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About This Game

Elissar is an ancient place of medieval fantasy in the grips of a Dark Age, the last vestiges of a great elven empire only a ruined shadow upon the land.

Game System

Level Up 5e

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05/14/2024

Detailed Description

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THE WORLD OF ELISSAR

YOUR GRAND ADVENTURE AWAITS!


All is not well in Hengistbury.  Children have been disappearing into the Weirwood; howls of an unearthly nature have been echoing across the Fogmoor; and Three-Fingered Jake has been spreading rumors of treasure and hauntings in the ruins of Brockendale Castle.  All this aside, however, tonight is a warm, balmy evening. Many of the villagers are gathered in and outside the Bleeding Heart Tavern, and troubles seem far away.

Well, except for that dragon in Skull Mountain...


Welcome to the World of Elissar; where we are about to embark on a journey of epic storytelling. As we tell the tale of how a handful of brave souls saved the kingdom. Our grand tale will be told in four memorable acts!

ACT ONE

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The opening act will take our characters from levels 1-3, gently introducing the players to some of the new Advanced 5th Edition rules changes as we go. This act is geared toward introducing experienced players of D&D 5th Edition to the changes presented in Advanced 5th Edition Level Up.

ACT TWO

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But the journey is not so simple. To get there and succeed the party must win the hearts and minds of townsfolk, best fey of all sorts, overcome the trickery of fiends, fight corruption in ancient forests, travel the tunnels of Underland, and much more as they equip themselves with powerful artifacts for the battle of a lifetime!

ACT THREE

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Can they find the source of primordial wickedness before it engineers an even darker age to enshroud the world? What lies ahead includes spooky sandbox settlements, several dungeon crawls, and a dangerous finale filled with intrigue.

ACT FOUR

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This peace is soon to be shattered however as the local dabbler of the arcane takes his studies too far, undertaking rituals that will endanger not just Holdenshire or Endora, but Elissar itself!

 

CHARACTER CREATION

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

Character Creation and Play Version 3.0 - Files - Myth-Weavers


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

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

Generating Ability Scores: The first post in your character thread should contain your ability score generation and nothing else. To determine your ability scores, roll four 6-sided dice and sum up the three highest rolls. Repeat this process six times to generate your stats. If you are new to Myth-Weavers a guide to how to use the dice roller is available.
 
Dice Tower - Articles - Myth-Weavers

Allocate these rolled numbers to your desired ability scores by noting them accordingly in the first post. Should the sum of your rolled stats be below 72, you have the option to exchange them for a standard set of scores: 15, 14, 13, 12, 10, and 8. If you use the standard array instead of your rolls please note that in the first post as well.

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


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

 
FREE ONLINE RESOURCES

Main Website

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

All the Rules

Home | Level Up (a5e.tools)

Character Creation Walkthrough

Character Walkthrough | Level Up (a5e.tools)

TECHNICAL STUFF

Application Deadline: May 14th, 2024 midnight (US Central Standard Time)

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

Party Size: Looking for 5 players.

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

  1. What's new in this game
  2. Idalla Partridge, Human (Imperial) Noble Fighter IDALLA PARTRIDGE Human (Imperial), Fighter 1, Noble Age: 22 Height: 5 feet 8 inches Weight: 138 pounds Size: Medium Culture: Imperial Background: Noble VITALS HIT POINTS 12 HIT DICE 1d10 ARMOR CLASS 17 (Scale Mail + Shield) SPEED 30 ft. MANEUVER DC 13 PERCEPTION 9 (passive) IMMUNITIES None INSIGHT 9 (passive) RESISTANCES None VULNERABLE None SKILLS & SAVES STRENGTH 16 (+3) Athletics +5 Strength Save +5 DEXTERITY 14 (+2) Acrobatics +4, Sleight of Hand +2, Stealth +2(d) Dexterity Save +3 CONSTITUTION 14 (+2) Constitution Save +3 INTELLIGENCE 10 (+0) Arcana +0, Culture +2, Engineering +0, History +2, Investigation +0, Nature +0, Religion +0 Intelligence Save +0 WISDOM 8 (-1) Animal Handling +1, Insight -1, Medicine -1, Perception +1, Survival -1 Wisdom Save -1 CHARISMA 12 (+1) Deception +1, Intimidation +1, Performance +3 , Persuasion +3 Charisma Save +1 Bold denotes Proficiency (denotes expertise) (d) denotes Disadvantage PROFICIENCIES & LANGUAGES Armor: Light armor, medium armor, heavy armor, shields Weapons: Simple weapons, martial weapons Tools: Gaming set (playing card set) Senses: — Languages Common, Dwarvish, Elvish CLASS AND ARCHTYPE: FIGHTER Hit Points Hit Dice: 1d10 per fighter level Hit Points at 1st Level: 10 + your Constitution modifier Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per fighter level after 1st Proficiencies Armor: Light armor, medium armor, heavy armor, shields Weapons: Simple weapons, martial weapons Tools: None Saving Throws: Strength, Constitution Skills: Choose two from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival [Athletics, Perception] Fighting Style: Dueling (Fighter Lvl 1). You deal an extra 2 damage with melee weapons held in one hand while you aren’t wielding another weapon. Combat Maneuvers (Fighter Lvl 1). At 1st level, you gain the ability to use combat maneuvers. You gain proficiency in two combat traditions of your choice. You learn three maneuvers of your choice from traditions you are proficient with. You gain an exertion pool equal to twice your proficiency bonus, and you regain any spent exertion when you finish a rest. You use your maneuvers by spending points from your exertion pool. The Maneuvers Known column of the Fighter table shows when you learn more maneuvers from a tradition you are proficient with, while the Maneuver Degree column shows the highest-degree maneuver you can select at a given level. Additionally, whenever you learn a new maneuver, you can choose one of the maneuvers you know and replace it with another maneuver of the same degree from a tradition you are proficient with. Soldiering Knacks (Fighter Lvl 1). At 1st level you gain a soldiering knack of your choice. Your soldiering knacks are detailed at the end of the class description. The Knacks Known column of the Fighter table shows when you learn more fighter soldiering knacks. OTHER ABILITIES, FEATURES & FEATS HUMAN HERITAGE Fast Learner. You gain proficiency in one additional skill of your choice [Performance]. In addition, you require half as much time as normal to train yourself in the use of a suit of armor, tool, or weapon during downtime. Intrepid. Once between rests, when you make an ability check, attack roll, or saving throw, you can choose to gain an expertise die on that roll. Diehard Survivor. You have the following traits: Feast and Famine. You can go a number of days equal to your Constitution modifier without suffering any fatigue from lack of Supply. Afterwards you require twice as much Supply for as many days as you went without. Radical Perseverance. You only die after failing 4 death saving throws instead of 3. IMPERIAL CULTURE Conscript (Imperial). You are proficient with light armor, spears, and light crossbows. Learned Teachers (Imperial). You gain proficiency in History and one other skill of your choice. Local Healers (Imperial). Whenever your hit point maximum or one of your ability scores would be reduced, it is reduced by half as much instead (minimum 1). Languages (Imperial). You can speak, read, write, and sign Common and one other language [Dwarvish]. SOLDIERING KNACKS (FIGHTER) Campaigner. You double your Strength score when determining your carrying capacity and the weight you can lift, push, or drag. In addition, you can add your proficiency bonus to the number of hours you can march before you risk fatigue from a forced march. BACKGROUND: NOBLE Ability Score Increases: +1 to Strength and one other ability score [Constitution]. Skill Proficiencies: Culture, History, and either Animal Handling or Persuasion [Culture, History Animal Handling, and Persuasion]. Tool Proficiencies: One gaming set [Playing card set]. Languages: One of your choice [Elvish]. Feature: High Society. You know of—or personally know—most of the noble families for hundreds of miles. In most settled areas you (and possibly your companions, if well-behaved) can find a noble host who will feed you, shelter you, and offer you a rich lifestyle. Adventures and Advancement. Your family may ask you for one or two little favors: convince this relative to marry a family-approved spouse, slay that family foe in a duel, serve under a liege lord in a battle. If you advance your family’s fortunes, you may earn a knighthood along with the free service of a retinue of servants and up to 8 guards. Connection. The foppish friend you carouse with. Memento. A shield or tabard bearing your coat of arms. DESTINY: DEVOTION Devotion can be a pure or foolish thing. A beloved, a nation, a cause—anything may be the object of your Devotion, but very few are worthy of it. For you the choice is clear: the love at the center of your life is worth dying or killing for, and there is no limit to your service and sacrifice on its behalf. You fulfill your destiny of Devotion when you perform an act of selfless devotion. Die while saving the lives of others, complete a massive undertaking personally entrusted to you, succeed at the cause you devoted your life to. Fealty: You swore an oath to the crown and you’ll never break it. SOURCE OF INSPIRATION Its Own Reward. You gain inspiration whenever you complete a quest, fulfill a difficult promise, or commit an act of self-sacrifice that includes grievous injury to yourself. Complete a quest, keep a promise to your own detriment, keep an innocent safe while seriously endangering yourself, commit an act of genuine self-sacrifice. INSPIRATION FEATURE Selfless Aid. Whenever you take the Help action to aid an ally attacking a creature, you may spend your inspiration. If you do, in addition to the normal benefits of the Help action, that creature has disadvantage on attack rolls against creatures other than you until the start of your next turn. FULFILLMENT FEATURE Fulfillment Feature: Miraculous Revival. As long as you have not died of old age, 24 hours after you die (or in 24 hours, if your death triggered gaining this feature) you miraculously revive intact with full hit points. You appear after “narrowly surviving” the circumstances that killed you—climbing out of the chasm you fell down, crawling from the rubble of the structure that collapsed over you, waking up from impossibly lethal wounds that prove superficial, or magically transporting from the plane of existence you were caught in. In addition, the first time you are revived in this way, you gain a +1 bonus on all future attack rolls, ability checks, and saving throws. EQUIPMENT EQUIPPED Common clothes, cloth brigandine, scale mail (steel), shield (medium), signet ring, tabard Shortsword, throwing dagger BACKPACK Backpack, bandage (5), bedroll, blanket, candle (10), case (map or scoll), crowbar fine clothes, flask, hammer, mess tin, steel mirror, piton (10), perfume (vial), playing card set, pouch, rope (hempen, 50 ft.) sack, sewing kit, soap, supply (10) tent (two-person), tinderbox, torch (10), waterskin Maximum Supply: 16 Maximum Bulk: 4 WEALTH COIN POUCH Copper: 6 | Silver: 1 | Electrum: 0 | Gold: 1 | Platinum: 0 BANKED COIN Copper: 0 | Silver: 0 | Electrum: 0 | Gold: 0 | Platinum: 0 ITEMS OF VALUE (Gems, Art, Jewelry, etc.) 1. 2. 3. MAGIC ITEMS ATTUNED ITEMS (Maximum of 3) 1. 2. 3. NON-ATTUNED ITEMS 1. 2. 3. CONSUMABLES 1. 2. 3. COMBAT Action Bonus Action Reaction ATTACKS Shortsword +5 to hit; reach 5 ft; one target; 1d6+3 slashing damage. Finesse. You may choose to use your Dexterity modifier for attack and damage rolls made with this weapon (included). Parrying. When you are wielding this weapon and you are not using a shield, once before your next turn you can gain an expertise die to your AC against a single melee attack made against you by a creature you can see. You cannot use this property while incapacitated, paralyzed, rattled, restrained, or stunned. Defensive (medium). This weapon is designed to be used with a shield of the stated degree or lighter (light or medium). When you make an attack with this weapon and are using a shield designed for it, you can use a bonus action to either make an attack with your shield or increase your Armor Class by 1 until the start of your next turn. Throwing Dagger +5 to hit; reach 5 ft; one target; 1d4+3 piercing damage Finesse. You may choose to use your Dexterity modifier for attack and damage rolls made with this weapon (included). Thrown. This weapon can be thrown as a ranged weapon attack. The thrown property lists two numbers after it, both measured in feet—the first is the weapon’s normal thrown range, and the second is the weapon’s maximum range. You have disadvantage on attack rolls made beyond the weapon’s normal range, and you cannot make attacks against targets beyond the weapon’s maximum range. Additionally, when using this weapon to make a ranged weapon attack, you may choose to use your Strength modifier or Dexterity modifier for its attack and damage roll. COMBAT MANEUVERS Fighter Level 1 | Maneuver Ability Strength | Maneuver Save DC 13 | Exertion Pool 4 MIRROR'S GLINT TRADITION Leading Throw (1 point). 1st degree Mirror’s Glint reaction When a creature within your reach misses you with a melee weapon attack, you can use your reaction to try to throw it. The creature makes a Dexterity saving throw. On a failure it moves 15 feet in a straight line in a direction of your choice. RAZOR'S EDGE TRADITION Iron Will (1 point). 1st degree Razor’s Edge reaction When you make a saving throw to resist being charmed or frightened, you can use your reaction to gain advantage on the saving throw. Perceptive Stance (1 point). 1st degree Razor’s Edge bonus action (stance) Your passive Perception score increases by 3. In addition, you gain an expertise die on Perception checks. APPEARANCE WIP BACKSTORY WIP
  3. Stats: 7, 16, 10, 15, 15, 13
  4. The world lore continues to evolve at a very rapid pace… New lore added for Silyōna (Heavens), Nülda (The Pit), The Dreaming (the Fey Mirror), and The Bleak Gate (the Wraith Mirror).
  5. Alyria 1 Age At least a century Height 1'2'' Weight 7 lb. Size Tiny (Small) Culture Background: VITALS HIT POINTS 10 HIT DICE 1 (1d8+2) ARMOR CLASS 17 (Nature Skin + Shield) SPEED 30 ft. 30 ft. Fly 30 ft. Climb 30 ft. Swim MANEUVER DC 12 PERCEPTION 15 (passive) IMMUNITIES None INSIGHT 13 (Passive) RESISTANCES None VULNERABLE None SKILLS & SAVES STRENGTH 8 (-1) Athletics -1 Strength Save +1 DEXTERITY 14 (+2) Acrobatics +2, Sleight of Hand +2, Stealth +2 Dexterity Save +2 CONSTITUTION 14 (+2) Constitution Save +2 INTELLIGENCE 12 (+1) Arcana (fey) +3, Engineering +1, History +3, Investigation +1, Nature (fey) +3 (+1d4 in the Feywood), Religion +1 Intelligence Save +0 WISDOM 16 (+3) Animal Handling +3, Culture +3, Insight (reading emotions) +5, Medicine +3, Perception +5, Survival +5 Wisdom Save +5 CHARISMA 10 (+0) Deception +0, Intimidation +0, Performance +0, Persuasion +0 (+1d4 with people away from their land of birth) Charisma Save +0 Bold denotes Proficiency Proficiencies & Languages Armor Light armor, Medium Armor, Shields as long as they are not made of metal Weapons Blowguns, clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, scythes, sickles, slings, spears Instruments Flute Tools Herbalism kit Senses Languages Common, Sylvan, Druidic, +2 Archtype: None yet Planned: Equipment 115 gp Maximum Supply: 8 Maximum Bulk: 1 Background: Connection. The distant ruler who banished you until you redeem yourself; the Archfey that deemed Alyria too weak and exiled her. Memento. A piece of jewelry given to Alyria by someone she will never see again; a simple ring made of wood that a friend crafted to him, before he disappeared into the Dreaming. Destiny: SOURCE OF INSPIRATION Unburdening. In order to be accepted back into the Dreaming, Alyria needs to transform into an archfey and surpass the one currently ruling. She gains inspiration whenever she makes sacrifices to attain new lore, contacts, or items that can aid her transformation. INSPIRATION FEATURE Unearthly Diplomacy. Alyria's unearthly aspirations grants her insights into the minds of even utterly alien beings. As an action, she may spend her inspiration to form a connection with a non-humanoid creature she can see that has a CR equal to or less than her level. She communicate freely, even if they do not share a language or the creature would be normally unable to speak. She has no control over a creature she connects with in this way but she gains an expertise die on checks made to influence it. The knowledge and awareness of a creature is limited by its intellect or perceptions, but most give her information about nearby locations, monsters in the area, and knowledge of whatever it perceived within the past day. This connection lasts for up to 1 hour or until she uses an action to end it. FULLFILLMENT FEATURE Forever Changed. When you gain this feature, consult with the Narrator about the exact nature of your metamorphosis and if your adventurer would still choose to remain adventuring after transformation. If your character would remain an adventurer, you may choose and become an appropriate creature with a CR equal to or lower than your class level –2 (as per the spell true polymorph, except that this transformation is permanent and cannot be dispelled.) If your character would not remain an adventurer, you may use a portion of your new power however you see fit (as the wish spell) before ascending. WEALTH COIN POUCH Copper: 0 | Silver: 0 | Electrum: 0 | Gold: 0 | Platinum: 0 BANKED COIN Copper: 0 | Silver: 0 | Electrum: 0 | Gold: 0 | Platinum: 0 ITEMS OF VALUE (Gems, Art, Jewelry, etc.) 1. 2. 3. MAGIC ITEMS ATTUNED ITEMS (Maximum of 3) 1. 2. 3. NON-ATTUNED ITEMS 1. 2. 3. CONSUMABLES 1. 2. 3. COMBAT Action Bonus Action Reaction ATTACKS Rapier +4 to hit; reach 5 ft; one target; 6 (1d8+2) piercing damage. Parrying. This weapon is designed to be used with a light shield. When Cenya makes an attack with this weapon and is using a light shield she can use a bonus action to either make an attack with her shield or increase her Armor Class by 1 until the start of her next turn. Finesse. Cenya may choose to use your Dexterity modifier for attack and damage rolls made with this weapon (included). SPELLCASTING Caster Level 1 | Spell Casting Ability Wisdom | Spell Save DC 13 | Spell Attack +5 (V, S, M). The target may gain an expertise die to one ability check of its choice, ending the spell. The expertise die can be rolled before or after the ability check is made. (30 ft, V, S). You call upon your mastery of nature to produce one of the following effects within range: You create a minor, harmless sensory effect that lasts for 1 round and predicts the next 24 hours of weather in your current location. For example, the effect might create a miniature thunderhead if storms are predicted. You instantly make a plant feature develop, but never to produce Supply. For example, you can cause a flower to bloom or a seed pod to open. You create an instantaneous, harmless sensory effect such as the sound of running water, birdsong, or the smell of mulch. The effect must fit in a 5-foot cube. You instantly ignite or extinguish a candle, torch, smoking pipe, or small campfire. (60 ft, V, S). A stinking bubble of acid is conjured out of thin air to fly at the targets, dealing 1d6 acid damage. Dexterity negates. This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). (Self, V, S, 10 minutes). You create a flame in your hand which lasts until the spell ends and does no harm to you or your equipment. The flame sheds in a 10-foot radius and dim light for an additional 10 feet. The spell ends when you dismiss it, cast it again, or attack with the flame. As part of casting the spell or as an action on a following turn, you can fling the flame at a creature within 30 feet, making a ranged spell attack that deals 1d8 fire damage. This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). (2 Slots) 4 spells prepared (V, S). Constraining plants erupt from the ground in the spell’s area, wrapping vines and tendrils around creatures. Until the spell ends, the area is . A creature in the area when you cast the spell makes a Strength or it becomes as the plants wrap around it. A creature restrained in this way can use its action to make a Strength check against your spell save DC, freeing itself on a success. When the spell ends, the plants wither away. (V). Healing energy washes over the target and it regains hit points equal to 1d4 + your spellcasting modifier. (S, M). The creature is immediately and beautifully groomed, as if it had been lovingly attended to by a group of no less than 4 highly-skilled servants. Its clothing (if it has any) will be spotlessly clean with any minor damage mended and, at the creature’s option, it may also be festooned with ribbons, be perfumed, and have makeup, face paint, or body paint applied. If the creature desires, its hair, beard, fur, and/or feathers can be styled or cut by this spell. This spell can only provide the most basic of accessories, such as ribbons, simple hair pins, and the like, which disappear in 8 hours. The creature gains an expertise die on all non-combat related Charisma (Persuasion) and Charisma (Performance) checks for the next 8 hours. The Narrator may declare this effect ends early if the creature is in a grueling fight, caught in severe weather, or endures any other that may compromise the grooming. A truly unwilling creature can resist the spell, but few do; the experience is very pleasant and tailored to the target’s wishes and aesthetics, not the caster’s. (V, S, ritual). You call upon the secret lore of beasts and gain the ability to speak with them. Beasts have a different perspective of the world, and their knowledge and awareness is filtered through that perspective. At a minimum, beasts can tell you about nearby locations and monsters, including things they have recently perceived. At the Narrator’s discretion, you might be able to persuade a beast to perform a small favor for you. BARDIC INSPIRATION FEATS & FEATURES Fey Logic. Alyria appears tiny, but interacts with the world as if she is was small. The Power of Words. If Alyria promises something to a creature, that creature intuitively senses that it can use a reaction to compel her to fulfill a promise she made to them as though they had cast . The DC to resist this is 10. Succeeding the save represents her devising a way to wiggle out of the promise. A given creature can only levy one such obligation per day. Once she is 3rd level, she can cast once per , but only on a creature that has agreed to the stated course of action in word or text. Your ability for this spell is Intelligence, Wisdom, or Charisma (whichever is highest). Aversion. Alyria cannot willingly touch cats, come within 5 feet of them, or even use tools to manipulate them. She can attempt a DC 20 Wisdom to ignore her aversion towards a particular cat — and anything similar within 30 feet of it — for one hour. If she fails, her turn ends and she cannot try to ignore that particular aversion for a day. However, if she or an ally is attacked in any way by a cat, she can freely ignore the repellant effect as though she had succeeded on her saving throw. Flight. Alyria has a fly speed of 30 feet as long as she is no more than 10 feet off the ground. To use this speed, she can’t be wearing medium or heavy armor. Additionally, if she attempts to go higher, or if she has spent 3 full consecutive rounds flying, on her next turn she instead falls safely for 30 feet or until she touches the ground. All falling damage beyond 30 feet (if she exceeded her height restriction by flying over a cliff, for instance) is still calculated. Nature Skin. Most of her from are plant material that attacks simply whiff through. Her AC is 13 + her Dexterity modifier when she isn't wearing armor. She can use a shield and gain this benefit. EXPLORATION Knack for the Unexpected. Once per short rest you can add an expertise die (+1d4) to a skill check you’re not proficient in. Home on the Range. Alyria can move normally through non-magical in Feywood. Additionally, she gains an on Nature checks in Feywood. Nature Provides. In nearly any natural landscape, Alyria does not require Supply each day of a journey. She can always find just enough food and drink to sustain her, so her only real concern is dying of boredom. This benefit can never provide Supply for others. Likewise, once per day she can turn a rock, plant, or animal part into a mundane piece of survival gear or a tool kit worth up to 10 gold pieces, though this does not grant proficiency with the tool kit. It reverts to its original form after 24 hours or 10 minutes after the item leaves her possession, whichever comes first. She cannot produce Supply using this trait and must still provide the raw materials to craft an item. Feature: Fellow Traveler. You gain an on Persuasion checks against others who are away from their land of birth. Adventures and Advancement. You may occasionally meet others from your native land. Some may be friends, and some dire enemies; few will be indifferent to you. After a few such encounters, you may become the leader of a faction of exiles. Your followers include up to three NPCs of Challenge Rating ½ or less, such as . AQUATIC DELVER You are at home in the depths, able to control your breathing and attune to the subtle movements of the water. You gain a swimming speed equal to your Speed and you add your Wisdom modifier to the number of minutes you can hold your breath before suffocating. In addition, while fully submerged in water you gain blindsight out to a range of 10 feet. MOUNTAIN CLIMBER You gain a climbing speed equal to your Speed. You gain an expertise die on any Athletics checks made while climbing and you are also acclimated to high altitudes, including elevations above 20,000 feet. In addition, you ignore the effects of roughing it imposed by resting in rocky or uneven terrain. SOCIAL APPEARANCE BACKSTORY ALLIES & ORGANIZATIONS FOLLOWERS & STRONGHOLDS
  6. Thanks for the application, I have marked them as completed. Good luck in final selection.
  7. New lore has been posted about the Darklands (the Underdark of Elissar)
  8. KULFER UNDERNIGHT Gnome Ranger 1 AC13 Leather Brigantine +2 Medium Shield +4 Dex 19 (20 vs. Medium or larger) | HP 12/12 | HD 1/1d10 | Passive Perception/Insight 15/11 StrSave, proficient +2 Athletics +0 11 | DexSave, proficient +6 Acrobatics +4 Sleight of Hand +4 Stealth, proficient +6 (+1d4 in rocky terrain) 18 | ConSave +2 14 | IntSave +0 Arcana +0 History +0 Investigation, proficient +2 Nature +0 Religion +0 When making an Intelligence or Wisdom check related to any natural terrain, Kulfer gains an expertise die if using a skill you're proficient in. 11 | WisSave +1 Animal Handling, proficient +3 (+1d4 calming, riding) Cultures +1 Insight +1 Medicine +1 Perception, proficient +3 Survival, proficient +3 When making an Intelligence or Wisdom check related to any natural terrain, Kulfer gains an expertise die if using a skill you're proficient in. 12 | ChaSave -1 Deception -1 Intimidation -1 Persuasion -1 Performance -1 9 Spell Attack +3 | Spell DC 11 | Disguise Self 1/1 Maneuver DC 14 | Studied Adversary Beasts | DM Inspiration 1/1 "Speech should always be in quotes and in bold." Thoughts should be in italics Mechanics Main Hand: Empty Off Hand: Medium Shield Action: Your action goes here. Bonus Action: Your bonus action goes here. Move: Your movement goes here. Manipulate: Your one free object interaction goes here.
  9. New lore added on The Sundering and the fall of the elven kingdom.
  10. Fixed! Level 1 is both one of my favourite and least favourite levels. I like low levels because they feel a little more grounded and real, but also there are fewer options both for things like background and for mechanics, but its still a lot of fun.
  11. Information on the Ostinad horse lords has been updated on the "Lands of Elissar" page.
  12. Kulfer Undernight Gnome Ranger 1 Age 37 Height 3 feet 3 inches Weight 43 pounds Size Medium Culture Deep Gnome Background: Escapee from Below VITALS HIT POINTS 12 HIT DICE 1 (1d8+1) ARMOR CLASS 19 (20 vs. Medium or larger) (Leather Brigantine & Medium Shield) SPEED 25 ft. MANEUVER DC 14 PERCEPTION 15 (Passive) IMMUNITIES None INSIGHT 11 (Passive) RESISTANCES None VULNERABLE None SKILLS & SAVES STRENGTH 11 (+0) Athletics +0 Strength Save* +2 DEXTERITY 18 (+4) Acrobatics +4, Sleight of Hand +4, Stealth* +6 (+1d4 in rocky terrain) Dexterity Save* +6 CONSTITUTION 14 (+2) Constitution Save +2 INTELLIGENCE 11 (+0) Arcana +0, Engineering +0, History +0, Investigation* +2, Nature +0, Religion +0 Intelligence Save +0 WISDOM 12 (+1) Animal Handling* +3 (calming & riding +1d4), Cultures +1, Insight +1, Medicine +1, Perception* +3, Survival* +3 Wisdom Save +1 CHARISMA 9 (-1) Deception -1, Intimidation -1, Performance -1, Persuasion -1 Charisma Save -1 * Denotes Proficiency (denotes expertise) PROFICIENCIES & LANGUAGES Armor. Light armor, medium armor, shields Weapons. Simple weapons, martial weapons Tools. Herbalism kit, Thieves’ tools Senses. Darkvision 120 ft. Languages. Common, Gnomish, and Undercommon CLASS & ARCHETYPE Familiar Terrain. At 1st level, Kulfer is particularly adept at traveling and surviving in natural environments. When making an Intelligence or Wisdom check related to any natural terrain, Kulfer gains an expertise die if using a skill you're proficient in. While traveling in any natural terrain, Kulfer gains the following benefits: Difficult terrain doesn’t slow your group’s travel. Your group can’t become lost except by magical means. Even when you are engaged in another activity while traveling you remain alert to danger. Your passive Perception increases by 2. If you are traveling alone, you can move stealthily at a normal pace. When you Hunt and Gather, you find twice as much Supply as you normally would. While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area. Studied Adversary. Kulfer has significant experience studying, tracking, hunting, and even communicating with your enemies. Choose a type of adversary: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, Kulfer can select two humanoid heritages (such as gnolls and orcs) as studied adversaries. Kulfer has advantage on Survival checks to track his studied adversaries, as well as on ability checks to recall information about them. Kulfer also learns to communicate with basic words in a language of his choice that is spoken by his studied adversaries, if they speak one at all. During a long rest, Kulfer can replace a current studied adversary with a new one. Exploration Knacks. For a ranger exploration isn't just something that happens between destinations—it’s a way of life. Kulfer starts with two ranger exploration knacks of your choice. His exploration knacks are detailed at the end of the class description. The Knacks Known column of the Ranger table shows when you learn more exploration knacks. Beast Friend. If Kulfer spends 10 minutes befriending and feeding a Medium or smaller beast of CR 1/8 or less, Kulfer becomes its guardian ranger. It follows Kulfer and is loyal to him, but it acts independently. In combat, it rolls its own initiative and acts on its own turn. The beast won’t attack except as a reaction to being attacked, but it can take other actions as normal and makes death saving throws. Kulfer can only be a guardian ranger to one beast at a time. Calls of the Wild. Using verbal and nonverbal cues to communicate with beasts, Kulfer can gain basic information from them or make a simple request (like delivering a short message or small object). www.levelup5e.com EQUIPMENT CARRYING CAPACITY Str x15 = 150 lbs. (82.5 lbs.) Str Mod +1 = 1 Maximum Bulk Armor. Leather Brigantine - 10 lbs. | Medium Shield - 8 lbs. [18 lbs. & 40 gp] Weapons. Saber - 3 lbs. | Shortbow - 2 lbs [5 lbs. & 55 gp] Clothes. Traveler's - 4 lbs | Mirror, steel - 0.5 lbs. | Thieves' tools - 1 lb. [5.5 lbs. & 32 gp] Quiver - 1 lbs. | Arrows (20) - 1 lbs. [2 lbs. & 2 gp] Pouch - 1 lbs. [5 sp] Backpack - 5 lbs. | Herbalism kit - 3 lbs. | Case, map - 1 lb. | Tinderbox - 1 lbs. | Mess tin - 1 lbs. | Rations (10 Supply) - 20 lbs. [21 lbs. & 13.7 gp] Strapped to Backpack. Bedroll - 7 lbs. | Blanket - 3 lbs. | Waterskin - 5 lbs. | Shovel - 5 lbs. | Rope, hempen (50 ft.) - 10 lbs. [30 lbs. & 4.7 gp] Maximum Supply: 10 Maximum Bulk: 1 BACKGROUND: ESCAPEE FROM BELOW Connection. Brand Torek, an assistant ranger, who took him in when Kulfer first reached the surface. Memento. A tattoo that conceals the hidden routes and passwords you used to escape the Darkland. Alien Culture. Your prolonged captivity has granted you insight into the culture that kept you. (Since Kulfer's arrival from the Darkland over a decade ago, he has lived among the villagers of Holdenshire.) Kulfer understand their customs, traditions, religion, political ties, and to some extent how they think. He is regarded as an expert in this culture and can usually recall some useful detail when he and his companions face a challenge involving this culture. DESTINY: UNDERDOG Lost: Kulfer's safe home is far gone and Kulfer is making the best of the here and now. Kulfer fulfills his destiny when he finally overcomes the odds at a nearly unattainable and grand task, complete a supposedly impossible quest, defeat an insurmountable foe, succeed at a dire endeavor where failure was all but guaranteed. SOURCE OF INSPIRATION Source of Inspiration: Defiance. Kulfer draws inspiration from striking out against oppression, defying long odds, and placing hope in the impossible. Kulfer gains inspiration whenever he scores a critical hit against a creature larger than he is, roll a natural 20 on a death saving throw, openly defy a powerful being, or succeed after taking a risk with long odds. FULLFILLMENT FEATURE Fulfillment Feature: Expendable and Invulnerable. While being kicked around and batted from adventure to adventure, somehow Kulfer always seems to scramble out of the rubble. Whenever Kulfer would make a saving throw he may spend your inspiration to automatically succeed instead. INSPIRATION FEATURE Inspiration Feature: A Nose for Trouble. Get kicked around long enough and Kulfer starts to know when trouble’s brewing. Whenever Kulfer or an ally you can see fails an Insight check, he can use his reaction to spend his inspiration and learn any information that would have been gained by a successful Insight check. WEALTH COIN POUCH Copper: 0 | Silver: 1 | Electrum: 0 | Gold: 2 | Platinum: 0 BANKED COIN Copper: 0 | Silver: 0 | Electrum: 0 | Gold: 0 | Platinum: 0 ITEMS OF VALUE (Gems, Art, Jewelry, etc.) 1. 2. 3. MAGIC ITEMS ATTUNED ITEMS (Maximum of 3) 1. 2. 3. NON-ATTUNED ITEMS 1. 2. 3. CONSUMABLES 1. 2. 3. COMBAT Action Bonus Action Reaction ATTACKS Saber +6 to hit; reach 5 ft; one target; 8 (1d8+4) slashing damage. Defensive (light). This weapon is designed to be used with a shield of the stated degree or lighter (light, medium, or heavy). When Kulfer makes an attack with this weapon and is using a shield designed for it, Kulfer can use a bonus action to either make an attack with your shield or increase your Armor Class by 1 until the start of your next turn. Finesse. Kulfer may choose to use your Dexterity modifier for attack and damage rolls made with this weapon (included). Mounted (1d10). This weapon deals the damage listed in parenthesis when Kulfer is wielding it while mounted. Shortbow (two-handed) +6 to hit; range 80/320 ft; one target; 7 (1d6+4) piercing damage. Two-Handed. Kulfer must use two hands to wield this weapon. SPELLCASTING Caster Level 1 | Spell Casting Ability Wisdom | Spell Save DC 11 | Spell Attack +3 CANTRIPS Minor Illusion (S, M tinderbox & small mirror). For one minute, this spell creates a sound or image of an object. The illusion disappears if dismissed or Kulfer casts the spell again. Kulfer may create any sound his choose, ranging in volume from a whisper to a scream. He may choose one sound for the duration or change them at varying points before the spell ends. Sounds are audible outside the spell’s area. Visual illusions may replicate any image and remain within the spell’s area, but cannot create sound, light, smell, or other sensory effects. The image is revealed as an illusion with any physical interaction as physical objects and creatures pass through it. An Investigation check against his spell save DC also reveals the image is an illusion. When a creature realizes the image is an illusion, the effects become fainter for that creature. 1ST-LEVEL (once per long rest) Disguise Self (V, S). For one hour or Kulfer can an action to dismiss it, he and his gear are cloaked by an illusory disguise that makes him appear like another creature of his general size and body type, including but not limited to: his heritage, 1 foot of height, weight, clothing, tattoos, piercings, facial features, hair style and length, skin and eye coloration, sex and any other distinguishing features. He cannot disguise himself as a creature of a different size category, and his limb structure remains the same; for example he can’t use this spell to appear as a quadruped. The disguise does not hold up to physical inspection. A creature that tries to grab an illusory hat, for example, finds its hand passes straight through the figment. To see through his disguise without such an inspection, a creature must use its action to make an Investigation check against his spell save DC. FEATS & FEATURES Gnome Cunning. Kulfer gains an expertise die on Intelligence, Wisdom, and Charisma saving throws against magic. Gnomish Agility. Adept at avoiding the attacks of the “Big Folk”, Kulfer gains +1 to your Armor Class against creatures of a size category larger than your own. Dark Gnome Magic. Kulfer can cast disguise self once per long rest. Once you reach 3rd level, he can cast blindness/deafness (blindness only) once per long rest. At 5th level, he can cast nondetection once per long rest. He doesn't need material components for these spells, and when casting them his spellcasting ability is Wisdom. Subterranean Camouflage. Kulfer gains an expertise die on Stealth checks made to hide in rocky terrain. APPEARANCE Kulfer Undernight is a grim gray-skinned gnome who talks to his dog way too much, his constant companion and mount, a charcoal-colored mastiff who answers to Thorn. As an assistant ranger for Holdenshire, he travels throughout the shire keeping tabs on known predators and looking for new threats. He makes coins along the way selling game and valuable roots and herbs to the villagers. The coins, he spends on maintaining his gear and entertainment, like smoking his favorite pipe. While having had several impossible situations which have made him look like a monster in Holdenshire, Kulfer has overcome each one proving over and over again that he means well in the shire. The true villains, who took advantage of Kulfer's otherness, have been revealed and punished over the years. While he currently enjoys being in the relatively good graces of Holdenshire with the title of assistant ranger, he is constantly looking for the next time that he will be thrown into the fire. And, he is certain that there will be a next time. BACKSTORY Kulfer has never had it easy. Born in a deep gnome city in the Darkland into an orphanage and poverty. He struggled through his childhood and eventually joined the scouting teams which patrolled his home's frontier in the capacity affectionately known as bait. He survived by bringing food which was much more appetizing to the monsters than Kulfer was and bought him enough time for the veteran scouts to arrive and kill or capture the trespassing creature. Surviving long enough, he graduated to become a junior scout, which he served for about a year until he was framed. His veteran scout partner had been acting weird for awhile, so Kulfer eventually started following him. He discovered that his partner was in leagues with drow slavers but was not careful enough to avoid alerting his partner. So, Kulfer was maneuvered into being caught with a bloody sword standing above the corpse of a fellow scout. His partner who had orchestrated the murder had an airtight alibi, so Kulfer ran. Without any obvious direction, apart from away from his home city, he followed his nose and tattooed his trip in a winding design on his legs. Impossibly, he discovered a way through the Badlands to the surface over a decade ago. Fortunately, Kulfer was found by Brand Torek, an assistant ranger of Holdenshire, who introduced into the community. Over that decade, Kulfer has become an assistant ranger to Brand who has since become the ranger of Holdenshire while earning coins hunting and foraging for rare herbs. ALLIES & ORGANIZATIONS Brand Torek, ranger of Holdenshire FOLLOWERS & STRONGHOLDS Thorn Type Mastiff Abilities Speed 40 ft, AC 12, HP 9.
  13. At least you have a few more choices in A5e than o5e. lol Thanks for the application. Good luck in final selection. Oh and her name isn't in the application, still says NAME.
  14. Thanks for the application. I adjusted the token size and position for you in the posting template (double click on a picture to bring up the editor to size and float it). It also looks like you might benefit from using the clone function to copy another post which keeps all the formatting. Application looks good, all the pieces are there. I have marked him as completed. Good luck in final selection.
  15. And i think we're done. Always dread level 1 characters lol
  16. And my character's done, so far. Let me know if I need to change and/or fix anything.
  17. Ok, I finished writing up the info on the handful of powerful Valya that are worshipped in the area. You can find them in the Worshipped Valya section of the Cosmos of Elissar tab.
  18. You are totally right. 🤦‍♂️ I added the missing archetype feature.
  19. Thanks for the application. I don't see the "Possible Talent" ability listed for him? Other than that, everything looks good. I have marked them as completed. Good luck in final selection.
  20. I have extended the application deadline until May 14th, as I will be out of town on vacation from May 5th - 13th, so that will give everyone an extra week to get their applications in.
  21. Thanks for the application. I have marked him as completed. Good luck in final selection.
  22. Alright, basic set up done, mechanics done. Aside from maybe fleshing out backstory, should be good to go.
  23.  
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