if this spread to the rest of the jungle? What would the grung eat? Who would work for them? Even more concerning, he picked up rumours that the mighty Nangnang was dead, killed by a curse that could strike down even gods. Lurking around some of the humanoids that invaded the jungle - crashing things that sweated and sweltered and itched and died from just being so ill-adapted were they - he learned of a group that was investigating this curse. When he discovered they were more of these lumbering two-legs he was filled with dismay, even if they seemed a little more competent than your average ribblethrup. Or at least they hadn't died yet. Without a grung to lead them however, it was only a matter of time. b'Lep knew what he had to do. It was his duty to lead these ribblethrup to glory - vanquishing this Curse of Death would be a deed glorious enough to elevate him all the way to Gold! Then he'd show n'Roorib'rheng and g'Ang'r'Ang. Knives n'Roorib'rheng - A red grung from beep's old tribe who used to bully b'Lep (admittedly not specifically). He claims vast cosmic power after swearing himself to some primeval swamp thing, though so far has demonstrated only limited cosmic power. Unfortunately that is still significantly more than b'Lep. Still, Nergal bears the dubious honour of being the first grung that b'Lep swore vengeance on before leaving his tribe to seek mighty deeds that might elevate his status to orange, or even gold. Dengo - The Chult native who b'Lep forced to teach him common. Unfortunately due to his limited intelligence and Dengo's drugged state lessons were hard going, and b'Lep ended up with fragmented knowledge at best. Dengo is, obviously, still a grung slave. When b'Lep returns to his tribe covered in glory and is elevated to his rightful colour, he intends to similarly elevate Dengo to chief slave. b'Lep remembers and rewards his allies. Yuan-ti - Racial and cultural enmity which b'Lep has experienced first hand, having been briefly captured by these nefarious snake people before his inevitable and glorious escape. There is a natural distrust between the relatively large snake people, and the small frog people, given the respective views of snakes, frogs and dinner. Additionally, the poison that grunts secrete to protect themselves can, unfortunately, become an obsession amongst these poison obsessed folk, resulting in their capture of grungs to farm.
  17. Human Knight of Solamnia AC: 21 (Plate, Shield +1) | HP: 46/46 (0 THP) | HD: 6/6 | Speed: 30 ft. Senses: passive Perception 11, Insight 14, Investigation 9 StrSave: +4 Athletics: +7 Carrying Capacity: 270 lb. Lift/Push/Drag: 540 lb.: 18 (+4) | DexInitiative: +2★ Save: −1 Acrobatics: −1 Slight-of-Hand: −1 Stealth: −1☆ ★ Add Cha to Initiative (class feature) ☆ disadvantage on Dexterity (Stealth) checks from Plate Armor.: 8 (–1) | ConSave: +1: 13 (+1) | IntSave: -1 Arcana: -1 History: -1 Investigation: -1 Nature: -1 Religion: -1: 8 (-1) | WisSave: +4 Animal Handling: +4 Insight: +4 Medicine: +1 Perception: +1 Survival: +4: 12 (+1) | ChaSave: +6 Deception: +3 Intimidation: +6 Performance: +3 Persuasion: +9*: 16 (+3) Languages: You can speak, read, and write Common and Solamnic DR3 vs nonmagical bludgeoning, slashing, piercing. Brooch of ShieldingWhile wearing this brooch, you have resistance to force damage, and you have immunity to damage from the magic missile spell.. Force all attacks targeted at mount to target Artanis instead. Mount has EvasionIf your mount is subjected to an effect that allows it to make Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. “My words,” | ‘My thoughts,’ | My actions . . . Lipsum OOC Action: - Bonus Action: - Movement: - Reaction: — Object Interaction: — Mount Action: — Mount Movement: — Actions & Resources Actions: Longsword +1 (versatile). Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 7) slashing damage. Versatile damage: 9 (1d10 + 5) slashing damage. Javelin (range, thrown) [0]. Thrown Weapon Attack: +7 to hit, ranged 30/120 ft., one target. Hit: 7 (1d6 + 4) piercing damage. RDA Javelin (range, thrown) [12]. Thrown Weapon Attack: +7 to hit, ranged 30/120 ft., one target. Hit: 7 (1d6 + 4) piercing damage, 1d4 fire damage. Lance (special). Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 12 (1d12 + 6) piercing damage, 1d4 Fire damage. Battlefield Presence.When you take the Attack action, in place of making an attack, you can use your Battlefield Presence to grant a friendly creature that can see or hear you an additional attack the next time they take the Attack action during their turn. Any additional attacks granted that are unused at the start of your next turn are lost. A friendly creature can only gain one additional attack from this feature per round from this feature. Bonus Actions: Rallying Mark As a bonus action, you can expend a number of Leadership Dice (up to your per turn limit) to rally your allies to attack a hostile creature within 60 feet of you. The next time damage is rolled against that target by an allied creature before the start of your next turn, they can add the Leadership Dice to the damage roll, and the attacking creature regains hit points equal to the amount rolled on the Leadership Dice. Urgent Orders As a bonus action, you can expend a number of Leadership Dice (up to your per turn limit) to guide your allies in expeditious action. Target an allied creature within 60 feet of you that can see or hear you, that creature can immediately use its reaction to move up to its movement speed (up to a maximum of 30 feet) without provoking opportunity attacks. Roll the leadership dice expended, the target gains temporary hit points equal to the value rolled. Helpful Word As a bonus action, you can spend a Leadership Die to take the Help action. When you use the Help action to aid an ally in attacking a creature, the target of that attack can be within 30 feet of you, rather than within 5 feet of you, if your ally can see or hear you. Commanding Rally As a bonus action, you can command one ally within 30 feet of yourself to attack. If that ally can see or hear you, they can immediately make one weapon attack as a reaction. If the attack hits, the ally can roll a d8 and add the number rolled as a bonus to the attack's damage roll. You can use this bonus action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. 3/3 (Long Rest) Class Features: Precise StrikeOnce per turn, when you make a weapon attack roll against a creature, you can cause the attack roll to have advantage. If the attack hits, you roll a d8 and add the number rolled as a bonus to the attack’s damage roll. You can use this benefit a number of times equal to your proficiency bonus, but a use is expended only if the attack hits. You regain all expended uses when you finish a long rest.. 3/3 (Long Rest) Leadership Dice (d6). 6/6 (Short Rest, 2/turn) Lead the Charge. When you roll initiative you gain temporary hit points equal to your Charisma modifier + your proficiency bonus (6 THP). Prepare for BattleYou can spend a minute preparing creatures for combat. You can expend a number of Leadership Dice up to your per turn limit, rolling them and causing five your creatures of your choice (potentially including yourself) to gain temporary hit points equal to the number rolled. Allies that have benefited from this ability can expend a number of hit dice equal to the number of Leadership Dice you expended, using them as they would during a short rest. Any temporary hit points gained from this last until you complete a short or long rest.. Target up to 5 creatures. Roll Leadership dice; Creatures gain THP until Short Rest. Additionally, creatures can spend HD up to number of Leadership dice rolled.
  18. Artanis Brightblade, Human Knight of Solamnia, Paragon Warlord or Cavalier Fighter Name: Artanis Brightblade Character Concept: A peasant horse farmer's son who grew up in awe of the Knights of Solamnia, dreaming of joining the order and becoming a knight in shining armour defending the weak. Now that he has finally set out on his own as a squire, how will his untested idealism stand up against the grit of everyday life? Long past are Solamnia's days of majesty - do any truly follow the Oath post-cataclysm, or is the glorious Knight of Honour Artanis always dreamed of just that? Race, Background, Subclass Class: (Variant) Human Knight of Solamnia Paragon Warlord () Description: Artanis is tall and well-muscled, a reflection on both his hard work training horses when young, and his dedicated training to become a Squire of Solamnia. Dusty brown hair hangs behind a tanned face with square jaw, but gentle eyes. Callused hands carefully run an oiled rag along the plain-looking steel longsword across his lap. He is dressed in well worn but carefully maintained chainmail, and smells of leather, sweat, dust and horses. It is clear from his appearance he does not come from noble or wealthy stock, and his easy-going and quiet manner only confirms this - he move to let others pass as needed, and peaceably waits his turn to be served. A closer look reveals the majority of his equipment to be similar in state - well-worn, perhaps second-hand, but cared for with an honesty and meticulousness that would fit items of much greater worth. Around his neck he wears a plain wooden symbol of Kiri-Jolith to proclaim his faith. Striking up a conversation he is forthright and blunt, not as an excuse for rudeness but rather because his education (or lack thereof) has not lent him a silver tongue, and honesty needs none besides. He believes the truth speaks for itself. He is clearly friendly and not shy to offer aid to those who request it, in no way viewing simple manual work beneath him - he is as happy to help you move a stuck cart for kindness sake alone, as to undertake a grand quest. A merchant or more cynical character would quickly assess that it comes as no surprise he lacks for gold. Beyond the tavern, he carefully tends to his mount before turning in, taking the time to brush it down, check it over for sores, and inspect the stable himself before tipping the stableboy generously despite doing most of the work himself. It's clear to anyone watching from the love in his eye and gentle touch of his hand, as well has the horse itself, that he cares greatly for the animal. Indeed he would find it hard to tolerate abuse of such creatures as much as that of his fellow man. Your Character’s Plothook: 5 - Ispin spent a season with your family and taught you swordplay, sailing, a language, or another skill. Past is Prologue: Artanis was born the son of a horse breeder and farrier in a small village, in one of the numerous duchies the now make up Somalnia. He grew up fascinated by stories of the old Kingdom and the Knights of Solamnia riding to glory, taking what little spare time he had to practice fighting with wooden swords and pretending himself one of them, though never to the detriment of his work. His father was a fair man (perhaps too much) who did not shy from labour, and instilled in Artanis the same values of honesty and hard work. These have stood him in good stead and were perhaps what caused Ipsin Greenshield to take a liking to him when the adventurer passed through. His mother, unfortunately, died whilst he was young - as is all too common in these small communities she fell ill, and his father could not afford a cleric to heal her. Whilst the house was quieted with grief for a while, his father did not lose himself to it as some do, and remained a good father. His sisters and brothers worked hard to raise him too in her stead. He never neglected the horses for training, developing a deep love brought on through years of closeness. When Ipsin stayed, the young Artanis lapped up the stories, and through dogged persistence persuaded a laughing Ipsin to tutor him in swordplay. He spent the entire summer practicing every evening, even when he would normally be out riding the grasslands. Iain was only here for a season, Artanis would impress him enough to take Artanis with him! Obviously the old adventurer would lead a naive young boy away from his parents, and so when he left, he ruffled the despondent boys hair and gave him a letter to keep safe, and promised that should he still wish to seek adventure when he came of age, to give the letter to one Becklin, Knight of Solamnia, and Ipsin's boon companion. Time passed, but Artanis' dream did not fade. On his eighteenth birthday, he came before his father, and informed him nervously of his intentions. Whilst sad to see his son leave, his father had known this would come for a long time, for Artanis had always been one to wear his heart on his sleeve. He offered his blessing, and a small supplement of coin to Artanis' own savings. For his part, the young lad was bright eyed, and full of promises to visit, to send money home, and to defend their village from all sorts of predation! He sought Becklin, who sponsored his entry into the Order, and was taken as squire to an older Knight of the Crown, Ser Brightblade. The Brightblades had a long pedigree of supplying knights to the Order, and though gruff, he treated Artanis fairly. The boy trained hard, harder than many of the noble children who had been born to comfort and privilege. His muscles had been built over the forge, and his speed and balance trained by unruly stallions. More than that, his heart still burned with the same pure desire that had been ignited so many years ago, that drove him to get up each time he fell, no matter how hard. Over time, Ser Brightblade took a strong liking to the young peasant, refreshed by his honesty and unclouded belief in the Oath. Being of a slightly removed branch of the family, and with no children of his own, he sought to offer Artanis to take the Brightblade name, Artanis bearing none of his own. Permission was granted, on the basis that no claim was extended with this hour of course, and so was knighted Artanis Brightblade, overwhelmed with emotion. With the honour, his mentor granted Artanis a steel longsword (knowing the lad would never be able to purchase such himself) and set him on his path to demonstrate his worthiness through deed before he returned proven. It was on this journey that he heard of Ipsin's passing, and so made his way to the small town of Vogler... Truths, Rumors, and Lies: Include at least two of the following in your application: Loyalties. Order of the Knights of Solamnia - following his coming of age, and with Ispin Greenshields letter of recommendation, he sought out Becklin for sponsorship into the order. She was happy to trust her long time comrades judgement of character, and with her blessing he was inducted as squire to Ser Brightblade. He now ventures to prove himself worthy of the Orders of the Crown, Sword and Rose. Deity. Kiri-Jolith - both as one of the triad of deities that the Knights of Solamnia honour, and the embodiment of everything Artanis dreams to be, the honourable knight in shining armour riding out a hero to defend the weak. Also honours Habbakuk and Palatine, as patrons of the knightly order. Is Might Right? No - the strong have a duty to defend the weak, and dispense justice wisely. Strength of arms or noble birth is not a god-given mandate to decide what is right, but is the power to ensure righteousness upheld. Music. Lament for the Rohirrim "". He Who Would Valiant Be "". I won't Back Down - Johnny Cash "" Holding Out for a Hero "" Images
  19. Forge - Warforged Sculptor AC: 19Scale 14, +2 Dex, +1 Race, +2 Shield | HP: 10/10 | Initiative: +2 | Passive Perception: 9 | HD: 1/1 | Inspiration 0/1 Stat Block Warforged Artificer 1 Languages Common, Elven, Halfling, Background Prismari Student Background Feature Strixhaven Initiate - Prismari StrSave +1 Athletics +3* 12 DexSave +2 Acrobatics +4* | Sleight of Hand +2 | Stealth +2 (Disadvantage) 14 ConSave +4* No skills associated. 14 IntSave +5* Arcana +5* | History +3 | Investigation +5* | Nature +3 | Religion +3 17 WisSave -1 Animal Handling -1 | Insight -1 | Medicine -1 | Perception -1 | Survival -1 8 ChaSave +0 Deception +0 | Intimidation +0 | Performance +2* | Persuasion +0 10 Proficiency Bonus +2 Saving Throws Con, Int Speed 30 Tools Thieves Tools, Smith's Tools, Tinker's Tools, Sculptor's Tools, Painter's Tools Spell Attack Bonus +6 | Spell Save DC 14 | Spell Slots L1 2/2 Actions Mace +3 to hit for [1d6+1] bludgeoning damage Booming Blade +3 to hit for [1d6+1] bludgeoning damage, [1d8] thunder damage on moving Sword Burst DC14 DEX Sv for [1d6] force damage | all creatures, 5ft radius self Firebolt +6 to hit for [1d10] fire damage | one creature, 120ft range Ray of Frost +6 to hit for [1d8] cold damage, -10ft speed | one creature, 60ft range Bonus Actions Reactions Opportunity Attack Mace, if wielded Absorb ElementsThe spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends. [Acid/Cold/Fire/Lightning/Thunder damage] Feather FallChoose up to five falling creatures within range. A falling creature’s rate of descent slows to 60 feet per round until the spell ends. If the creature lands before the spell ends, it takes no falling damage and can land on its feet, and the spell ends for that creature.
  20. Forge “Art-making is not about telling the truth but making the truth felt” Basic Information Race: Warforged | Sex: N/A | Age: 15 | Height: 6' 8" | Weight: 322 lb Alignment: Chaotic Good | Background: Guild of Starlight and Shadows ApprenticePrismari Student Class: Artificer (1) | Subclass Battlesmith "Freedom Through Art" I believe everyone has the ability to express their truest selves through art, and I'm happy to quietly push them in the right direction. "Creativity. Beauty." The world is in need of new ideas and bold action. (Chaotic) When I perform, I make the world better than it was. (Good) "Desire" I am drawn to travel, to see the world and recreate it's wonders in art. "Honesty" I have trouble keeping my true feelings hidden. My honesty lands me in trouble. I'm still learning emotional range, and how to mirror it. Description Polished brass whorls patch over huge piston arms of worn steel, with swirls of painted designs in red and blue cast over meticulous scale mail, each scale individualised and integrated into the greater form. Beneath a rigid brow, cold blue eyes burn with firey passion. Several small hammers and chisels hang at its waist, and the outline of a heavy shield is visible strapped to its back visible beneath a thick red cloak. An ever changing tool warps and morphs as flecks of rock fly free, and molten rivulets of gold curl around forming arcane constructs within the hidden piece. Backstory Content Forge was 'employed' (in the same manner as the rest of the indentured Warforged) during the great war to fashion weapons, artillery and giant constructs of military might. He worked tirelessly in those industrial furnaces, wrapped in suffocating heat and thick black smoke, churning out tools of death, day after day, strike after strike, always the same. No break, No deviations, no imagination. Monotonous. When the war ended and the great factories finally closed, he was guided to the doors and informed by the foreman, a one Greygarble Doowhicker of House Cannith, that he was liberated. He stood there, and saw for the first time a world beyond the forges, and was overwhelmed. His 'siblings' were by and large overcome with the same ennui, their purpose having been stripped in a single act, and nothing to replace it. Distant from the front lines, and with no real stake in the war like those with flesh and blood left in Cyre, many had taken pride and satisfaction in their work. Certainly now liberated, the hours on end of free time were anathema, be it by nature or nurture. Thrust into the hubbub of Sharn many found jobs in smithies and Forge's similar to the factory, enduring the suspicion and irrationality with confused resignation. Some formed new communities, though fear meant these were shunned by the locals. Others fell to the grasp of the underworld - most commonly Dhaask and Boromar but many smaller gangs seized the opportunity to acquire a force multiplier cheaply. A precious few followed rumours and tales of a Warforged homeland in Cyre, and a Lord of Blades. Very few ended up anywhere than the belly of the beast, down amongst the churning Cogs... Forge found himself down in the Cogs - it wasn't like he had a life before the war to fall back into, and the small severance package given to all the liberated Warforged did not last long. Without the factory, he had no housing, no work, and no understanding of the world around him. It didn't take long for criminal enterprises to get their hooks into him. After all, what self-respecting gang would miss the chance to enlist the desperate and destitute, quickly wrapping them in as many silken threads on obligation and gratitude as to bind them as tightly as the chains of ownership only just escaped? A dwarf by the name of Kundari Goldhand, in the service of House Boromar, was the spider that happened upon the unsuspecting Forge, seeing in him a mighty new enforcer. For several months Forge did just that - stand and look menacing - and everyone (except perhaps Forge, but who cared) was happy. The illusion was shattered when one day a 'customer' finally snapped and stood up to Kundari. The dwarf turned to Forge, who continued to stand. The Warforged refused to inflict more injury or death. Beaten, battered and blacklisted, he found himself cast against the cogs once more. Before the city could grind him into scrap however, he was swept up by Coal, the Warforged owner of of a bar and veterans club called the Red Hammer, rumoured to be funded by Merrix d'Cannith to help absolve his families sins. It marked the first time anyone asked Forge what they wanted to do. Forge sat at that table in the bar for three days straight, unmoving. Eventually his voice rumbled forth, hard and grating from disuse, into the tavern. "I want to create." A pause. "Life." With that it was as if a dam broke, and a torrent issued forth. Forge spoke to noone and everyone. "All my time I have forged only death, only destruction. I will see the world, and see all in it, and make new things, things of life and." It ground to a halt. For how does a creature that has known only practicality, been made for only function, learn the language of emotions, the vocabulary of beauty and art? He would not learn it from his fellow Warforged, and would not find such light in the cogs. So, with Coal's facilitation and aid from the House Cannith funded Veterans and Warforged Rehabilitation Programme, he found himself moving upwards, and into the apprenticeship of Samuel Keystone, a wizard of the Guild of Starlight and Shadows. Samuel taught him the beauty of magic, entrancing illusions and bewitching enchantments. Forge was entranced, but the ephemeral nature of their work never quite satisfied him - too ingrained was the desire to create something concrete. Still he was a diligent student, taking in the lessons, and learning too of wonder and artistry. Not all approved. Cries of favouritism and unfair access abounded, led by Galvan Stuart, a member of the Mourners; "We're the ones who fought and bled, how come they get special treatment!" "They're not even real people!" "They don't feel like us, they enjoy working!" "They took our jobs in Cyre, and they're taking our jobs here!" "They're all insane, you never know what they're thinking, they're just waiting to kill us like that Lord of Blades". The association nominally promoted the interests of Cyre Veterans and refugees, but Galvan headed up a vocal anti-warforged faction, fanned by council member Nolan Toranak. Obviously the councillor had no idea who Forge was personally, but Galvan thought Forge the perfect poster boy for their pro-flesh sentiment, and Nolan was happy to use a convenient example... Thus Forge's advancement in the Guild was political from the get go, with any talent being merely an afterthought. Of course, the guild equally couldn't get rid of Forge, so an Apprentice they remain, ignorant to their greater significance. In an effort to give Forge a break, and perhaps allow the Warforged to develop in a less charged environment, Samuel introduced it to a Tairnadal zaelantar Artist visiting. Solana Windflower sought to venerate her ancestor, a legendary Tairnadal craftsman, through superlative sculpture, and Forge took to the artform like a duck to water - after all it was essentially made for it. They rapidly progressed from a technical standpoint, able to put in many more hours of practice with a devotion few could match, and quickly saw ways to incorporate the magic learned from the Guild. The emotion and passion however was still lacking. So Solana explained that she was exploring the world to find inspiration, and thus uplift her work, and gently suggested Forge might benefit from the same. They sought permission from Samuel, found it granted, and Forge found itself venturing out into the wide world. Following their vow, Forge seeks now to create only beauty, wonder and passion. To live life to its fullest, to strive, to discover. They skirt the edge of what is acceptable artifice to House Cannith, and there is no doubt its story with Cannith and Sharn will continue, for their ultimate aim is the greatest expression of everchanging art - life itself. Knives Coal - Warforged Red Hammer Bar Owner & Veterans Club Leader - ally Solana Windflower - Tairnadal (zaelantar) elven artist - ally Driven and intense, Solana has little time for pleasures beyond her craft, though anything she does try receives the full force of her passion. If she is to surpass her ancestor her full focus is required. Sure she may have her whole elven life ahead of her, but so did they. Besides, as a Tairnadal elf she is all to aware that death may just be a breath away. If one is aiming for the greatest heights, then one must risk the greatest fall, and if you're not, what's the point? Solana Windflower Samuel Keystone - human wizard, Guild of Starlight and Shadows - ally Samuel is a tall redheaded chap, dressed in a long cheap conjurers robe dotted with gaudy silver stars. He takes great pleasure in the looks of disgust his peers in the Esoteric order give his get up, and quick advantage of those who underestimate the keen mind his outfit disguises. Cheerful, and exceptionally talented, he is more than happy to take down a peg anyone he deems overly serious, pompous or generally stuffy - no joke to low. Kundari Goldhand - dwarven criminal of House Boromar - antagonist Kundari is a squat, black haired dwarf who was born and raised in Sharn and carries no loyalty to those uppity Mror clans who think they're better than everyone else, and their war's more important than everyone else's. Dissatisfied with his lot in life, he jumped at the chance to join a new family, irrelevant of its criminality. Besides, can't say House Boromar haven't treated him right, like a proper clan should, and they're the right height too, basically dwarves. Kundari Goldhand Galvan Stuart - human antiwarforged activist - antagonist Galvan is a Cyran war veteran, bitter about the loss of his homeland and leg. The Warforged represent unfeeling super soldiers who took out his unit, and now in Sharn they're getting the same support as real people like himself. They've not even got real war wounds - all their limbs are prosthetic anyway. Heavy - Warforged 'sibling' - now works for House Boromar as an enforcer. Would help, but House Boromar has made clear Forge is blacklisted and Heavy himself feels indebted to House Boromar for giving him a place in this strange new world outside the Factory, one that is easy to understand in the context of his previous orders. Nor does he feel any particular empathy to those who end up his victims - after all they did not honour the contract. That half the time they spit, shout abuse, and complain about murderous unfeeling robots taking their jobs Tampa down any chance of empathy too... Heavy Eight - Warforged 'sibling' - left to find the Lord of Blades in the mournland, and tried to persuade Forge to follow them given Forge's desire to create life (and thus possibly more Warforged). Unknown if they succeeded or how far they got. It grew tired of suffering on the streets of Sharn, trying to fit into a society that didn't understand it and made no effort to accommodate it. It doesn't understand why Forge is trying so hard to understand the feelings and emotions of Sharn's residents; it sees attempts to fit in with the humanoid population as a betrayal of fellow Warforged. Brass - Warforged 'sibling' - doesn't understand Forge's obsession with art and emotions (like lots of the Warforged really), and doesn't understand why Forge hasn't found work in Sharn to help the collective more. Happy to help though, and certainly appreciates the need to understand the humanoids they find themselves among better. If Forge's work led to education of the displaced Warforged on how to better integrate into society Brass would probably see more value in it. Scribe - Warforged from different source - Forge encountered them in the Guild, working as a scribe. Doesn't understand Forge's obsession with chaotic art over rigid accounting and cataloguing, but generally happy to help, though also desires Forge not cause trouble lest Scribe is caught in the blowback... Scribe herself is motivated to rise further within the bureaucracy of the Guild, and possibly transfer to the Esoteric Order, who are a little more, well, ordered. Forge owes fealty to the Guild of Starlight and Shadows, and feels greatly indebted to Coal and the Veterans Club of the Red Hammer. Forge is at odds with House Boromar criminal enterprise ; whilst they won't actively target Forge they would not help or easily work with Forge, and would take opportunity to make its life more difficult. Forge is at odds with the Mourners, who would actively target them and make their life difficult. Forge is a de facto supporter of Merrix d'Cannith, and therefore opposes the other aspirants. Racial & Background Features Constructed Resilience. You were created to have remarkable fortitude, represented by the following benefits: You have advantage on saving throws against being poisoned, and you have resistance to poison damage. You don’t need to eat, drink, or breathe. You are immune to disease. You don't need to sleep, and magic can't put you to sleep. Sentry's Rest. When you take a long rest, you must spend at least six hours in an inactive, motionless state, rather than sleeping. In this state, you appear inert, but it doesn’t render you unconscious, and you can see and hear as normal. Integrated Protection. Your body has built-in defensive layers, which can be enhanced with armor. You gain a +1 bonus to Armor Class. You can don only armor with which you have proficiency. To don armor, you must incorporate it into your body over the course of 1 hour, during which you must remain in contact with the armor. To doff armor, you must spend 1 hour removing it. You can rest while donning or doffing armor in this way. While you live, your armor can't be removed from your body against your will. Specialized Design. You gain one skill proficiency and one tool proficiency of your choice. - Athletics, Smith's tools Languages. You can speak, read, and write Common and one other language of your choice. - Common, Halfling Prismari Student. Skill Proficiencies: Acrobatics, Performance Tool Proficiencies: One type of musical instrument or artisan's tools - Painter's Tools Languages: One of your choice - Elven Prismari Initiate. You gain the Strixhaven Initiate feat and must choose Prismari within it. In addition, if you have the Spellcasting or Pact Magic feature, the spells on the Prismari Spells table are added to the spell list of your spellcasting class. Class Features Hide this Feats Strixhaven Initiate - Prismari. You learn two cantrips and one 1st-level spell based on the college you choose, as specified in the Strixhaven Spells table. - Firebolt, Ray of Frost, Absorb Elements You can cast the chosen 1st-level spell without a spell slot, and you must finish a long rest before you can cast it in this way again. You can also cast the spell using any spell slots you have. Your spellcasting ability for this feat's spells is Intelligence, Wisdom, or Charisma (choose when you select this feat). Inventory Weapons Mace Armour Scale Mail (intricately designed), Shield Magic Items All Purpose Tool +1 Carried Thieves tools Dungeoneer's Pack Guild of Starlight and Shadows Apprentice Robes A bottle of black ink, an ink pen, and a pouch containing 10 gp At Home/Studio Sculptor's tools Money 33 Galifars, 0 Sovereigns, 0 Crowns Sculpture And later battle smith companion The Dreaming Spirits Scultures, paintings and more ephemeral artwork line the walls of this Avant Garde cafe in Middle Sharn, half real and half illusory, architecture and arcana intertwine to create an everchanging environment. Popular with members of the Guild of Starlight and Shadows, as well as members of Sharn's less traditional art community.
  21. Human Cleric of Tyr AC: 18 (Chainmail, Shield) | HP: 10/10 () | HD: 1/1 | Speed: 20/30 ft. | Initiative: +0 Senses: Passive Perception 15, Insight 15, Investigation 12. StrSave: 0 Athletics: 0 Carrying Capacity: 150 lb. Lift/Push/Drag: 300 lb.: 10 (+0) | DexInitiative: +0 Save: +0 Acrobatics: +0 Slight-of-Hand: +0 Stealth: +0: 10 (+0) | ConSave: +2: 14 (+2) | IntSave: +0 Arcana: 0 History: +2 Investigation: +2 Nature: 0 Religion: +2: 10 (+0) | WisSave: +5 Animal Handling: +5 Insight: +5 Medicine: +3 Perception: +5 Survival: +3: 16 (+3) | ChaSave: +4 Deception: +2 Intimidation: +4 Performance: +2 Persuasion: +4: 14 (+2) Languages: Common, Tharian, Chondathan Spell Slots: L1 2/2 | L2 0/0 OOC Action: - Bonus Action: - Movement: - Reaction: - Object Interaction: - Actions & Resources Actions: Mace . Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 1d6 bludgeoning damage. Light Crossbow . Ranged Weapon Attack: +2 to hit, ranged 80/320 ft., one target. Hit: 1d8 piercing damage. Loading, Two-Handed Sacred Flame . Cantrip (V,S): Creature you can see, range 60 ft., one target, no cover. DEX Save: 1d8 radiant damage. Word of Radiance . Cantrip (V,M): Each creature of your choice that you can see, range 5 ft. CON Save: 1d6 radiant damage. Bonus Actions: - Reactions: - Class/Other Features: Voice of Authority . You can invoke the power of law to embolden an ally to attack. If you cast a spell with a spell slot of 1st level or higher and target an ally with the spell, that ally can use their reaction immediately after the spell to make one weapon attack against a creature of your choice that you can see. If the spell targets more than one ally, you choose the ally who can make the attack. Inspiring Leader . You can spend 10 minutes inspiring your companions, shoring up their resolve to fight. When you do so, choose up to six friendly creatures (which can include yourself) within 30 feet of you who can see or hear you and who can understand you. Each creature can gain temporary hit points equal to your level + your Charisma modifier. A creature can't gain temporary hit points from this feat again until it has finished a short or long rest.
  22. Name: Sanguinus Aurelius Cicero Race: Human (Variant) Class: Cleric (Order Domain) Background: Ex-In terms of the feature, I imagine he will still know where to find both criminal and lawful elements of the city, and have all those contacts. He'll just be welcome in neither. Perhaps one of two Watchmen would still be willing to help him, as long as they weren't seen doing it. City Watch - Background Feat: Skilled Pronouns: Male - He/Him/His Alignment: Lawful Good Deity: Tyr Faction: None yet - fresh meat for recruitment by Gauntlet, Harpers Lifestyle: Modest Region of Origin: Hillsfar Theme: Log: Sheet: Description: Past is Prologue: Sanguinus had been a City Watchman in Hillsfar. Now, he didn't know what he was. He'd joined up back when he was a young man, about a decade ago, all bright eyed and bushy tailed thinking he'd make a difference in the city and keep people safe. Not wanting to discourage the young lad, his parents had simply nodded and wished him the best, but in retrospect maybe their smiles had been a little pained, their eyes a little sad. He'd done his best to do what was right, and being relatively competent with a good gut had risen to the middling rank of sergeant. After that he'd stalled - in retrospect probably because he had done his best to do what was right - but eventually found satisfaction in his position. He'd go out, do some good, and bring home enough pay to his wife and kids to keep them safe and fed. Gods - or Tyr perhaps he should say - what would happen to them now? His mind replayed the day everything had changed. "Come on Sanguinus, you know the new law. Captain wants us sweeping the muck out of Cobbler's Street," Markus called. Several of the lads grabbed beat sticks and chuckled to themselves. It had been happening a lot recently. Demi-human clearances. Tended to be good for the pay packet too, no-one noticed a few bits and pieces going missing in the kerfuffle and who would believe some filthy half-breed over a watchman? In fact, it didn't even matter who believed them against a humans' word. Lord Torin had spoken. So far Sanguinius had managed to avoid them. Not this time. Dread settling in the pit of his stomach, he trudged outside along rough-paved streets dressed in his standard issue chainmail. Markus hauled the elderly halfling out of the shoeshop - "Soles for all souls" - and threw him roughly to the ground. "Please, I've done nothing wrong, I've lived here for years and always payed my taxes, ask my neighbours!" His eyes frantically skipped across the crowd, finding only jeers and scorn. "Shaddup filth - you've been stealing honest human jobs and wages is what you've been doing!" The cudgel smacked across his jaw with a vicious crack, and the halfling cried out in pain. "You heard the new laws. Hillsfar's for humans!" Thwack. The cudgel came down again. The watchmen laughed as the little man crawled, whimpering. Thwack - "Stop. Stop!" The words came from Sanguinus' mouth. He didn't know when he'd started talking, shouting. It was as if he was watching everything from the outside. What was he doing? Silence rippled outwards, moving slowly through the crowd, and hushed whispers echoed back as Markus slowly turned around, blood dripping from the end of his wooden beat stick. "What did you say Sanguinius?" he asked, menacingly. "Stop," Sanguinius replied wavering initially then growing in strength "this isn't right. It just isn't. You were all his neighbours last week!" "Yeah? Well laws changed now." Markus strode up to him, and thrust the stained cudgel towards him handle-first. "So why don't you do your job, or I'll see you back at the station house." Sanguinus stared at the weapon before him for what seemed like an eternity. Duty, fear and justice warring in his heart. He reached out, felt the rough and splintered wood beneath his callused fingers, watched as the fat globs of blood plopped heavily to the ground. "No," he replied softy, sadly, eventually. "No, it isn't right." He push it aside, and walked over to the halfling, dropping to one knee. the man's eyes were unfocussed, but he still lived long enough that kindness - not hate - was the last thing he knew. Sanguinus stood, dropped his cudgel and wandered back through the aghast crowd in a daze. "I'll need your badge I said," the Captain repeated, prompting Sanguinus to toss it down on the table. He still hand't processed what had happened, what would happen. "Hmph. Good luck out there civilian," the Captain snorted in dismissal, "a shame." Sanguinus headed out of the station for the second time that day - without uniform this time - shoulder colliding with something hard and unyielding just before the door. He looked up, confused, to see the sneering disgust of Markus. "Yeah, good luck out there, civilian. Streets are dangerous these days with all your demifriends running around. Don't worry, we'll sort them out soon for you harharhar." He left amidst catcalls and slurs. A decade of service forgotten in an instant. It was that night that Tyr bestowed his blessing; in a dream of all things. It seemed so cliche. He could not say what words were said, but he understood the approval radiating from the Maimed God. He had stood up for justice, to defend the weak in the name of what was right, when he had nothing to gain - he had not known the halfling and his actions had only harmed him. For this, he was apparently worthy of being Tyr's mortal champion. His own thoughts on the matter be damned. He caressed the holy symbol around his neck, inexplicably warm in his hand. Current Themes: Sanguinus' life has been upended - he doesn't know the first thing about being a priest or cleric, and is adrift. To his mind he is no hero, just a regular guy. He doesn't understand his new divine powers, and what Tyr expects of him He is worried about the consequences of his actions for his family, and he's not naive enough to think there won't be. He does strongly believe that the current new rules of Hillsfar are unjust, and genuinely wishes to make a difference. He's between two lives, Watchman and Criminal, and welcome in neither - certainly the criminal elements of Hillsfar will remember his is an ex-cop, without the good grace to even be a crooked one, and he's likely to find no succour there. Most of the force now seems him as a turncoat and traitor as well, most will look down on him with a few going out of their way to make life difficult. One or two still may - on the quiet - offer him help, in honour of past relationships. Those are the few that probably disagree with the law's fairness, but lack the integrity, stupidity or bravery to stand up to it. Sanguinus is ripe for recruitment into any number of secret societies - particularly the Harpers, the Order of the Gauntlet and the Zhentarim (presuming they disguise their true intentions, as they often do, he would be at risk of seduction under the guise of rebelling against Lord Torin). Adventure Hook: Rising up, back on the streets, did my time took my chances fighting for what's right. Downtime: Nothing planned - depending on where the story goes he may start learning a new language. Where Do We Go From Here: I would be in favour of more mundane rather than fantastical adventures with this character.
  23. Moon Elf Rogue AC: 15 (Studded Leather) | HP: 31/31 () | HD: 4/4 | Speed: 30 ft. | Initiative: +6 (Dex&Cha) Senses: Passive Perception 12, Insight 14, Investigation 10. Darkvision 60ft. StrSave: +0 Athletics: +4* Carrying Capacity: 150 lb. Lift/Push/Drag: 300 lb.: 10 (+0) | DexInitiative: +4 Save: +6 Acrobatics: +6 Slight-of-Hand: +4 Stealth: +6: 18 (+4) | ConSave: +2: 14 (+2) | IntSave: +2 Arcana: 0 History: +2 Investigation: 0 Nature: 0 Religion: 0: 10 (+0) | WisSave: +0 Animal Handling: +0 Insight: +4* Medicine: +0 Perception: +2 Survival: +0: 10 (+0) | ChaSave: +2 Deception: +2 Intimidation: +2 Performance: +2 Persuasion: +4: 14 (+2) Languages: Common, Elven, Chondathan, Illuskan, Draconic, Thieves' Cant OOC Action: - Bonus Action: — Movement: - Reaction: Absorb Elements if triggered Object Interaction: - Actions & Resources Actions: Rapier . Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 1d8 + 4 piercing damage. Booming Blade . Melee Weapon Attack: +1d8 Thunder damage if creature moves. Dagger [2] . Thrown/Melee Weapon Attack: +6 to hit, ranged 20/60 ft., one target. Hit: 1d4 + 4 piercing damage. Shortbow . Ranged Weapon Attack: +6 to hit, ranged 80/320 ft., one target. Hit: 1d6 + 4 piercing damage. Bonus Actions: Cunning Action . Your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action. Steady Aim . You give yourself advantage on your next attack roll on the current turn. You can use this bonus action only if you haven't moved during this turn, and after you use the bonus action, your speed is 0 until the end of the current turn. Reactions: Absorb Elements1st-level abjuration Casting Time: 1 reaction, which you take when you take acid, cold, fire, lightning, or thunder damage Range: Self Components: S Duration: 1 round The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends. 1/1 Class Features: Sneak Attack . Once per turn, you can deal an extra [2d6] damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon. You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll. [You also gain an additional way to use your Sneak Attack; ... you are within 5 feet of it, no other creatures are within 5 feet of you, and you don't have disadvantage on the attack roll] Fancy Footwork . During your turn, if you make a melee attack against a creature, that creature can't make opportunity attacks against you for the rest of your turn.
  24. Name: Keryn Donnathlascen Race: Moon Elf Class: Rogue (Swashbuckler) Background: Courtier - Background Feat: Magic Initiate (Wizard) Pronouns: Male - He/Him/His Alignment: Lawful Neutral Deity: Corellon Faction: Lord's Alliance Lifestyle: Wealthy Region of Origin: Baldur's Gate Theme: Source: PHB+SCAG Log: Sheet: Description: A tall arrogant moon elf stands before you with haughty air. He slowly and meticulously removes his pristine white gloves finger by slender finger, cerulean eyes not deigning to glance at you. His sleek raven hair is tied back in a low ponytail, showing off high cheekbones and aquiline nose with perfect porcelain skin. He wears flexible dark leathers beneath his ultramarine gown, and from his belt hangs an immaculate silvered rapier, with intricate filigree across its guard. He stretches the time to your duel out indeterminably, before finally drawing his sword with a whisper, and turning to face you across the red carpet. "They say it takes 10,000 hours to master a skill. I do not believe this true. It takes far, far longer than your human lives stretch to truly master any skill - all you do is scratch the surface. I shall demonstrate your failings, and you will withdraw your objection," he states with cold certainty. Past is Prologue: Keryn Donnathlascen was denied his rightful heritage - or so he believes. His parents should have taken him to Evermeet at the fall of Myth Drannor, and yet here he still lingers amongst the ruins of the Sword Coast and not even a Lord to show for it. The fabled City of Spells lies in ruins, infested with fiends, goblinoids and undead. Obsessed with the past and perfection, Keryn saw only one way to resolve matters - he would devote his considerable existence to re-establishing order within Faerun. Order, for him, started from the top with a strong ruling hand to guide the masses in unity. The Lord's Alliance he saw as a noble faction trying to do just that, and so he dedicated himself to its service. Whilst there were some bad apples within the barrel, these could be excised at a later date, once things were under control. In his spare time, he followed his obsession with the history of Myth Drannor, its glory an age he never really lived in but longed to emulate. He styled himself as an Akh'Velahrn, a warrior of the fabled army of Myth Drannor, and later an armathor of the Coronal Guard. Having never actually lived there, and with his research into Myth Drannor coloured by his own biases, he largely decided what this meant himself. None-the-less, he became a well renowned fencer and duellist within Baldur's Gate, known to settle his differences with those who disagreed by blade as often as word (although rarely to the death). When Elturgard fractured from the Lord's Alliance, this was clearly a blow to his vision of a re-established elven kingdom. However, fortune smiled upon him when Kreeg invited Duke Ravengard to visit, and despite not being the loudest proponent of the common born Duke, Keryn finagled himself into the delegation hoping to find a way to bring Elturgard back into the fold... Adventure Hook: Member of Duke Ravengard's entourage
  25. Index Name Class Level Setting ALG Legal? Race Rogue (Swashbuckler) 4 Forgotten Realms Yes High (Moon) Elf Cleric (Order) 1 Forgotten Realms Yes Human (Variant) Artificer (Battlesmith) 1 Eberron Maybe Warforged Warlord (Paragon) 6 Dragonlance No (Class/Level) Human (Variant) Paladin (Oath of Glory) 5 Forgotten Realms No (Race/Level) Grung Wizard (Illusionist) 1 Witchlight No (Rolled Stats) Human (Variant) Paladin (Oath of Ancients) 2 Forgotten Realms No (Level) Forest Gnome Cleric (Storm) 6 Spelljammer No (Level) Air Genasi
  26. thankyou both for the advice and guidance. I mostly am doing it out of boredom and the fact that I enjoy character creation.
  27.  
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