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About Me

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  1. Name: Generally goes by Mery Character Concept: Nerdy girl face/support character constantly seeking new knowledge, wants to write a book that makes a difference, but is unsure what to write about.  This is also an introverted charismatic character who sometimes gets things wrong when she tries to function in a more extroverted role. Note: See updated character concept on second page. Lineage, Background, Planned Subclass: Mery is a Half-Elf (Qualinesti/Human), with the Sage background and will take the College of Lore when she reaches the correct level. Description: Mery has long blonde hair that she generally wears up in a bun to keep it out of her face and piercing green eyes. She prefers clothes that are functional and have many pockets. She wouldn't be the first one to come and greet you in a room, as she has a somewhat reserved nature, but she can be incredibly charming and persuasive when she wants to be, and she can be quite warm once she's had a bit of time to warm up to you. She often has a somewhat distracted air, as though her attention is elsewhere, and indeed it is, as she is commonly mentally cataloguing anything that strikes her as worth being written down. During downtime, she can often be found madly scribbling in one of multiple notebooks she carries. When she is distracted, she frowns very slightly and the right side of her mouth quirks upward. Socially, Mery is fairly relaxed with people she knows, with the one exception being when people are standing too close physically to her or are trying to force her to do something she doesn't want to do. In those cases, she will ask them to either back off or let her go, and if they resist or continue to force her, she will walk away from the conversation if she has the option to do so. Note: See updated Description on second page for updates. Plothook: Mery met Ispin Greenshield when he once traveled through Palanthas and brought stories and goods. They struck up a correspondence, and he encouraged her in her desire to write, but suggested that she travel and experience the world before she decides what to write about. Relationships with other characters TBD. Past is Prologue (backstory): See second page for a backstory update. For as long as she could remember, Mery loved books. She loved the feel of them, she loved the smell of them, and most of all, she loved learning the wondrous things contained in their pages. It helped that her parents were parchment makers in Palanthas. They sold parchment to the Great Library, and Mery thought that was the most magical place in the world, a place she visited every time she had some free time. Her fondest dream was to write at least one book worthy of being included in the Great Library, but what could she write about? Did Krynn need a book about the plants of Ansalon? Did it need a book about a great hero or heroine? Did it need a book about blacksmithing techniques? When Mery was 15, she met two people who became very important to her. The first was a human boy about 2 years older than she was named Angus Whitequill. She met him in the Great Library and found she could talk to him about books and lore and knowledge for hours on end. The second was Ispin Greenshield. Ispin came into her family's shop one day looking to buy some parchment for letter-writing. What made Ispin different from other customers is that he took a genuine interest in people around him, so much so that her parents invited him to their house for a meal. During the meal, he asked her about her interests, and when she told him she wanted to write a book, he took that seriously and asked what she wanted to write about. When she confessed she wasn't sure, he laughed, but told her to keep learning, she'd eventually figure it out. After getting her parents' permission, he asked if he could write to her and she said yes. When Mery turned 20, she applied to become an Aesthetic at the Great Library, mostly because Angus was doing it and encouraged her to as well. To her delight, she and Angus were both accepted, but something didn't feel right. In Ispin's letters, he wrote about the importance of doing as the best way of knowing, and being an Aesthetic seemed to skip the doing part entirely. After a week of deliberation, she reluctantly refused the offer.  She fell in love with Angus around this time, but he didn't appear to see her as anything other than a kid sister. Ispin encouraged her to become an adventurer, as he felt this was one of the best ways to get to know more about the world, but for the next five years, Mery hesitated, continuing to help out her family's parchment-making business. In his final letter to her, Ispin said he thought he might be dying and asked her if she knew yet what she was going to write her book about. He asked if she thought she could gain the experience she needed to write a good book if she remained in Palanthas. He told her he believed in her and was sorry he likely wouldn't be around to read her book. Around the same time, Angus started becoming more and more distant from her, making excuses to avoid her company instead of going with her to their normal haunts. One day on her weekly trip to the Great Library to deliver parchment, she caught Angus kissing another girl. So that was why he was avoiding her! When she cornered him a few days later and asked him about the girl, he said it was none of her business. Mery was more shocked by this response than she could say. Weren't they friends? Didn't friends share this kind of news and support one another in it? When she asked him these questions, he replied by saying she was a stupid half-Elf and didn't know anything about anything. Now she was hurt and angry. But she did a lot of soul-searching and realized she'd been sticking around Palanthas because of a stupid hope that Angus might finally start to care for her as much as she did for him. It was now clear that not only would he never care for her in the same way, but he didn't even want her friendship anymore. And Ispin's advice was echoing in her thoughts - she should see the world. Before she could make any concrete plans, another letter arrived announcing Ispin's death and funeral in Vogler. That made her course clear – Vogler would be her first stop, and then she was going to travel around a bit. She told her parents she was leaving Palanthas for a while and wasn't sure when she'd be back. With that, she purchased passage to Kalaman on a local ship and set out, unsure of what the future might hold, but determined to learn as much as she could about the world outside of Palanthas.   Truths, Rumors and Lies:   Provide at least two to your application: Deity: Mery favors Branchala, whom she usually refers to as the Song of Life and when in need of inspiration, it is he to whom she prays.  However, her faith is not as yet particularly well-developed and with the right kind of pressures and stresses, it could very well deepen and grow. See second page for updates to Deity. Connections:  See second page for updates to Branokras and Riaxis, Tiquirith, and Angus, as well as one entirely new character. Branokras and Riaxis Keryndon – Mery's mother and stepfather, both human, love her deeply and would be only too happy to receive guests if it means their oldest daughter is in town. They are not aware of Mery's falling out with Angus. Tiquirith “Tiqi” Keryndon – Mery's younger half-sister, about 3 years younger than she is. Mery and Tiqi have a close relationship, although it does sometimes spiral into bouts of sibling rivalry. Angus Whitequill – Mery's first love and a human Aesthetic who works at the Great Library.  Mery believes he does not reciprocate her feelings, but she nevertheless values him as a friend. Markenzi Shanlon (enemy) – Another human Aesthetic from Palanthas.  Markenzi, Angus, and Mery all applied to be Aesthetics at the same time and studied together before the test.  During this time, both Mery and Markenzi became attracted to Angus, but Angus didn't seem particularly interested in either except as study partners.  Mery accepted that while Markenzi kept trying to flirt with Angus, who found the behavior annoying.  Mery pulled Markenzi aside and tried to explain to her that Angus wasn't interested, but Markenzi took it as Mery trying to horn in with Angus.  Finally, Mery and Angus decided to just study on their own without Markenzi.  Mery came up with a way of organizing their notes and made a copy for Angus, but not Markenzi.  After the tests, both Mery and Angus were accepted, but Markenzi was not.  Markenzi blamed Mery for breaking up the threesome, not sharing the reorganized notes, and ruining her chances with Angus.  Mery went on to refuse the position, much to Angus' surprise and dismay.  Markenzi is jealous of Mery's accomplishments and hates the fact that she owes her position as an Aesthetic to Mery, so she constantly belittles her, causes problems for her in the Library, and suggests that Mery can never truly be accepted in Palanthas due to her Elven heritage.  While Markenzi would not necessarily physically harm Mery, she would sabotage her in any way she could. (Note that the Order of Aesthetics are Monks; although many Aesthetics spend their lives in the Great Library, some are given missions and allowed to travel the breadth of Krynn.) Impressions: -Hunni Collic (Gully Dwarf Warlock) - Mery finds herself a bit intrigued by Hunni, largely because she's curious why Ispin would befriend a Gully Dwarf.  But as someone who has only been accepted in Palanthas due to having an all-human family, Mery wonders whether she and Hunni may share a kinship as fellow outsiders. -Wybil D'Kazitwirx (Gnome Artificer) - Mery would definitely respect Wybil's intelligence and curiosity, even if her intellect runs in a completely different direction than his and she can't understand everything he says. -Coltan Bluetemper (Hill Dwarf Cleric) - Mery doesn't see a ton in common on the surface of things with Coltan, but her curiosity is such that she would do her best to try to learn something new from the young Dwarf. -Artanis Brightblade (Human Fighter) - Mery would find Artanis quite attractive, and would respect the practical skills he's learned in his humble upbringing.  Moreover (and more importantly in her mind), as a Palanthas native, she's had enough experience with knights to be inclined to trust him, at least until she knows him well enough to judge him by his own merits. -Modri (Hill Dwarf Barbarian) - Never having met a barbarian before, Dwarven or otherwise, Mery would spend a lot of time watching Modri to see what he was about before making any judgments.  She finds his appearance rather intimidating, but knows that sometimes good hearts lurk beneath stern or fierce exteriors and aren't always readily apparent. -Emil Rosenthal (Human Paladin) - Emil is not a knight Mery would instinctively trust like she would Artanis, but she loves a good mystery, and Emil's cryptic manner would definitely strike her as a mystery she would want to learn more about.  She would also want to challenge herself to see if her people skills (i.e. high charisma) could help draw him out a little.   -Merituuli Kaiutin (Dimernesti Ranger) - Without even having to meet him, Mery would be enchanted by Merituuli's sheer exoticness and would want to learn as much as she possibly could about every aspect of Dimernesti society and the practical aspects around how life is lived beneath the waves, to such an extent that she might actually annoy him a bit.  However, her strong people skills would help her to moderate her curiosity to something she hopes he would be able to tolerate. -Decimus (Human Wizard) - Although Mery has not interacted with this character much yet, I do want to say that as a player, I am really enjoying this player's writing style and some of his(?) textual descriptions.     Music: https://www.youtube.com/watch?v=fmxOUIddBm0 -  Still Haven't Found What I'm Looking For - Mery's song for Angus, or for her quest for a book topic, for that matter.  😄 https://www.youtube.com/watch?v=fRdMwjQaUI8 - Dancing in the Dark - Mery's song for getting motivated to leave home and see the world. https://www.youtube.com/watch?v=DCtouot15cA - Sound of Silence - closest I could find to how I imagine Mery would sound musically - something I call "almost acapella" - think of it as vocal harmony with minimal supporting instrumentals.
  2.   Shel Level: 4 Class: Witch Doctor Deity: Pharasma Alignment: Neutral Height: 5'2" Weight: 125# Eyes: Brown Skin: Green Hair: White. Sometimes deadly. Ancestry: Rainkin half-orc Gender: Female Age: 23 Combat Roll: Debuff; AOE Damage; Control/Buffs Abilities Ability | Modifier STR: 10 | +0 DEX: 16 | +3 CON: 20 | +5 INT: 14 | +2 WIS: 10 | +0 CHA: 10 | +0 Hit Points: 41 Armor Class: 13/13/10 Size: Medium Speed: 30 ft Senses: Darkvision 60' Init: +3 Perception: +9 Fort Save: +8 Ref Save: +6 Will Save: +6 Description Shel is a rainkin half-orc: a native to the Mwangi Expanse. Her green skin and prominent lower canines jutting from her lips betray her orcish heritage but as a fourth-generation half-orc, the orc blood in her veins runs thin and she otherwise appears human, save for a slight point to her ears. Her brown eyes hold an unexpected amount of wisdom and sadness. Her white hair, unadorned save for a simple linen headband, is sun-bleached stark white from her long treks across the deserts guiding pilgrims and traders and hangs to the ground. Tattoos of black chicken feathers cover her left arm and shoulder. A double row of small, raised “dot” scars run across her collarbone from shoulder to shoulder. The scars spread out to cover her right shoulder and the upper right quarter of her back. A thin, curved scar runs from just above her left brow to the point of her chin and two thin, inch long horizontal scars, one over the other, mark her right cheek. Perhaps due to her relationship with spirits of life and healing, her body is otherwise a flawless monument to health and vitality. She carries a gnarled quarterstaff - more of an unworked branch, really - that often sports small pink buds despite the heat of the desert, but she has little in the way of martial prowess. Both her and her familiar have wooden masks that help them commune with the spirits. Shel's mask is of a chicken, one that looks much like Phoenix, but grotesquely distorted. Phoenix's mask also looks like Phoenix, for some reason. Her only article of clothing is a simple linen ankle-length skirt. When she casts spells, her eyes and hair shimmer with a pink-white light. Personality Shel was raised to utilize temperance and patients in order to hear the quiet whispers of the spirits, traits that clash with her naturally fiery and independent personality. She had been training to be a shaman of her tribe, a pillar of the community, but she often clashes with the townsfolk of Wati as many of them still see her as an outsider and she sees them as foolish. She has a forceful personality that is mirrored and even surpassed by her spirit animal, Phoenix, and isn't afraid to loudly declare the discontent of the spirits to the Wati natives. Backstory Shel rarely speaks of her life before she arrived in Wati. What is generally known by the people of the town is that she is the sole survivor of a small tribe of half-orcs and half-elves that were wiped out by a larger tribe. She wandered in to Wati nearly a decade ago, bloody, beaten, and mostly dead. The town was no stranger to orphans and took the girl in.   As is typical of youth, Shel resisted much of the things her hosts tried to teach her, like the importance of wearing shoes, feeling that they were trying to tame her. The townspeople’s lack of respect for the spirits also frustrated her. She did what she could to convince the people of Wati that most of their problems were the result of abandonment by the spirits that inhabit all things. Spending so much time inside hides one from the sight of the sky spirits. Wearing shoes prevents one from ever coming into contact with the earth and, subsequently, prevents the spirits of the earth from ever noticing them. Most people did not care to hear what Shel had to say about spirits, but a few took her teachings to heart. They did not care to entertain her lectures about spirits, but Shel was a powerful healer, child though she was, and the people of Wati needed healers. This made her something of an important person in town despite her contrarian personality. Shel has always resisted adopting new ways and she maintains many of her habits from her tribal life despite now living in civilized society. The shaman makes a living as a healer and occasional guide, but she longs for a greater purpose in life. The spirits speak so loudly and clearly to her, but they have not given her a path to follow.   Shel and Phoenix held no interest in the lottery to enter the tombs, the pair finding the whole thing highly disrespectful, but then the undead attacked...   Herolab Statblock, for those who prefer. Shel Female half-orc (mystic) witch (scarred witch doctor) 4/wizard* N Medium humanoid (human, orc) Init +3; Senses darkvision 60 ft., low-light vision; Perception +9 -------------------- Defense -------------------- AC 13, touch 13, flat-footed 10 (+3 Dex) hp 41 (4d6+20) Fort +8, Ref +6, Will +6 Defensive Abilities sacred tattoo, scarshield -------------------- Offense -------------------- Speed 30 ft. Melee hair +5 (1d3+3) Special Attacks hexes (cackle, misfortune, prehensile hair) Witch (Scarred Witch Doctor) Spells Prepared (CL 4th; concentration +9)    2nd—blindness/deafness (DC 17), glitterdust (2, DC 17)    1st—cure light wounds, hex vulnerability (2, DC 16), mage armor (2)    0 (at will)—detect magic, guidance, read magic, stabilize    Patron Elements -------------------- Statistics -------------------- Str 10, Dex 16, Con 20, Int 14, Wis 10, Cha 10 Base Atk +2; CMB +5; CMD 15 Feats Agile Maneuvers, Combat Expertise, Deadly Aim, Endurance, Extra Hex, Power Attack Traits seeker, undead crusader Skills Knowledge (arcana) +8, Knowledge (history) +9, Knowledge (nature) +8, Knowledge (planes) +8, Linguistics +6, Perception +9, Spellcraft +7, Use Magic Device +5 Languages Common, Draconic, Goblin, Necril, Nightsong, Orc, Osiriani, Polyglot SQ dusksight, fetish mask, finesse weapon attack attribute, hex scar, orc blood, specialized school (admixture), witch's familiar (chicken named Phoenix) Other Gear belt of mighty constitution +2, ring of resistance +1, bedroll, blanket, canteen, canteen, masterwork backpack, spell component pouch, 440 gp, 4 sp -------------------- Special Abilities -------------------- Admixture Associated School: Evocation Cackle (Su) As a move action, extend the duration of other hexes by 1 rd. Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack. Darkvision (60 feet) You can see in the dark (black and white only). Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you. Dusksight Ranged attacks vs. foes with concealment, roll miss chance twice (choose best). Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar. Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue. Familiar Bonus: +3 hit points You gain the Alertness feat while your familiar is within arm's reach. Fetish Mask (Su) +2 to Heal, Intimidate & save vs. pain while wearing the mask. Hex Scar (DC 17) You must scar your flesh for every hex you learn. Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail. Misfortune (1 round, DC 17) (Su) Foe in 30 ft must take the lower of 2d20 for rolls (Will neg). Orc Blood Half-orcs count as both humans and orcs for any effect related to race. Power Attack -1/+2 You can subtract from your attack roll to add to your damage. Prehensile Hair (4/day) (Su) The witch can instantly cause her hair (or even her eyebrows) to grow up to 10 feet long or to shrink to its normal length, and can manipulate her hair as if it were a limb with a Strength score equal to her Intelligence score. Her hair has reach 10  Sacred Tattoo +1 to all saves. ScarShield +2 (4 minutes/day) (Su) At 1st level, a scarred witch doctor learns how to harden her mutilated skin, gaining an enhancement bonus to her natural armor bonus equal to 1/2 her class level (minimum +1). She can use this ability for a number of minutes per day equal to her cla Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch. Witch's Familiar (Ex) Gain the services of a special familiar that stores spells.
  3. Decimus  10th & Last Name: Decimus  Character Concept: A member of the Order of the White Robes dual-wielding Bladesinger who is inertia incarnate.  A lover of poetry, soft lighting, and expensive wines, he moves through life at his own pace, extolling peace and love where he can, and doling out justice if he must.   Lineage, Background, Planned Subclass: Decimus is a Human, with a Mage of High Sorcery background, who will one day become a dual-wielding Bladesinger Wizard.    Description: When he can be caught standing tall (typically when in a formal setting where he has no choice), Decimus is is slightly above average height, around six feet on the nose, though he typically prefers to lean or stand in a leisurely pose.  With a sharp jawline, commonly roughed up with a purposefully lazy five o'clock shadow, he draws a rugged silhouette beneath his large sakkat.  His long hair is most often tied back in a neat ponytail which descends between his shoulder blades to the middle of his back, though he leaves a singular curl hanging on the front, which he can often be seen sweeping out of the way in a practiced motion if he needs to punctuate a point.  For a wizard, especially one as lazy as he is, he displays a considerable amount of athleticism, and though he can be considered a bit of a layabout, he does a considerable amount of travelling, and his training requires him to maintain a certain level of physicality in order to sustain his place in the Order of the White Robes given his particular choice of magicks.  Though he is not built like a martial artist, his use of weapons and agility in combat require him to have a physique that is something he is secretly proud of.  Most shockingly, under his Sakkat he wears a black eyepatch, a daily reminder that sometimes, evil wins, and that he must do everything in his power to prevent it.    His clothing, much like his flowery personality, is breezy and comfortable.  His white robe is covered by a kimono that is dyed pink, and decorated with various sigils and runes, all of which are hidden in the flowers also on the material, though it is visible beneath.  The robe is open over a black haori, over which he sports a bright soft blue and white ombre obi that is tied neatly in a bow, with the two ends hanging down close to his feet.  His choice of footwear, if he must wear any at all, is a simple pair of bamboo sandals without socks.  Decimus usually carries with him a small pack with some emergency wine, cheese, and some nice homemade bread.  The wizard is not an expressive man, usually going through life with an easy smile and a quirked eyebrow, but it is because he often takes time to process what is going on before reacting, though the speed at which he moves through this process can frustrate people around him who are more reactionary.  When forced to act by a problem that has no self-solving solution, he can begin to get serious, but only as a last resort.  Quite often, he would much rather be baking, reading, or sleeping.  Portents and omens and augeries are a subject Decimus can talk at length about, as he has been mired in the subject since birth.  Not one to see doom in every broken piece of crockery, he does believe that the gods have a hand in the fates of men, and that though there may be a predetermined path, that path is malleable, and oft changes of the whims of the gods.  This belief has revealed itself in him as rather remarkable laziness, knowing that no matter what happens, he will be where he needs to be when he is needed, as the gods intend.  It's not the only reason that he believes in making sure religious shrines are kept in good condition, and goes out of his way to make sure they are done so, but it is a factor.  After all, if his fate is controlled by the gods, there is no harm in staying on their good side.    Plothook: Once upon a time, Ispin happened across a body on the side of the road in a forest, and for a moment, he was unsure if the figure was alive or dead.  After poking him with his foot, he discovered Decimus had simply decided to take a nap on his way to the next village.  Finding this hilarious, the adventurer took the wizard up on a brief parlay of cheese and bread while the two swapped stories and poems.  Decimus discovered a kindred spirit in Ispin, and the two regularly exchanged messages over the years, critiquing poems and essays and generally musing about the world and their places in it.   Past is Prologue: The rain did not stop for weeks after Decimus' birth.  This fact was referenced throughout his childhood by his mother, and often used as her reasoning for being abusive.  According to her, he was a child of the devil, and his father had tricked her, leaving her with a horrible monster.  One of his eyes was taken from him to prevent him from spying on her and reporting back to his master.  It is safe to say that the young lad left his home as soon as he thought he would be able to sustain himself.  Jumping into the back of a local traders caravan at age eleven, he never looked back.  He never was able to shake his mother's habit of seeing universal 'truths' in daily occurrences, even long after he left her home.  Without a real path in life, he drifted, spending most of his time fishing and reading, teaching himself a wide range of things from books he would trade some of his better catches for.  On a whim, after picking up an introductory guide to magic, he decided if he was ever going to have to do anything, being able to do it with magic would make it easier, and with an irritatingly firm belief in the occult already, it just seemed like the right thing to do.  It did not take long for him to learn a few spells, which he would use to entertain in town squares, using various forms of presdigitation to busk for money.  This work of his did not last long, as he was soon picked up for being a nuisance by the Order of Mages, and without anything better to do, eventually attempted to join up. While his lacksidasical attitude was frowned upon by many of the wizards in the college, no one could deny his innate talent for magic.  Voraciously he consumed tomes of information, reciting them on command when challenged.  One motivation that he had during this studious time of his life, was a beautiful fellow mage, a one he became very close with, who he could impress with his poetry and wit.  For a while, he chased her, but thanks to his own love of freedom, never caught her.  When another man swept her away, all he had left was unwanted poems and a broken heart.  Decimus never blamed her, he accepted his faults, and wished her the best.  While only an Initiate of High Sorcery, he became a ronin, travelling the world, spreading peace and love where he could, using the harsh lessons of his life to teach others to turn towards the light, preparing himself to take the Test of High Sorcery.   Truth, Rumours & Lies:  Include two of the following:  Loyalties To the Mages of High Sorcery, as a member of the Order of the White Robes, he strives to protect people from evil, and to spread the word of peace  Is Might Right?  Never.  Might is a means to an end, having only might may win in the short term, but it can never sustain.   Music Pure Imagination When a stranger comes to town Diety  Solinari has the heart of Decimus, though whenever an opportunity to praise Branchala or Habbakuk comes up, he will often leave an offering to them, as they reign over domains he is quite fond of, Branchala in particular, as without them, poetry and music is meaningless, and those are two things he could never go without.    
  4. Coltan Bluetemper Name: Coltan Bluetemper Character Concept: Raised by parents who traveled throughout Ansalom working as itinerant smiths. Race, Background, Subclass: Hill Dwarf, Folk Hero, Forge Cleric Description: This broad-shouldered dwarf of average height wears a holy amulet of Reorx.  His shoulder length dirty blonde hair and full beard are relatively unkempt compared to most dwarves you might meet. He has a nasty scar down the right side of his face and eyes that sparkle gold.  Chain mail peeks out from the layers of his well-mended but stained leather and wool traveling gear. His weapons' belt hangs a bluish steel warhammer, a handaxe, and a dagger. He shoulders a backpack and shield. Upon more careful observation, you find his hands are large and calloused.  Burn scars randomly cover his hands and arms showing his career near a forge.  His well-maintained kit indicates decades of travel and fastidious maintenance. Coltan's facial expressions are intense.  His resting face reflects his serious demeanor, maybe even angry if you don't know him well.  However, he is quick to laugh and smile, especially after a few beer.  Your Character's Plothook: 2. Coltan and Ispin defended a community from a notorious band of goblin raiders. Past is Prologue: Coltan was born in 300 AC at the home of his maternal grandparents in Hillhome, a Neidar village located west of Thorbardin on the Passroad.  After a year, Scoria née Fireforge rejoined her husband Norite Bluetemper on the road with their new son.  Norite and Scoria traveled Ansalon as itinerant blacksmiths visiting villages which do not have resident smiths.  For almost 50 years, Coltan has traveled the continent with his parents who seem to be friends with everyone.  Actually, not everyone likes them, but they have more friends and acquaintances than rivals.  Now, Coltan is as famous as his parents among the small villages and manors who don't have a resident blacksmith and the trails connecting them. Sixteen years ago, he met Ispin when they defended a village from a notorious band of goblin raiders.  He got the scar on his face during this melee.  They then traveled together for months and have kept in touch over the years. Last year, Coltan celebrated his Fullbeard Day in Hillhome with his parents and mother's family.  His parents gifted him a set of chain mail and warhammer of their own make and his own set of traveling smiths' tools.  However, inspired by his cousin Flint, Coltan decided to start traveling on his own. While his father was disappointed to separate from his only son, he grudgingly accepted it and gifted his personal holy symbol of Reorx to guide his son. Truths, Rumors, and Lies: [Truth] Coltan is a capable smith [Lie] Coltan has a girl in every village [Truth] He received the scar on his face from battling a goblin Include at least two of the following: Is Might Right?  Coltan has seen the best of people governed within small communities and villages.  He would be skeptical of the corruption of larger governments which maintain armies. Diety.  Coltan inherited his divine beliefs from his parents that Reorx created the world, dwarves, and the ability of crafting.  While Reorx doesn't answer his prayers, his faith is no less strong. Music. He grew up next to a forge, so the sounds of striking hammers, breathing bellows, and hissing quenches comfort him, so the modern songs of AC/DC and Led Zeppelin would resonate with him.  In addition, he's a dwarf who likes to drink and party, so Irish drinking songs would be how he parties. Impressions. Katlina Grovegust, Kender Monk - Coltan, Ispin, and Katlina became friends during the same goblin raid sixteen years ago.  They traveled together his Coltan's parents for months before Ispin and Katlina went separate ways.  Coltan and Katlina have run into each other over the years and traveled together.  She attended Coltan's Fullbeard Day in Hillhome last year and have been traveling together since then.  Katlina is an even-tempered, free-spirit traveling like a beautiful leaf on the wind.  She keeps the air light and makes Coltan smile, because he's usually too serious.  Hunni Collic, Gully Dwarf - Coltan would constantly step back from her to restore his personal space.  He would marvel at her intelligence but not her hygiene.   Her persistent friendliness would buoy Coltan's usual seriousness demeanor. Meryelle Keryndon, Half-Elf - Coltan would find her too academic and chalk it up to being elven.  Coltan crafts with his hands and his heart, so her intellectual perspective would be alien to him. Wybil D'kazitwirx, Tinker Gnome - Coltan would believe that Wybil has been blessed by Reorx.  Although he would not understand him often, he would deeply respect his genius struggling to comprehend him. Connections. Father: Norite "Nori" Bluetemper, father and smith Mother: Scoria Bluetemper (nee Fireforge), mother and smith Fireforge clan: maternal family Rival: Beryl Frostbeard - Five years ago, Coltan crossed paths with Beryl, a older cranky Neidar dwarf.  At a tavern in front of a village, Beryl insulted Coltan's parents, especially his mother.  Being young and a little drunk, Coltan over-reacted and humiliated Beryl.  Beryl would attack Coltan if he saw him again.  
  5. Name: Merituuli Kaiutin Character Concept: A young, hot-blooded shoal elf wannabe hero inspired by Ispin's grand tales of adventure, who has currently found himself in wholly unfamiliar lands. Race, Background, Subclass, Class: Sea Elf Far Traveler Beast Master Ranger Description: Like many of his Dimernesti kin, Merituuli has light-blue skin, lighter near his core and growing darker towards the extremities.  His fingers and toes are notably webbed, allowing for swift swimming.  Just visible under his pointed elven ears are small slitted gills, allowing him to breathe in water as easily as in air.  His silver-white hair is braided and tied up into a bun that sits tightly atop his head, and his eyes are a similar silver-grey, like a storm cloud gathering atop the ocean currents.  He stands at just under 6 1/2 feet, and is a bit more bulky than his land-bound cousins.  A number of scars are clearly visible across his body, including a small shark bite near his hip.  His clothing is rather limited, normally - pants made from woven kelp, simple woven bracers, and a spiky shell pauldron on his left shoulder.  Draped along his neck is one of his most prized possessions - a necklace adorned with shark teeth, small shells and pearls.  During combat, he wears a sharktooth coat (equivalent to scale mail).  Perhaps the oddest item among his possessions is a massive, ridged, straight seashell as long as a staff that he tends to keep strapped to his back. His bearing is immediately identifiable as cocky and energetic - he holds his head high, a broad smile across his face, sharp eyes roving constantly looking for the next challenge.  He often invades personal space a bit too freely when speaking to others, taking time to study them closely.  This confidence, however, can be broken at times, as "Meri" is very much a stranger in a strange land - a literal "fish out of water", if you will.  Though he's spent many years traveling the coastlines of southern Ansalom, he's never been this far north.  It's comforting to him, at the very least, that Vogler is situated at the riverside, but he is wholly unfamiliar with some of the customs of the "land-dwellers", especially their foods. Character Plothook: Ispin was an honored guest in Dimernost (the underwater kingdom of the Dimernesti elves, also known as the Sunken Land by surface dwellers) after he and his companions helped defeat a sea serpent that had been ravaging the area, sinking ships and attacking elves alike.  A youngling at the time, Merituuli was completely enamored by Ispin's tales of bravery and adventure, so much so that he decided he would be a wandering hero just like Ispin. Past is Prologue: Merituuli was born to a well-off family within the great underwater city of Dimernost - the only remaining Dimernesti city after the horrors of the Cataclysm ripped many of their shore-side cities apart.  As the youngest of 4 older siblings, he had a habit of getting in trouble as a child, constantly sneaking out of home to roam the city and its outskirts, swimming through the jellyfish schools and kelp farms and "borrowing" stabled seahorses for joyrides.  It was evident that he had an adventurous spirit, even at that young age... but it was only further solidified when the great Ispin Greenshield was presented as a hero and honored guest. Still early in his adventuring career, Ispin and his companions Becklin and Cudgel had assisted the people of Dimernost in slaying a dreaded sea serpent terrorizing the area - a beast that Merituuli had a close run-in with himself, barely hiding in time to avoid its ire.  Using a sailing ship and a massive harpoon, Ispin struck the final blow on the beast as it breached the water, pushed upwards by the assault of the sea elves, firing the harpoon right through one eye and out the other.  Ispin was brought before the Speaker of the Sea, the ruler of the Dimernesti, and a great celebration was held.  Afterwards, Ispin spent some time within the air domes throughout the city, spreading tall tales of his adventures.  Merituuli snuck out as often as he could to see Ispin and quickly became enamored by the heroic figure and his stories.  Ispin, in turn, was rather amused by the young sea elf, and told Merituuli, "Lad, anyone can be a hero, from the smallest gnome to the tallest elf.  That means you too!" Before he finally took his leave, Ispin granted Merituuli a trinket to remember him by - an indecipherable treasure map - saying, "From one adventurer to another, young friend." Many years passed, and though Merituuli grew older and wiser, the spirit of adventure still held him in a firm grip.  Though he could have easily held a respectable station within Dimernost using his family's connections, he instead decided to journey along the southern shores of Ansalon, fighting sea beasts and meeting the diverse peoples of the world.  During an especially harrowing deep-sea dive, he came across an object he is absolutely convinced is magical - a long, straight, ridged seashell as long as a staff.  Though long empty, it seems to carry the noise of the waves and sea breeze within it when listened to closely. Now, though, Merituuli is on his greatest journey yet.  Having heard of his childhood hero's passing, he has journeyed farther north than ever before, ending up in the small village of Vogler.  Though the new sights and sounds are a bit overwhelming, Merituuli holds his head up high, ready to prove that even a sea elf can be a land-dweller's hero. Truths, Rumors, and Lies: Truth: Merituuli once saved the crew of a wrecked ship by convincing a pod of dolphins to help the men swim back to shore. Lie: Merituuli once hit a shark on the nose so hard that it became vegetarian, only eating seaweed and kelp for the rest of its life. Rumor: Merituuli's last name isn't actually Kaiutin - it's Windspeaker.  Yes, Merituuli is actually the youngest son of Nuqala Windspeaker, Speaker of the Sea and ruler of the Dimernesti elves!  Except he has no claim to the throne given his four older siblings and his general irresponsibility.   Is Might Right?: Power is a useful tool, but authority is stifling.  All people deserve freedom, and those with power are better able to grasp it themselves and grant it to others. Deity: The sea elves worship the gods under different names than the land-dwellers use.  Merituuli is especially fond of Abbuk the Fisher, the sea elf version of the god Habbakuk, and holds the balance of nature and civilization in high regard.  In its most perfect form, civilization and nature should live in harmony, each benefiting from the other equally. Images: As a Beast Master Ranger, Merituuli will eventually have access to an Animal Companion. I plan to use the Primal Companion option as presented in Tasha's, and will primarily use the Beast of the Sky option while on dry land.  Merituuli's Beast of the Sky companion takes the form of an Osprey with Primordial runes along its wingtips.  Their name is Kalasääski. Alternatively, if we ever find ourselves underwater, Merituuli will call on the latent magics of his giant seashell to summon forth his Beast of the Sea - an ancient Baculite.  Haven't come up with a name for this one yet, will consider further!
  6. Hunni Collic - Gully Dwarf (reskinned Kobold) Mage of High Sorcery Hexblade Warlock Name:  Hunni Collic Character Concept:  Brilliant (for a gully dwarf) young Aghar hero with an unusual connection to magic and the ambition to grow beyond her race. Lineage, Background, Planned Subclass:  Hunni is an Aghar, or gully dwarf, Mage of High Sorcery Hexblade Warlock who intends to take the Pact of the Blade at 3rd level. Description:  Small in size, big in personality, Hunni wants to be everyone's friend although not everyone wants her to stand quite so close to them.  She is just under four feet tall, weighs a little less than a hundred pounds, has long brown hair that grows on her head and cheeks.  Although cleaner than most of her kin, Hunni still breaks out in scabs and sores occasionally, and doesn't smell the best, mainly because she doesn't see the point of washing.  She has little concept of 'personal space,' so although she isn't tall enough to get in most peoples' faces, she is usually standing or sitting just a bit too close.  Friendly to a fault, Hunni takes most peoples' reticence to get close to her as an invitation to just try harder, and she never wants anyone to feel left out. Your Character's Plothook:  Ispin visited my homeland, bringing with him goods and stories from far-off lands.  He taught me much about the world. Past is Prologue:  Hunni came from That Place, an abandoned human village in the Hinterlund, mostly destroyed a long time before yesterday.  Hunni didn't know, and still doesn't, what the place was called, or what happened to destroy it.  She knew her clan, the Collic clan, and they all knew danger and fear and hunger, although they could usually find enough rats to stick in the stew pots, salvage in the village and hiding-spots when predators came.  Back then, they called it This Place, and her uncle was HighCollic Blurp.  Her mother was their shaman, and taught her that there are numbers bigger than two.  Eventually, That Place was overrun by dire hyenas, so they had to find a new This Place.  So it goes. It was during this trip that she met Ispin Greenshield.  While the clan was migrating, they came across his camp, and shared some stew with him.  Although he didn't eat any of it, he was still willing to trade some goods and a lot of stories with the clan, and Hunni developed a bit of a crush on him.  She also developed a desire to travel the world, to see the magical towers and fight sea monsters and everything else that Ispin spoke of, even though everyone else thought she was a crazy dwarf who should get her head out of the clouds. Anyway, travel she did.  When they found the new This Place, there was a destroyed tower in the middle of it.  In the tower, there were broken statues and bits, traps that had been sprung, tomes that were burned, and rooms full of shattered glass.  In the tower, she found a locked door that couldn't be opened, although someone had clearly tried.  There were scorch marks in the hallway, and gashes in the stones around the door, but the door was completely undamaged. Although the door was still pristine, however, the walls around it were not; what force could not do, time had done, and she found a large crack from some earthquake or other had formed, leaving a crawlspace a young gully dwarf could squeeze through.  Deciding that she needed adventure, and one was right here, she squeezed in...  And met a talking sword that only she could see and that needed her to help it get out of the room. Now, the sword is inside her.  Now, she can throw eldritch daggers, and put the spirit of the sword into her club.  Now, she has magic. It was enough that when her travels led her to encounter the Mages of High Sorcery, they allowed her to become an initiate, despite her bloodline.  They taught her how better to control her magics, and her mentor, Julius Wyren of the Black Robes, seemed to think of her as an experimental subject in to what the lesser races could be taught.  It was enough that she learned to write, and kept up a sort of haphazard correspondence with Ispin as she studied. Truths, Rumors, and Lies. [True Rumor]  Hunni fled her clan to avoid a marriage. [False Rumor]  Hunni left her apprenticeship with Julius Wyren due to a spoiled romance. [False Rumor]  She is currently being pursued by the Mages of High Sorcery as a renegade. Include at Least Two: Loyalties:  She is a recent initiate of the Mages of High Sorcery.  She joined because they had a lot to offer her, when it came to knowledge of the world, and how it worked.  It was an awakening, honestly, compared to the worldview of her fellow Aghar.  They accepted her mainly out of curiosity, and only because Julius Wyren agreed to take responsibility for her training.  She doesn't realize that he did it as an experiment, expecting her to implode quickly.  Deity:  This one is strange.  She believes, as most Aghar, that Reorx of the Forge abandoned her people.  Also like her fellows, she refuses to worship the gods of the other races which regard the Aghar with disdain.  Hunni is not at all an atheist, in that she knows the gods are real, but she refuses to worship any of them.  Instead, she practices a lazy sort of animism, revering ancestors, who she hopes can help her from time to time.  And her Warlock Patron, of course, although she isn't sure what that is, really. Music:  Up to three, hm.  Well, I think of her as being her, her patron, and the combination, in a way.  She's wild and bright, a bit manic, a bit untrustworthy.  The voice in her head is sultry and seductive, and the combination is more of a steady inevitability.  I am not sure what the music for those would be, but I am imagining something like these. Black Betty Her, on her own. Sweet Jezebel Her Patron, in the back of her head. Seven Nation Army The Combination, battle sound.
  7. Copyright: © NeoStock LTD   Name: [URL=https://test.myth-weavers.com/sheets/?id=2819465] Odira of Vogler[/URL] Odira of Vogler Race: Human (variant) Age: 22 Level: 1 Class: Cleric Background: Charlatan Personality Traits: I keep multiple holy symbols on me and invoke whatever deity might come in useful at any given moment. I have a joke for every occasion, especially occasions where humor is inappropriate. Flattery is my preferred trick for getting what I want. Ideal: Fairness. I never target people who can’t afford to lose a few coins. (Lawful) Aspiration. I’m determined to make something of myself. (Any) Bond: I fleeced the wrong person and must work to ensure that this individual never crosses paths with me or those I care about. Though I felt I had no choice, I lament having to leave my loved one(s) behind. I hope to see them again one day. Flaw: By my words and actions, I often bring shame to my family. I remember every insult I’ve received and nurse a silent resentment toward anyone who’s ever wronged me. My pride will probably lead to my destruction.   Alignment: riding that line between Chaotic Good and Chaotic Neutral. How I know Ispin Greenshield: Father   Backstory: Odira grew up in Vogler, a small fishing village whose biggest claim to fame was its association with Ispin Greenshield. Odira hated mention of that man's name. Her mother was the adventurer's lover, or one of many for all she knew, and the girl grew up resentful of both his absence and her mother's longing for his next pass through the village. Neither her mother nor the other villagers ever had anything bad to say about him, and that perhaps made it worse. Then, just when she'd grown enough to not need him anymore, Ispin made it worse by retiring from adventuring to settle in Vogler and, he claimed, to be closer to her and her mother. Odira wasn't having any of that. If he wouldn't leave the village, then she would. But a life away from home didn't come free and the child of a backwater fishing village had little to offer in terms of earning her keep, especially if she didn't take up the adventuring life herself. Then one day she watched a cult "priest" hustle folks in the town she was passing through, and thought 'I can do that'. It needn't be a dark or evil thing, either. Just one more type of performance art, something to make people feel a little better about their lives. Would it be so wrong to ask for compensation for that? Thus began her life as a traveling "cleric", preaching solace and wisdom to anyone inclined to hear. Her favorites were Mishakal, Solinari and Zivilyn- benign and quiet gods (even in the days they'd actually existed) in whose name she could do a bit of praying, offer some vague-but-cheerful-sounding benedictions, and leave again. It wasn't a rich life, but it harmed none (to her knowledge) and kept her afloat. She was doing alright. Then Ispin had to up and die. Not only did she have to go back to Vogler for his funeral, she now had to deal with all that nasty mess of feelings she'd been burying under righteous anger... and the sneaking suspicion that if her father could see her now, he'd be terribly disappointed.   Dice: Using set 3. I am not good enough to pass up a set with 2 18's and a 16.
  8. First, here's rolling the stats: Ability Scores 1 Ability Scores 2 Ability Scores 3 (EDIT: using these)
  9. Skógrinn Chainbreaker and Vordani Freerunner " "You look at these mountains and think you see the soul of your people. The paths and roads hewn out by great chiefs before you were born, carved out with blood, forged with fire, bound together with steel. Good. Look at my face. What do you think you're fighting now?" SORCERER 1 / WARLOCK 4 Medium humanoid female (Eladrin), chaotic good Armor Class 13 (16 mage armor) Hit Points 31 ( 6 + 4d8 + 5 ) Speed 30' ft. Senses darkvision, passive perception 60' ft. Languages Common, Elvish, Aglorionian, Vordani Proficiency Bonus +3   ABILITIES & SKILLS  Proficiency Bonus: +3 Strength 8 (-1) Save -1 Athletics -1 Dexterity 16 (+3)  Save +3  Acrobatics +3 | Sleight of Hand +3 | Stealth +6 Constitution 12 (+1) Save +4 No skills associated. Intelligence 13 (+1) Save +1  Arcana +7(E) | History +4 | Investigation +1 | Nature +1 | Religion +1 Wisdom 8 (-1) Save -1 Animal Handling +0 | Insight -1 | Medicine -1 | Perception +2 | Survival -1 Charisma 18 (+4)  Save +7  Deception +7 | Intimidation +4 | Performance +7 | Persuasion +4 * Includes +1 from Luckstone / ** Includes +1 from Luckstone and Jack of all Trades / (E) denotes expertise. / Bold denotes proficiency.   PROFICIENCIES & ABILITIES  PROFICIENCIES Tools Forgery, Alchemist (Trance) Weapons Daggers, darts, slings, quarterstaffs, light crossbows, Shortsword (Trance)  Armors None SORCERER CLASS ABILITIES Sorcerer Origin: EntropistYou carry the forces of entropy in your bloodline, fueled by the elemental rule of chaos, and are driven to turn all things into their natural and eventual state of nothingness. | Touch of EntropyStarting at 1st level, your touch destroys non-organic matter. If the nonmagical object isn’t being worn or carried, you can choose to cause your touch to destroy a Tiny object at 1st level, a Small object at 5th level, a Medium object at 9th level, a Large object at 13th level, and a Huge object at 17th level. If the object is being worn or carried by a creature, the creature can make a Dexterity saving throw against your spell save DC to avoid your touch. If the object touched is a non-magical weapon being carried, it takes a permanent and cumulative -1 penalty to damage rolls. If its penalty drops to -5, the weapon is destroyed. If the object touched is either a nonmagical armor or a nonmagical shield being worn or carried, it takes a permanent and cumulative -1 penalty to the AC it offers. Armor reduced to an AC of 10 or a shield that drops to a +0 bonus is destroyed. | Entropic AuraStarting at 1st level, as a bonus action you can choose to begin emanating an aura of entropy that interferes with the natural order of reality. The radius of your aura is 5 feet at 1st level, but increases to 10 feet at 6th level, 15 feet at 11th level, and 20 feet at 16th level. Within your aura, objects cannot be repaired (ex.: by mending spell). Additionally, all healing effects are hampered by your aura and require a DC 10 Constitution saving throw to function. Likewise, you can use another bonus action to end the emanation. WARLOCK CLASS ABILITIES Otherworldly Patron (Fathomless)At 1st level, you have struck a bargain with an otherworldly being of your choice: the Fathomless. The Fathomless is a mysterious entity of cold entropy. It has seen fit to use Skogrinn as a vessel to make its mark on the Kingdom of Aglorian. | Tentacle of the DeepYou can magically summon a shard of frozen entropy that strikes at your foes. As a bonus action, you create a 10-foot-long spike at a point you can see within 60 feet of you. The spike lasts for 1 minute or until you use this feature to create another spike. When you create the spike, you can make a melee spell attack against one creature within 10 feet of it. On a hit, the target takes 1d8 cold damage, and its speed is reduced by 10 feet until the start of your next turn. When you reach 10th level in this class, the damage increases to 2d8. As a bonus action on your turn, you can move the spike up to 30 feet and repeat the attack. You can summon the spike a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest | Gift of the SeaYou gain a swimming speed of 40 feet, and you can breathe underwater. | Eldritch Invocations•Lance of Lethargy. Once on each of your turns when you hit a creature with your eldritch blast, you can reduce that creature’s speed by 10 feet until the end of your next turn. •Armor of Shadows. You can cast mage armor on yourself at will, without expending a spell slot or material components. | Pact BoonPact of the Talisman. Your patron gives you an amulet, a talisman that can aid the wearer when the need is great. When the wearer fails an ability check, they can add a d4 to the roll, potentially turning the roll into a success. This benefit can be used a number of times equal to your proficiency bonus, and all expended uses are restored when you finish a long rest. If you lose the talisman, you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a short or long rest, and it destroys the previous amulet. The talisman turns to ash when you die. RACIAL TRAITS DarkvisionAccustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. 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 can't discern color in darkness, only shades of gray. | Keen SensesYou have proficiency in the Perception skill. | Fey AncestryYou have advantage on saving throws against being charmed, and magic can't put you to sleep. | TranceYou don’t need to sleep, and magic can’t put you to sleep. You can finish a long rest in 4 hours if you spend those hours in a trancelike meditation, during which you retain consciousness. Whenever you finish this trance, you can change your season, and you can gain two proficiencies that you don’t have, each one with a weapon or a tool of your choice selected from the Player’s Handbook. You mystically acquire these proficiencies by drawing them from shared elven memory, and you retain them until you finish your next long rest. | Fey StepAs a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. When you reach 3rd level, your Fey Step gains an additional effect based on your season; if the effect requires a saving throw, DC 15 (8 + your proficiency bonus + your Charisma modifier): •Autumn. Immediately after you use your Fey Step, up to two creatures of your choice that you can see within 10 feet of you must succeed on a Wisdom saving throw or be charmed by you for 1 minute, or until you or your companions deal any damage to the creatures. •Winter. When you use your Fey Step, one creature of your choice that you can see within 5 feet of you before you teleport must succeed on a Wisdom saving throw or be frightened of you until the end of your next turn. •Spring. When you use your Fey Step, you can touch one willing creature within 5 feet of you. That creature then teleports instead of you, appearing in an unoccupied space of your choice that you can see within 30 feet of you. •Summer. Immediately after you use your Fey Step, each creature of your choice that you can see within 5 feet of you takes fire damage equal to your proficiency bonus. FEATS Skill ExpertProficiency: Performance Expertise: Arcana ASI: Charisma   ATTACKS WEAPONS Dagger +6 to hit for (1d4+3) piercing damage. | Finesse, light, thrown (20/60) Quarterstaff +2 to hit for (1d6-1/1d8-1) bludgeoning damage. | Simple, versatile SPELLS Eldritch Blast +8 to hit for (1d10) force damage. | Ranged (120) | 2 attacks Ray of Frost +8 to hit for (2d8) cold damage. | Ranged (60) BONUS Tentacle of the Deep +7 to hit for (1d8+4) cold damage. | Reach 10 ft.   SPELLS SPELL SLOTS 2/2 (1st), 2/2 (2nd) Pact Sorcerer - Spell Save DC: 15 | Spell Attack Mod: +7 | Spells Known: 2 Warlock - Spell Save DC: 15 | Spell Attack Mod: +7 | Spells Known: 5 CANTRIPS (Sorcerer) Mind SliverMind Sliver Enchantment Cantrip Casting Time: 1 action Range/Area: 60ft. Components: V Duration: Instantaneous Attack/Save: INT 15 Source: TCoE, pg. 108 You drive a disorienting spike of psychic energy into the mind of one creature you can see within range. The target must succeed on an Intelligence saving throw or take 2d6 psychic damage and subtract 1d4 from the next saving throw it makes before the end of your next turn. This spell’s damage increases by 1d6 when you reach certain levels: 5th level (2d6), 11th level (3d6), and 17th level (4d6). | Minor IllusionMinor Illusion Illusion Cantrip Casting Time: 1 action Range/Area: 30ft./5ft. Components: S, M(a bit of fleece) Duration: 1 minute Source: PHB, pg. 260 You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again. If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends. If you create an image of an object--such as a chair, muddy footprints, or a small chest--it must be no larger than a 5-foot cube. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it. If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature. | Shape WaterShape Water Transmutation cantrip Casting Time: 1 action Range/Area: 30ft. Components: S Duration: Instantaneous Source: XGTE You choose an area of water that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways: You instantaneously move or otherwise change the flow of the water as you direct, up to 5 feet in any direction. This movement doesn’t have enough force to cause damage. You cause the water to form into simple shapes and animate at your direction. This change lasts for 1 hour. You change the water’s color or opacity. The water must be changed in the same way throughout. This change lasts for 1 hour. You freeze the water, provided that there are no creatures in it. The water unfreezes in 1 hour. If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action. | Sword BurstSword Burst Conjuration cantrip Casting Time: 1 action Range/Area: Self/5ft. Components: V Duration: Instantaneous Attack/Save: DEX 15 Source: SCAG, pg. 143 You create a momentary circle of inky black thorns that sweep around you. All other creatures within 5 feet of you must succeed on a Dexterity saving throw or take 2d6 force damage. This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). CANTRIPS (Warlock) Eldritch BlastEldritch Blast Evocation cantrip (shadow) Casting Time: 1 action Range/Area: 120ft. Components: V, S Duration: Instantaneous Source: PHB, pg. 237 A beam of inky black energy streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 force damage. The spell creates more than one beam when you reach higher levels: two beams at 5th level, three beams at 11th level, and four beams at 17th level. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam. | Ray of FrostRay of Frost Evocation cantrip Casting Time: 1 action Range/Area: 60ft. Components: V, S Duration: Instantaneous Source: PHB, pg. 271 A frigid beam of blue-white light streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 2d8 cold damage, and its speed is reduced by 10 feet until the start of your next turn. The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). | MendingMending Transmutation cantrip Casting Time:1 minute Range:Touch Components:V, S, M (two lodestones) Duration:Instantaneous This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage. This spell can physically repair a magic item or construct, but the spell can’t restore magic to such an object.  FIRST LEVEL (Sorcerer) Magic MissileMagic Missile 1st Level Evocation Casting Time: 1 action Range/Area: 120ft. Components: V, S Duration: Instantaneous Source: PHB, pg. 257 You create three inky black darts of entropic energy. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4 + 1 force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart for each slot level above 1st. | Shield (R)Shield 1st-level abjuration Casting Time: 1 reaction, which you take when you are hit by an attack or targeted by the magic missile spell Range/Area: Self Components: V, S Duration: 1 round Source: PHB, pg. 275 An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile. FIRST LEVEL (Warlock) Armor of AgathysArmor of Agathys 1st Level Abjuration Casting Time: 1 action Range/Area: Self Components: V, S, M(a cup of water) Duration: 1 hour Source: PHB, pg. 215 A protective magical force surrounds you, manifesting as a spectral frost that covers you and your gear. You gain 5 temporary hit points for the duration. If a creature hits you with a melee attack while you have these hit points, the creature takes 5 cold damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, both the temporary hit points and the cold damage increase by 5 for each slot.| Illusory ScriptIllusory Script 1st Level Illusion Casting Time: 1 minute Range/Area: Touch Components: S, M(a lead-based ink worth at least 10 gp, which the spell consumes) Duration: 10 days Source: PHB, pg. 252 You write on parchment, paper, or some other suitable writing material and imbue it with a potent illusion that lasts for the duration. To you and any creatures you designate when you cast the spell, the writing appears normal, written in your hand, and conveys whatever meaning you intended when you wrote the text. To all others, the writing appears as if it were written in an unknown or magical script that is unintelligible. Alternatively, you can cause the writing to appear to be an entirely different message, written in a different hand and language, though the language must be one you know. Should the spell be dispelled, the original script and the illusion both disappear. A creature with truesight can read the hidden message. | Hex (B)(C)Hex 1st-level Enchantment Casting Time: 1 bonus action Range/Area: 90ft. Components: V, S, M(the petrified eye of a newt) Duration: Concentration, up to 1 hour Source: PHB, pg. 251 You place a curse on a creature that you can see within range. Until the spell ends, you deal an extra 1d6 necrotic damage to the target whenever you hit it with an attack. Also, choose one ability when you cast the spell. The target has disadvantage on ability checks made with the chosen ability. If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to curse a new creature. A remove curse cast on the target ends this spell early. At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours. | Mage ArmorMage Armor 1st-level Abjuration Casting Time: 1 action Range: Touch Target: A willing creature who isn't wearing armor Components: V S M (A piece of cured leather) Duration: 8 hours You touch a willing creature who isn’t wearing armor, and a protective magical force surrounds it until the spell ends. The target’s base AC becomes 13 + its Dexterity modifier. The spell ends if the target dons armor or if you dismiss the spell as an action. (at-will) SECOND LEVEL (Warlock) Hold Person (C)Hold Person 2 Enchantment Casting Time: 1 action Range/Area: 60ft. Components: V, S, M(a small, straight piece of iron) Duration: Concentration, up to 1 minute Attack/Save: WIS 15 Source: PHB, pg. 251 Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them. | Cloud of Daggers (C)Cloud of Daggers 2nd-level conjuration Casting Time: 1 action Range/Area: 60ft./5ft. Components: V, S, M(a sliver of glass) Duration: Concentration, up to 1 minute Source: PHB, pg. 222 You fill the air with inky black shards in a cube 5 feet on each side, centered on a point you choose within range. A creature takes 4d4 slashing damage when it enters the spell’s area for the first time on a turn or starts its turn there. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 2d4 for each slot level above 2nd. * Denotes a Midgard spell. / (C) Denotes concentration. / (R) Denotes reaction spell. / (B) Denotes bonus action spell.   EQUIPMENT & ENCUMBERANCE TOTAL ENCUMBERANCE (82 lbs.) Weight: 82 lbs. / 120 lbs. max. (15 x STR Score) Status: Unencumbered Penalty: None MONEY POUCH (--- lbs.) Copper: 0 | Silver: 7 | Gold: 310 | Obsidian: 0 | Platinum: 0 (--- Coins x .02 lbs. = --- lbs. Total Weight) EQUIPEMENT READIED (35 lbs.) Equipped items can be retrieved with a manipulate item interaction. Armor (8 lbs.) Traveler's Clothes - 4 lbs. | Fine Clothes - 4 lbs. Weapons (8 lbs.) +1 Wand of the War Mage - 2 lbs. | Dagger - 1 lb. | Quarterstaff - 4 lbs.   Readied Items (9 lbs.) Spell Component Pouch - 2 lbs. | Darkstone Amulet - 3 lbs. | Healer's Kit - 3 lbs. | Whitestone Talisman EQUIPMENT STORED (47 lbs.) Stored items can be retrieved with an action. In Backpack (31 lbs.) Backpack - 5 lbs. | Mess Kit - 1 lbs. | (10) Rations - 10 lbs. | Tinderbox - 1lb. | (10) Torches - 10 lbs. | (50gp) Lead Ink - 5 lbs. | (10) Sheets of Parchment | (3) ink pens | (2) Bottles of Ink Strapped to Backpack (16 lbs.) Waterskin - 5 lbs. | Hempen Rope & Grappling Hook - 9 lbs. | Bedroll & Blanket - 10 lbs. EQUIPMENT NOT CARRIED (--) At Home x 15gp - fine clothes 50gp - lead ink 1gp - (10) parchment 0.3gp - (3) ink pens 2gp - (2) ink bottles 100gp - Darkstone Amulet 50gp - Alchemist's Supplies 10gp - Shortsword * Denotes magic item (see below)   MAGIC ITEMS NON-ATTUNED   ATTUNED (2/3) +1 Ebrin War RodEbrin War Rod Source: PHB Wondrous item, uncommon (requires attunement by a spellcaster) This item functions as if it were a Wand of the War Mage. While holding this wand, you gain a +1 bonus to spell attack rolls. In addition, you ignore half cover when making a spell attack. Darkstone AmuletDarkstone Amulet Source: XGtE This amulet is fashioned from a single shard of resilient extraplanar material originating from the realm of your warlock patron. While you are wearing it, you gain the following benefits: You can use the amulet as a spellcasting focus for your warlock spells. You can try to cast a cantrip that you don't know. The cantrip must be on the Warlock spell list, and you must make a DC 10 Intelligence (Arcana) check. If the check succeeds, you cast the spell. If the check fails, so does the spell, and the action used to cast the spell is wasted. In either case, you can't use this property again until you finish a long rest.   APPEARANCE Age 439 | Height 5' 9" | Weight 126 lbs. | Hair Varies | Eyes Pale Blue | Complexion Fair Skogrinn is an arresting and well-dressed woman of obvious Elven descent. An impressive set of Vordani slave tattoos, eleven white tusks, have been chiseled into her ageless face. A ritual performed by chieftains of the White Mammoth Clan and other Vordani, slaves and other property of the chiefs are marked with a red-hot chisel and ink whenever their ownership changes. If true, the placement and care taken for the placement of the tattoo tells a remarkable story as to the length of her enslavement and her position and role in the clan. With a more detailed inspection, it is difficult to place the age of this particular Elf. While she possesses the eternal youth inherent to all Elvenkind, her style of clothes and hair seem out of place. The red cloak she wears is in remarkable condition, albeit dated and out-of-fashion. Historians might recognize the design and threading as one commonly worn by the original Redcloaks, and if real, an antique heirloom. Gold and fine jewelry add a certain prestige to her appearance, although even these bear an uncanny resemblance to the opulent military medals of the Ebrin Dynasty. Taken together, this incongruity reveals a startling fashion statement and an additional chapter to her story. A conversation with Skogrinn reveals herself to be soft-spoken and an attentive listener; albeit one who is a little behind the times. It is evident that she has a stubborn distaste for the Vordani, but has an equally strong taste for adventure and novelty. Arcanists know that it is possible to understand qualities of how a spellcaster has studied and honed their craft by their movements and methods. For example, a shadow wizard may spend hours pondering the dark and bitter reflections of a dying forest or studying the dying remains of fiery embers. These reflections on the real world can be seen in the weaving of their iconic spells mimicking shadowy vines and fireballs. It is a deceptive, but gentle magic that accepts the inevitability of death. In comparison, Skogrinn's magic techniques has the distinct impression of violently rejecting natural laws like death. It rends and tears apart reality and removes objects from death and decay. It is a power that exists solely to bring violent change to the natural order and a textbook example of a magic corrupting the world.   BACKGROUND Vordan Freerunner Source Custom Personality Traits: I pepper my speech with archaic and old colloquialisms that show my age. I would rather make a new friend than a new enemy. Ideals: Freedom. Chains are meant to be broken, as are those who would forge them. (Chaotic) Bonds: Someone I loved died because of I mistake I made. That will never happen again. Flaws: I have a tell that reveals when I'm lying. Skogrinn's fingers fidget. An arcanist may recognize the movements as similar to those used for illusion spells. Background Feature: Adventurer Guild Contact. You have a reliable and trustworthy contact who acts as your liaison to a network of other adventurers. You know how to get messages to and from your contact, even over great distances; specifically, you know the local messengers, caravan masters, and like-minded individuals who can deliver messages for you. BACKSTORY "Path Through the Mountain" by Scott Buckley The Eladrin have a belief: a life without four seasons is a life wasted. There are moments when one feels happy and joyous, generous and forgiving, dour and sad, or even eager and excitable. Experiencing and carving your way through all these seasons is the path to a fulfilling life. Sitting in quiet meditation, Skogrinn used the age-old tradition of ritualistic trance to skim through four centuries of memories. Eladrin are not known to be particularly affable creatures, making a more striking impression to the other lineages with the level of their detachment than their beauty. Although, their near-immortal lifespan contributes to a dim sense of time for their people as a whole, there is a remarkable lack of social structure between Eladrin themselves. Nearly all Eladrin travel the world alone; and on the rare occasion two Eladrin happen to meet and procreate, they will raise the child for 20 years before leaving them on their own to apprentice in a nearby village or town. These new adults are then expected to make their own way in the world, with no expectation of ever meeting again. This practice teaches all adults the harshest and most important lesson of the changing seasons and the bonds that Eladrin forge. Skogrinn was a winter fey born on the frozen foothills of the Vordan mountains. Food and shelter were always difficult to find in the rural north thanks to half a century of neglect by the Wyltammer Regency. The neighboring Vordani did not make life easier either, especially when they scoured the village for those magically gifted. Thankfully, the family easily passed themselves off as Elves and did not attract attention from the priesthood. She never understood how they managed this until Skogrinn received her final gifts and presents from her parents on her 20th nameday: an amulet of braided metal thread holding a single, radiant crystal of light. This talisman, they claimed, would protect her and her future family if she would form a pact with it. Uncertain, and unwilling to part from her parents, a young Skogrinn tried to delay the pact ritual. However, her parents adhered to tradition and departed the next day; although not before teaching her the ritual necessary to form the pact. Sulking, the Eladrin did not form the pact for a full year, but that was enough time for a magefinder priest to catch her scent. As a young, magic-tainted Eladrin, she was an excellent trophy and the villagers soon offered up as tribute to the White Mammoth chieftain in return for peace. Her few remaining possessions and personal gifts were divided between the villagers, including the talisman that would have protected her. This unfortunate series of events did introduce Skogrinn to an Elf sorcerer pseudonymously named Kochbez, who provided her informal training in the arcane arts until his death. Thus apprenticed to a sorcerer and a Vordani slave, the young Eladrin absorbed as much knowledge as she could while waiting for any opportunity to escape. With such a difficult century as the foundation for her formative years, the other seasons did not come easily to Skogrinn. However, the catalyst for a new season came when King Talenar I began his campaigns against the Vordani tribes. As one of many slaves freed by the King's armies, she eagerly joined the Ebrin Dynasty in their war to free slaves and to defend against the northern barbarians. A memory of a shattered iron chain and the iron sting of blood rose unbidden to her mind. It is still disturbing how easily she succumbed to revenge and destruction when offered that choice. She returned to her home village in hopes of reclaiming any keepsakes, and annihilated her hometown with entropic magic. The only piece that remained was the talisman. While these events helped her bring an end to a century-long problem of hers, it did not help ease her regrets. The shame and regret she felt on her twentieth naming hadn't disappeared with time, but only submerged and buried beneath the passing of centuries. It's not a pleasant memory, but they are a good reminder for Skogrinn not to lose sight of herself in anger. Curiously, the talisman did give her some solace. During her trances, an entity would call out to her and offer advice or directions on what to do. Although initially suspicious, the entity did help her develop magic to make her stronger. Even more importantly, it guided her to the town of Gorso, where she could finally lay to rest the remains of her mentor, Kochbez. There, she met his children, a Half-Elven mercenary band. They were working humbly as hired guards to protect traveling merchants from monsters. However, as the adventuring party grew older, they couldn't help but look on with envy at the older merchants who retired to live in the cities as guildmasters. Seeing an opportunity, the first Adventurer's Guild was established using the elder adventurer's knowledge of monster migrations and breeding grounds to preemptively remove threats against merchants and trade. Business and trade flourished, and the guild spread its influence to later be incorporated into the greater alliance of city guilds. Skogrinn offered some advice and history lessons to the party, but chiefly worked as a clerk where she mastered the paperwork and seals necessary for travel between cities. The Azennar dynasty brought an age of unprecedented peace and unity to the kingdom. The inclusion of new people previously considered monsters and the friction that change caused taught her much about generosity towards others and the forgiveness of ancient hatreds. It was almost enough for her to overcome her hatred of the Vordani, until Grand Chief Jonarr and the White Mammoth Clan invaded. The talisman in the entity did not contact her for many decades, but appeared mysteriously one day to command her to personally collect and destroy as many black crystals as possible. Suspicious of the veracity of the vision, she used her contacts in the adventurer's guild to investigate and soon received many reports of a rare mineral with a disturbing history: dark crystal. Investigation of the material revealed it to be possibly connected to the Dark Star, and a priority alert was soon issued to all adventurers. Naturally, Skogrinn also joined on many quests to find and destroy the material; but there were many more who harvested or smuggled the material for less noble purposes. This shadow war between the law and smugglers was excellent training and helped Skogrinn develop her skills; just in time for her to contribute to the great Vordani invasion. Unlike in her youth, the ancient Eladrin made significant contributions to the kingdom's war effort. She spent many decades after the truce was signed to liberate and smuggle Vordani slaves captured in the war. It was from this time that the name of Skogrinn of Gorso, chainbreaker and Vordani freerunner, came to be known through tale and song; and the most likely reason the adventuring company invited her to join them. Recent news coming from the town of Gorso have been distressing, and warrant a careful investigation. It is her hope that this adventurer company would be a good way of restoring proper rule in the region and to keep the entropist faction in check. Opening her eyes, Skogrinn's pale blue eyes stared into the mirror to see her swirling golden hair fading into an autumnal ochre. Affability, generosity, and trust came easily to her now and using these memories would help her make friends. The entity in the talisman had given her a new vision and advised her to seek help in Ornabyr. Judging from her past experience, she knows she ignores its advice at the peril of herself and her friends in Gorso.
  10.     Gwydion Black Soldier of Fortune and Masterless Man "It seems the only business I'm suited for is risking my life. Still, better than working for a living."   Rogue 5 Medium humanoid male (Variant human), neutral good Armor Class 17 Hit Points 33 ( 5d8 +5 ) Speed 30' ft. Senses passive perception 15 (E) Languages common, thieves' cant, aglaronion, vordani Proficiency Bonus +3   ABILITIES & SKILLS Proficiency Bonus: +3 Strength 8 (-1) Save -1  Athletics -1 Dexterity 18 (+4)  Save +7  Acrobatics +7 | Sleight of Hand +7 | Stealth +10 (E) Constitution 12 (+1) Save +1  No skills associated. Intelligence 14 (+2) Save +5 Arcana +2 | History +5 | Investigation +5 | Nature +2 | Religion +2 Wisdom 12 (+1) Save +1  Animal Handling +1 | Insight +1 | Medicine +1 | Perception +7 (E) | Survival +1 Charisma 13 (+1)  Save +1 Deception +1 | Intimidation +1 | Performance +1 | Persuasion +4  (E) denotes expertise. / Bold denotes proficiency.   PROFICIENCIES & ABILITIES PROFICIENCIES Tools Thieves' tools, cards Instruments none  Weapons  Simple weapons, hand crossbows, longswords, rapiers, shortswords Armors Light Rogue CLASS ABILITIES ExpertiseAt 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves' tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. At 6th level, you can choose two more of your proficiencies (in skills or with thieves' tools) to gain this benefit. | Sneak AttackBeginning at 1st level, you know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 1d6 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. The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Rogue table. | Thieves' CantDuring your rogue training you learned thieves' cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves' cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly. In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves' guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run. | Cunning ActionStarting at 2nd level, 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. | Uncanny DodgeStarting at 5th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you. | Fancy FootworkWhen you choose this archetype at 3rd level, you learn how to land a strike and then slip away without reprisal. 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. | Rakish AudacityStarting at 3rd level, your confidence propels you into battle. You can give yourself a bonus to your initiative rolls equal to your Charisma modifier. You also gain an additional way to use your Sneak Attack; you don't need advantage on the attack roll to use your Sneak Attack against a creature if 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. All the other rules for Sneak Attack still apply to you. RACIAL TRAITS Skill proficiencyYou gain proficiency in one skill of your choice. - Perception | FeatYou gain one Feat of your choice. - Dual wielding: You master fighting with two weapons, gaining the following benefits: You gain a +1 bonus to AC while you are wielding a separate melee weapon in each hand. You can use two-weapon fighting even when the one handed melee weapons you are wielding aren't light. You can draw or stow two one-handed weapons when you would normally be able to draw or stow only one. FEATS Dual wielderYou master fighting with two weapons, gaining the following benefits: You gain a +1 bonus to AC while you are wielding a separate melee weapon in each hand. You can use two-weapon fighting even when the one handed melee weapons you are wielding aren't light. You can draw or stow two one-handed weapons when you would normally be able to draw or stow only one.   WEAPONS WEAPONS +1 Llewellyn's Sword (Rapier) +8 to hit for (1d8+5) piercing, magic damage. | Finesse Shortsword +7 to hit for (1d6+4) piercing damage | Finesse, light | Moon touched Dagger +7 to hit for (1d4+4) piercing damage. | Finesse, light, thrown (20/60) Shortbow +7 to hit for (1d6+4) piercing damage. | Ammunition, Range, Two-handed (80/320)     EQUIPMENT & ENCUMBRANCE TOTAL ENCUMBRANCE (83 lbs.) Weight: 83 lbs. / 120 lbs. max. (15 x STR Score) Status: Unencumbered Penalty: None MONEY POUCH (0.5 lbs.) Copper: 0 | Silver: 0 | Gold: 22 | Obsidian: 0 | Platinum: 0 (25 Coins x .02 lbs. = 0.5 lbs. Total Weight) EQUIPEMENT READIED (24.5 lbs.) Equipped items can be retrieved with a manipulate item interaction. Armor (13 lbs.) Studded leather - 13 lbs. Weapons (8 lbs.) +1 Llewellyn's Sword - 2 lbs. | Shortsword - 2 lbs. | Dagger (x2) - 2 lb. | Shortbow - 2 lbs.   Readied Items (3.5 lbs.) Arrows (20) - 1 lb. | Healing potion (x3) - 1.5 lbs. | thieves' tools - 1 lb. EQUIPMENT STORED (58 lbs.) Stored items can be retrieved with an action. In Backpack (33 lbs.) Backpack - 5 lbs. | Mess Kit - 1 lb. | A Set of Fine Clothes - 6 lbs. | Tinderbox - 1 lb. | Torches (10) - 10 lbs. | Rations (10 days) - 10 lbs. | Signet ring - Negligble | Scroll of pedigree - Negligible Strapped to Backpack (25 lbs.) Waterskin - 5 lbs. | 50' Hempen Rope - 10 lbs. | Bedroll & Blanket - 10 lbs. | EQUIPMENT NOT CARRIED (--) At Home  * Denotes magic item (see below)   MAGIC ITEMS NON-ATTUNED +1 Rapier - Llewellyn's sword, Moon touched shortsword, spellwrought tatto: shield, spellwrought tatto: cure wounds, cloak of billowing ATTUNED (1/3) Masquerade TattooProduced by a special needle, this magic tattoo appears on your body as whatever you desire. Tattoo Attunement. To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin. If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space. Fluid Ink. As a bonus action, you can shape the tattoo into any color or pattern and move it to any area of your skin. Whatever form it takes, it is always obviously a tattoo. It can range in size from no smaller than a copper piece to an intricate work of art that covers all your skin. Disguise Self. As an action, you can use the tattoo to cast the Disguise Self spell (DC 13 to discern the disguise). Once the spell is cast from the tattoo, it can't be cast from the tattoo again until the next dawn. |    APPEARANCE Age 32 | Height 6' | Weight 165 lbs. | Hair Dark Brown| Eyes Hazel | Complexion Fair Gwydion once had his features described by one of the most beautiful women he had ever seen, a professional courtesan who could refuse dukes, though she was perhaps not beautiful enough to turn down kings. "Bland," was her verdict. "Just sort of pink and plain." Since then, Gwydion has been sure to keep a dark brown goatee roughed in on his lips and chin, perhaps to add a bit of color to his otherwise unremarkable face. It is neatly trimmed only on special occasions. Otherwise, it fades into the scruff that grows on his neck and cheeks. Gwydion considers himself a moderately attractive man, though mostly because he is slim and his bearing is good. He has attempted to combine the uprightness of the soldier with the relaxed confidence of a bravo, a difficult mix to master. Gwydion dresses well when he is not wearing armor, though the finest piece of clothing he owns is his cloak. It is dark green with fine, geometric embroidery of silver-gray that catches the light when it billows. He pairs it with a broad-brimmed hat, with the right side pinned up so as not to interfere with his bowstring. It's held up with a rotating array of feathers and pins, changing depending on Gwydion's whim and the health of his purse. It's difficult to conceal how heavily armed he is, though an attempt is made. In particular, he has made a habit of drawing his cloak to hide the hilt of his rapier for so long that it is now an unconscious gesture. It's a beautiful weapon, with a silvered guard that is shaped into leaves and flower petals. However, Gwydion inherited it from his father and he is almost certain Llewellyn stole it. As unlikely as it may be, he wants to avoid a once-upon-a-time owner appearing and demanding its return.   BACKGROUND NOBLE Source PHB Personality Traits: I watch over my friends as if they were a litter of newborn pups. I love a good insult, even one directed at me. Ideals: Friendship. Material goods come and go. Bonds of friendship last forever. (Good) Bonds: I come from a noble family, and one day I'll reclaim my lands and title from those who stole them from me. Eventually. Probably. If my mom makes me. Flaws: My pride will probably lead to my destruction. Background Feature: Position of Privilege Thanks to your noble birth, people are inclined to think the best of you. You are welcome in high society, and people assume you have the right to be wherever you are. The common folk make every effort to accommodate you and avoid your displeasure, and other people of high birth treat you as a member of the same social sphere. You can secure an audience with a local noble if you need to. BACKSTORY Gwydion is a second-generation adventurer. His mother, Gwen, was a younger daughter of House Karramosa, not a wilting flower but a trained warrior like her brothers. Finding garrison duty along the Vordani border a bore, she left as a young woman to sell her sword and find adventure. Years later she returned, scarred and full of unlikely stories. She brought many things back with her, including a husband. He was another adventurer, a charismatic fellow called Llewellyn Black. He quickly established a reputation as, as one of Gwydion's uncles later told him, a "rascal, scoundrel, ruffian, and far too much fun to get drunk with." Llewellyn did his charming best, but he did not fit in well with the Karramosa family, made up mostly of disciplined soldiers. For years, he was tolerated with amusement by the others, years during which Gwydion was born and grew into a boy. However, the tolerance soured when he was caught several times cheating at cards. Not long after, Gwydion and his family left the Talanar Hills. He later learned Llewellyn had been caught stealing gems from the mine under the Monastery of Past Lives. The gems had been recovered and Llewellyn had been asked to leave. Gwen decided she would go with her husband, though now they almost constantly argued. Llewellyn lead them back to the closest thing he had to a family, among the Uncanny Vagabonds. In truth, Gwydion probably fit in better with the artistic nomads than the disciplined soldiers. The Vagabonds appreciated a job cleverly done as much as a hard day's work, or even more so. Gwydion was thin and quick, rather than strong, which were traits the Vagabonds could appreciate. Despite that, he didn't entirely fit there, either. Perhaps the biggest hurdle was his tin ear, which made learning any sort of music or instrument impossible. He didn't fit in other ways, as well. After a childhood spent with the straitlaced Karramosa, Gwydion couldn't bring himself to be as easy a thief as his companions. They would stroll through a crowd and casually come out the other side with two or three stolen purses, without a second thought. Gwydion preferred to find marks who deserved to be bitten, or at least could afford it. Gwydion grew into a young man with the Vagabonds. To his mother's frustration, he was trained as a thief, though she made sure he was as trained at least as well as a swordsman. In the end, he wasn't the thief, he was more often the one who watched the thief's back. He developed a habit of putting himself putting danger and his companions, facing down a mark that got wise or spotted his purse being lifted. By the time Llewellyn died, Gwydion was living on his own, though his mother quickly got word to him. His father had tried another double-cross, like so many before. This time he hadn't been fast enough and he had been killed. With Llewellyn dead, Gwen was ready to return to her family. Gwydion went with her for a while, but he found garrison duty on the border as boring as his mother had, years before. It was also plain the Karramosa saw him as another version of his father. They watched him carefully in case he tried thieving and there was never any question of him being chosen to guard the gem mine. It was a miserable place for Gwydion. Not wanting to repeat his father's stupidity, he resigned from his post and left on good terms with the Karramosa. Despite that, while they welcomed Gwen back, it was clear they were just as happy to see Gwydion leave. Gwydion's mother dreams of a day when he'll be welcomed back into her family's good graces and be fully returned to the nobility. She is constantly pushing him to find adventuring work in the Talanar Hills, where it's more likely to impress House Karramosa, so he can earn their respect once more. For his part, Gwydion is less committed. He certainly enjoys his status as a gentleman, but he's not sure he needs the approval of the straitlaced side of his family. Since leaving the Karramosa, Gwydion has sold his sword or found Uncanny Vagabonds to partner with. Until, one day, he fell in with a particular band of adventurers...
  11. Egg Aspiring Magus, Of Virtue and Sin "Despite the rumors, I am a pragmatist at heart. Stopping a monster does more collective good than a simple smile, and wine is far richer than water."   CLERIC 5 Medium humanoid male (High Elf), chaotic good Armor Class 17 Hit Points 38 Speed 30 ft. Senses Darkvision, Eyes of Night Languages Common, Elvish, Celestial, Aglarionian, Draconic Proficiency Bonus +3   ABILITIES & SKILLS  Proficiency Bonus: +3 Strength 10 (+0) Save +0  Athletics +0 Dexterity 12 (+1)  Save +1 Acrobatics +1 | Sleight of Hand +1 | Stealth +1 Constitution 14 (+2) Save +2 No skills associated. Intelligence 13 (+1) Save +1 Arcana +1 | History +1 | Investigation +1 | Nature +1 | Religion +4 Wisdom 18 (+4) Save +7  Animal Handling +4 | Insight +7 | Medicine +4 | Perception +7 | Survival +4 Charisma 12 (+1)  Save +4  Deception +4 | Intimidation +1 | Performance +1 | Persuasion +4 * (E) denotes expertise. / Bold denotes proficiency.   PROFICIENCIES & ABILITIES  PROFICIENCIES Tools  Instruments  Weapons Simple Armors Light, Medium, Heavy, Shields CLERIC CLASS ABILITIES SpellcastingAs a conduit for divine power, you can cast cleric spells. Cantrips At 1st level, you know three cantrips of your choice from the cleric spell list. You learn additional cleric cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Cleric table. Spell Slots The Cleric table shows how many spell slots you have to cast your cleric spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. You prepare the list of cleric spells that are available for you to cast, choosing from the cleric spell list. When you do so, choose a number of cleric spells equal to your Wisdom modifier + your cleric level (minimum of one spell). The spells must be of a level for which you have spell slots. For example, if you are a 3rd-level cleric, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell Cure Wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells. You can change your list of prepared spells when you finish a long rest. Preparing a new list of cleric spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list. Spellcasting Ability Wisdom is your spellcasting ability for your cleric spells. The power of your spells comes from your devotion to your deity. You use your Wisdom whenever a cleric spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a cleric spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus + your Wisdom modifier Spell attack modifier = your proficiency bonus + your Wisdom modifier Ritual Casting You can cast a cleric spell as a ritual if that spell has the ritual tag and you have the spell prepared. Spellcasting Focus You can use a holy symbol as a spellcasting focus for your cleric spells. | Domain SpellsTwilight Domain Spells Cleric Level Spells 1st Faerie Fire, Sleep 3rd Moonbeam, See Invisibility 5th Aura of Vitality, Leomund's Tiny Hut 7th Aura of Life, Greater Invisibility 9th Circle of Power, Mislead | Bonus ProficienciesAt 1st level, you gain proficiency with martial weapons and heavy armor. | Eyes of NightStarting at 1st level, you can see through the deepest gloom. You have darkvision out to a range of 300 feet. In that radius, you can see in dim light as if it were bright light and in darkness as if it were dim light. As an action, you can magically share the darkvision of this feature with willing creatures you can see within 10 feet of you, up to a number of creatures equal to your Wisdom modifier (minimum of one creature). The shared darkvision lasts for 1 hour. Once you share it, you can't do so again until you finish a long rest, unless you expend a spell slot of any level to share it again. | Vigilant BlessingAt 1st level, the night has taught you to be vigilant. As an action, you give one creature you touch (including possibly yourself) advantage on the next initiative roll the creature makes. This benefit ends immediately after the roll or if you use this feature again. | Channel Divinity: 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. | Channel Divinity: Twilight SanctuaryAt 2nd level, you can use your Channel Divinity to refresh your allies with soothing twilight. As an action, you present your holy symbol, and a sphere of twilight emanates from you. The sphere is centered on you, has a 30-foot radius, and is filled with dim light. The sphere moves with you, and it lasts for 1 minute or until you are incapacitated or die. Whenever a creature (including you) ends its turn in the sphere, you can grant that creature one of these benefits: You grant it temporary hit points equal to 1d6 plus your cleric level. You end one effect on it causing it to be charmed or frightened. | Harness Divine PowerAt 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. | Ability Score Increase+2 Wisdom | Destroy UndeadStarting 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. RACIAL TRAITS DarkvisionAccustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. 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 can't discern color in darkness, only shades of gray. | Keen SensesYou have proficiency in the Perception skill. | Fey AncestryYou have advantage on saving throws against being charmed, and magic can't put you to sleep. | TranceElves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is "trance.") While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep. | Elf Weapon TrainingYou have proficiency with the longsword, shortsword, longbow, and shortbow | CantripYou know one cantrip of your choice from the Wizard spell list. Intelligence is your spellcasting ability for it. FEATS -   WEAPONS WEAPONS Dagger +4 to hit for (1d4+1) piercing damage. | Finesse, light, thrown (20/60) Light Crossbow +4 to hit for (1d8+1) piercing damage. | Ammunition, loading, two-handed (80/320)   SPELLS SPELL SLOTS 4/4 (1st), 3/3 (2nd), 2/2 (3rd) Cleric - Spell Save DC: 16 | Spell Attack Mod: +8 | Spells Prepared: 9 CANTRIPS (Cleric) Guidance | Sacred Flame | Spare the Dying | Word of Radiance CANTRIPS (Wizard) Prestigitation FIRST LEVEL (Cleric) Faerie Fire (C) (D) | Sleep (D) | Bless (C) | Command | Healing Word (B) | Guiding Bolt SECOND LEVEL (Cleric) Moonbeam (C) (D) | See Invisibility (D) | Calm Emotions (C) | Spiritual Weapon (B) THIRD LEVEL (Cleric) Aura of Vitality (C) (D)) | Leomund's Tiny Hut (D) | Beacon of Hope (C) | Dispel Magic | Mass Healing Word (C) Denotes concentration. / (R) Denotes reaction spell. / (B) Denotes bonus action spell. / (D) Denotes Domain Spell   EQUIPMENT & ENCUMBERANCE TOTAL ENCUMBERANCE (54.08 lbs.) Weight: 79.06 lbs. / 150 lbs. max. (15 x STR Score) Status: Unencumbered Penalty: None MONEY POUCH (2.06 lbs.) Copper: 0 | Silver: 0 | Gold: 103 | Obsidian: 0 | Platinum: 0 (103 Coins x .02 lbs. = 2.06 lbs. Total Weight) EQUIPEMENT READIED (42.5 lbs.) Equipped items can be retrieved with a manipulate item interaction. Armor (32 lbs.) Breastplate - 20 lbs. | Shield - 6 lbs. | Fine Clothes - 6 lbs. | Insignia - n/a Weapons (6 lbs.) Dagger - 1 lb. | Light Crossbow - 5 lbs.   Readied Items (4.5 lbs.) 20 Bolts - 1.5 lbs | Amulet of the devout - 1 lb. | Holy Symbol (Amulet) - 1 lb. | Pouch - 1 lb. EQUIPMENT STORED (29.5 lbs.) Stored items can be retrieved with an action. In Backpack (25 lbs.) Backpack - 5 lbs. | Blanket - 3 lbs. | 10 Candles - n/a | Tinderbox - 1 lb. | Alms Box - 1 lb. | 2 Blocks Incense - n/a | Censer - n/a | Vestments 1 lb. | 2 days rations - 4 lbs. | Waterskin - 5 lbs. | Common Clothes - 3 lbs. | Fine Bottle of Wine - 3 lbs. | Strapped to Backpack (4.5 lbs.) Text - 3lbs. | Potion of Healing - .5 lbs. | Holy Water Flask - 1 lb. EQUIPMENT NOT CARRIED (--) * Denotes magic item (see below)   MAGIC ITEMS NON-ATTUNED   ATTUNED (1/3) +1 Amulet of the DevoutThis amulet bears the symbol of a deity inlaid with precious stones or metals. While you wear the holy symbol, you gain a bonus to spell attack rolls and the saving throw DCs of your spells. The bonus is determined by the amulet's rarity. While you wear this amulet, you can use your Channel Divinity feature without expending one of the feature's uses. Once this property is used, it can't be used again until the next dawn.   APPEARANCE Age - 105 | Height - 5'8". | Weight - 120 lbs. | Hair - Shaved (Brown)| Eyes - Bright Pale Blue | Complexion - Sunkissed The Elf known as Egg cut an impressive figure. Wearing elaborate and well-made silken clothes made to complement his vestments and polished armor, head immaculately shaved, eyes that almost appeared arcane in a certain light, he made his way into the tavern. He was met immediately with the smell of booze, sweat, and something atrociously greasy cooking in the back. Whereas many might've thought such a place unsuitable to a man of sophistication and class, they would be terribly wrong. Egg smiled brightly. "Not interested in a sermon! Here to have fun! Fun!" A man already well in his drinks surrounded by friends all gave an approving cheer to his rejection of the newcomer. Egg turned back to look at the group. "You have me mistaken for a good man." With a bit of a High Elvish lilt in his voice, there was no small amount of amusement in it. "I intend to eat too much, drink too much, and sleep with at least one person I shouldn't." He turned on his heel towards the barkeep. "I'll take some thick slog you call a drink with a wine chaser." Egg found that mixing drinks made for more entertaining times. "Oh, and bowl of whatever's in the back." He then turned his attention to his future new friends at the table, a good half-dozen of people of all sizes and temperaments, likely honest workers brought together more by vocation than having too much in common. "You may call me Egg. My Elvish name is long, boring, and doesn't suit me." Egg awoke with his head spinning, and looking about there was a person laying to his left and right... at least one. His vision wasn't entirely clear. Not one to deprive someone of their sleep he stood up to see that he was still wearing his vestments, but little else. It took a few minutes to gather his things, double-count his coin and stumble down the stairs. Near the bottom he saw another faithful of the Light and Darkness, one of the Shining Light. "Good morning." The Elf's lazy smile is content and carefree. Shameless in his half-dressed, wrinkled clothes look, he started to move on as if to leave the conversation before it began. "Egg." "Yes?" The other cleric sighed. "Do you know that we've now a few instances of people thinking the worship of the Light and Darkness is one of carnal revelry? Can you comprehend the embarrassment by all parties when someone comes to our sermons looking for... a good time?" "So... you're saying people are turning to the faith thanks to me? Most gracious of you." Egg looked over to the new barkeep taking the morning shift. "Something for a hangover, please." "This is a warning. I appreciate your... creativity. However, I think-" "You think..." Egg interrupted his counterpart, taking on a more serious air. "...the best way for our faith to hold an esteemed place in the land is by being our very best. That is perfectly fine for those who intend to be upstanding and righteous. I am more concerned with the people who are going to have some fun, make mistakes, be less-than-perfect. May as well make our small little sins a prayer, give ourselves a little grace, and be refreshed when we pursue the light." "You reek of booze and can barely stand. Is that what you call refreshed?" The other Cleric remained unimpressed. "Spiritually refreshed, yes." Egg took his seat a bit away. "I am afraid you have my at a disadvantage. You see, you know of what vices, what impurities I have. You see both my light and dark. Care to share yours? Anger? Envy? Willing to stretch the truth when it suits you? Please, confess so we may know each other better." Not liking where the conversation was going, the other faithful stood up and left without another word. Egg accepted it and awaited whatever concoction would help him full awaken and start a new day. His head heart, his legs felt heavy, and yet his heart was at peace.   BACKGROUND FACTION AGENT (Light & Darkness) Source SCAG Personality Traits: Tries to live life to the fullest. Something of a hedonist, a pragmatist, but deep down still a true believer. Ideals: Work hard, play hard. Bonds: Both the Light and the Darkness, people who like to party, his companions. Flaws: Easily and shamelessly tempted by small sins. Background Feature: A recognized Cleric of the Light and Darkness. BACKSTORY Finthrelluin iln'Corviandrus was born in the Tool District of Onadbyr. His parents were crafters of no small amount of skill, one a carpenter the other a mason, and often the two worked together to build unique pieces of stone and wood. They did well enough to raise young Finthrelluin and his younger sister without worry of if they could feed them or ensure they could get an education. It was not so much that they could be frivolous with money, at least not without consequences. If anything, it was a calm household, one dedicated to hard work, continuous improvement, and also taking enough time to spend with family and friends alike. Whereas his sister took to learning both from their parents' work, the Elf that would eventually come to be known as Egg had other interests. He found himself interested in many things, but none of them enough to become any good at it. For him, it was more about learning a few things before finding something else that caught his fancy. It was good to be a bit more informed, but a poor choice to make a living. And it suited him just fine. With such a long life ahead, why worry? There was one topic that did fascinate him a bit more than others, the earlier histories of the land, of both the Ages of the Dark Angels and Brightness. To have such a duality of good and evil, of causes so high and lofty yet low and debased intrigued him to no end. This set the foundation, planted the seed, that would eventually lead him to learn more about the Light and Darkness, and to see it in all things. With merchants there was both opportunities to get better goods and cheaper goods, yet with it came greed and those who earned more than they deserved. With crimes like theft came disorder and harm, and yet even there could be some form of economy for those outside proper society. His musings turned inward as he spent a good deal of his youth embracing his desires and wants, wasting all the coin he had on drinking and carousing with strangers, just to scrimp by until he could find some other foolishness to spend his money on. He loved his family, yet he drifted away if for no other reason than his interests were so different that there was little to speak about. Realizing he needed some means to care for himself, he turned to the faith, deciding to dedicate himself. He found a much smaller sect barely getting by. It was the perfect place he could connect with his chosen deity, to get the recognition of being a true priest, without onerous rules and burdens that a more established, stronger, more confident denomination might impose. In this time he did some minor traveling, making sure to go with larger, safer caravans to see the breadth of Aglarion. It was then he also took on the nickname Egg. He claims it's because people said he looked like one due to his shaved head, but in truth it was his own idea, simply not wanting to go over his long name. It was also a chance to express himself with a better, simpler title. He spent many of his days doing very little, and that is how the months turned to years, turned to decades filling up an Elvish youth. It was near his hundredth birthday that he finally decided to try harder, to really see where his faith could take him. It was only then that he began practicing his art and learning how to truly utilize divine magic. It was around then he found an adventuring party, realizing better both in practical and in social terms to do good deeds in a group. Egg has much to learn and grow. He may truly be onto something about his embracing both his good and bad side, his ability to help and heal along with his constant stumbling into hedonism. Much of it is his own shortcomings, his own lack of direction, lack of clarity, his own selfishness that leads to his unpriestly lifestyle. Time will tell what lessons he must learn, what trials he must endure to find his true self whatever that may be.  
  12. Baldur Stonebow Race: Male Hill Dwarf HP: 49 Class: Ranger AC: 15 (13 armor + 2 Dex) Level: 5 Prof. Bonus: +3 Experience Points: Initiative: +3 Alignment: Chaotic Good Speed: 25     Score Mod Save Strength❄️ 12 +1 +4 Athletics +1               Dexterity❄️ 16 +3 +6 Acrobatics +3       Sleight of Hand +3       Stealth +6               Constitution 14 +2 +2         Intelligence 10 +0 +0 Arcana +0       History +0       Investigation +0       Nature +0       Religion +0               Wisdom 14 +2 +2 Animal Handling +5       Insight +2       Medicine +2       Perception +5       Survival +8               Charisma 09 -1 -1 Deception -1       Intimidation -1       Performance -1       Persuasion -1       Other Proficiencies Light Armor Martial Weapons Medium Armor Carpenter Tools Shields Masons Tools Simple Weapons Land Vehicles   Languages Dawrven Common Abyssal Gnoll Draconic         Weapon Attack bonus Damage Range Type +1 Heavy Crossbow +7 1d10+4 100/400 P Hand Axe +4(m) +6(r) 1d6+1(m) +3(r) 20/60 S Morningstar +4 1d8+1   P Flail +4 1d8+1   B Dagger +4(m) +6(r) 1d4+1(m) +3(r) 20/60 P             EQUIPMENT Item Weight Location Item Weight Location Chain Shirt of Gleaming 20 worn Potion of Healing (2) 0 pouch Carpenter Tools 6 backpack Backpack 5 worn Mason Tools 8 backpack Bedroll 7 backpack Shovel 5 backpack Messkit 1 backpack Iron Pot 10 back Tinderbox 1 backpack Traveler's Clothes of Mending 4 worn Torches (10) 10 backpack Belt Pouch 1 belt Rations (10) 20 backpack Bolt Case 1 belt Waterskin 5 backpack Hemp Rope 50' 10 backpack Potion of Climbing 0 pouch Collapsing Pole 7 backpack         Money GP: 65 SP: 9 CP: PP:   Racial Abilities Hill Dwarf Age: 103 Height: 4' 1" Weight: 140 lbs. DarkvisionAccustomed to life underground, you have superior vision in dark and dim conditions. 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 can't discern color in darkness, only shades of gray. SpeedYour speed is not reduced by wearing heavy armor. Dwarven ResilienceYou have advantage on saving throws against poison, and you have resistance against poison damage. Dwarven Combat TrainingYou have proficiency with the battleaxe, handaxe, light hammer, and warhammer. Tool ProficiencyYou gain proficiency with the Mason's Tools. StonecunningWhenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus. LanguagesYou can speak, read, and write Common and Dwarvish. Dwarvish is full of hard consonants and guttural sounds, and those characteristics spill over into whatever other language a dwarf might speak. Dwarven ToughnessYour hit point maximum increases by 1, and it increases by 1 every time you gain a level.   Class Abilities Ranger Favored EnemyYou have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them. When you gain this feature, you also learn one language of your choice that is spoken by your favored enemies, if they speak one at all. You choose one additional favored enemy, as well as an associated language, at 6th and 14th level. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures. 1st level: Monstrosities Language: Abyssal Deft ExplorerYou are an unsurpassed explorer and survivor, both in the wilderness and in dealing with others on your travels. You gain the Canny benefit below, and you gain an additional benefit below when you reach 6th level and 10th level in this class. Canny – Choose one of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses the chosen skill. You can also speak, read, and write two additional languages of your choice. 1st level: Survival Skill Languages: Gnoll and Draconic Fighting StyleArchery: You gain a +2 bonus to attack rolls you make with ranged weapons. SpellcastingSpell Slots [–] The Ranger table shows how many spell slots you have to cast your ranger spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. For example, if you know the 1st-level spell animal friendship and have a 1st-level and a 2nd-level spell slot available, you can cast animal friendship using either slot. Spells Known of 1st Level and Higher [–] You know two 1st-level spells of your choice from the ranger spell list. The Spells Known column of the Ranger table shows when you learn more ranger spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level. Additionally, when you gain a level in this class, you can choose one of the ranger spells you know and replace it with another spell from the ranger spell list, which also must be of a level for which you have spell slots. Spellcasting Ability [–] Wisdom is your spellcasting ability for your ranger spells, since your magic draws on your attunement to nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a ranger spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus + your Wisdom modifier (DC 13) Spell attack modifier = your proficiency bonus + your Wisdom modifier (+5) Spells Known1st Level / Slots: 4 Cure Wounds Entangle Hail of Thorns Speak with Animals 2nd Level / Slots: 2 Lesser Restoration Beast Sense Spellcasting FocusYou can use a druidic focus as a spellcasting focus for your ranger spells. A druidic focus might be a sprig of mistletoe or holly, a wand or rod made of yew or another special wood, a staff drawn whole from a living tree, or an object incorporating feathers, fur, bones, and teeth from sacred animals. Ranger Archetype - HunterColossus Slayer. Your tenacity can wear down the most potent foes. When you hit a creature with a weapon attack, the creature takes an extra 1d8 damage if it's below its hit point maximum. You can deal this extra damage only once per turn. Primal AwarenessYou can focus your awareness through the interconnections of nature: you learn additional spells when you reach certain levels in this class if you don't already know them, as shown in the Primal Awareness Spells table. These spells don't count against the number of ranger spells you know. Primal Awareness Spells Ranger Level Spell 3rd speak with animals 5th beast sense 9th speak with plants 13th locate creature 17th commune with nature You can cast each of these spells once without expending a spell slot. Once you cast a spell in this way, you can't do so again until you finish a long rest. Ability Score Improvement4th level - chose Crossbow Expert feat Extra Attackyou can attack twice, instead of once, whenever you take the Attack action on your turn.   Background Abilities Folk Hero Skill ProficienciesAnimal Handling and Survival Tool ProficienciesOne type of artisan's tools (Carpenter's Tools) and vehicles (land) Rustic HospitalitySince you come from the ranks of the common folk, you fit in among them with ease. You can find a place to hide, rest, or recuperate among other commoners, unless you have shown yourself to be a danger to them. They will shield you from the law or anyone else searching for you, though they will not risk their lives for you. Defining MomentRecruited into a lord's army, I rose to leadership and was commended for my heroism. Personality TraitI'm confident in my own abilities and do what I can to instill confidence in others. I judge people by their actions, not their words. IdealFreedom. Tyrants must not be allowed to oppress the people. Respect. People deserve to be treated with dignity and respect. BondI protect those who cannot protect themselves. FlawI'm convinced of the significance of my destiny, and blind to my shortcomings and the risk of failure.   Feats Crossbow ExpertThanks to extensive practice with the crossbow, you gain the following benefits: 1) You ignore the loading quality of crossbows with which you are proficient. 2) Being within 5 feet of a hostile creature doesn't impose disadvantage on your ranged attack rolls. 3) When you use the Attack action and attack with a one-handed weapon, you can use a bonus action to attack with a hand crossbow you are holding.     Appearance Baldur is short and stocky as most dwarves, but not as heavily muscled as some. He stands 4'1” tall and weighs in at 140 pounds. He has long orangish yellow hair. He keeps it under control by making it into several braids. Nothing fancy, just tied off with leather straps. His clothing is sturdy but plain in neutral colors. He wears what looks like a padded jerkin, but actually has a chain shirt hidden inside muffling any noise the chain makes when he moves. He has several weapons hanging from his belt, a dagger, a handaxe, a morningstar, a flail and a bolt case. But his preferred weapon is the heavy crossbow that he nearly always has with him, slung over his shoulder. He almost always has a grim look on his face which makes most strangers want to avoid him and he moves with the obvious grace of a hunter used to moving about silently. Personality Although Baldur normally has what most would call a scowl on his face, he is a friendly person. He treats everyone with respect, until they show they don't deserve it. He judges others by their actions, not by their words. And he is always ready to help out others. He follows the teachings of the Efficient Master in that when you do a job you do it the best of your ability and to strive to master everything you do. He also believes he is destined for great things, so he has a tendency to take some extra risks that some might find unnecessary, but he is never totally reckless. He is a total team player. Having served in the military as well as worked on construction crews, he is very aware of the need for teamwork and for performing your task. He is very willing to risk his life for a teammate and expects them to do the same. Backstory Baldur was born in the dwarven settlement of Nangrath. The family business was construction. They used both stone and wood so could build in either or a combination of both. His father, mother and older brother all worked in the business and loved it. Baldur liked building things, but he also felt drawn to explore. That was noticed by his father who had Baldur's uncle, who was a hunter, to take Baldur out and teach him all he could about hunting and scouting. So, his early life was split between helping with the family business and working as a hunter/ scout with his uncle whenever he went out. When he was 45, his parents joined a group of craftsmen that were moving to Onadbyr to set up a new construction company. His brother and uncle stayed behind to run the family business. When the group arrived in Onadbyr they purchased some land outside of the city, on the southern side of the Nenock River with easy access to the road to the Sobruz Quarry. They use the river to bring lumber from the forests further upriver. And they purchased a small office building in the tool district right near the Nine Arches Bridge. From there they talk to customers and work out the details of the job and then bring in the needed supplies from their warehouse outside the city. They not only build new places, but a lot of their work is repairing structures already built. Shortly after moving to the city, Baldur joined the military as part of their scouting division. He served for 50 years, distinguishing himself and rising to the rank of Captain. During his service he distinguished himself with bravery and honor. The event that truly set him apart and got him the hero status was when he was scouting ahead of his unit, with his trainee. They were trying to hunt down a group of bandits that had been causing troubles in the area. They came upon the bandits as they were attacking a traveling group. The group consisted of about a dozen people, a wagon and eight horses not including the ones pulling the wagon. When he got there the attack was underway. There were 8 bandits and only 3 of the traveler's left. And two of those seemed to be protecting the other even though all 3 were armed. Baldur sent his teammate, a scout apprentice, back to get the rest of the group and he closed in to get a better shot at the bandits. It was then that he got a good look at the third person in the defenders and recognized him as one of the Royal Families children. He could tell he could not wait for backup, so he took aim and dropped one of the bandits in the front with a bolt through his neck. This put the other bandits into some confusion as they looked around. During that time, he dropped another. Then they spotted him. 3 of the bandits came rushing at Baldur and the others tried to keep the traveler's penned in. Baldur dropped one of the ones charging him with a bolt through his hip joint, leaving him screaming on the ground, but unable to continue the attack. He dropped his crossbow and pulled out his flail and handaxe. The fight was nasty, and quick. Baldur managed to dispatch both of the bandits but took a couple of severe hits in the process. His distraction had left the traveler's with only 3 bandits to deal with and they had taken advantage of the bandits pause. They were able to finish off two of the bandits and the last one was injured and had surrendered. Baldur moved down to join them, gathering his crossbow as he went, out of habit. As he approached, he announced himself as a member of the Royal Guard and asked if they were alright and then proceeded to fall flat on his face as his wounds caught up to him. He later awoke in the back of the wagon as his troupe was escorting the Royal back home. He was awarded a medal for heroism for saving one of the sons of the King and promoted to Captain of the scouts. A few years later he retired from active duty but remains on a list of reservists to be called upon if needed. He has spent the last 4 years working at his family's construction business and from time to time acting as scout when some of the lesser Royals want to go on a hunting trip.            
  13. Saara Renalish Hunter of Mages, bound by Faeryl Myrryn [Link to Character Sheet] "Did they quake before your shadow and lightning, Sorcerer? Did they tremble?"   PALLADIN 4 (ANCIENTS)/ WARLOCK 1 (UNDEAD) Medium humanoid female (Yuan-Ti), lawful neutral Armor Class 19 Hit Points 43 ( 4d10 + 1d6 + 10 ) Speed 35' ft. Senses darkvision 60 ft., blindsight 10 ft. Languages common, sylvan, draconic, aglarion Proficiency Bonus +3   ABILITIES & SKILLS  Proficiency Bonus: +3 Strength 15 (+2) Save +2 Athletics +5 Dexterity 10 (+0)  Save +0  Acrobatics +0 | Sleight of Hand +0 | Stealth +0 (D) Constitution 14 (+2) Save +2  No skills associated. Intelligence 10 (+0) Save +0*  Arcana +3 | History +0 | Investigation +3 | Nature +0 | Religion +0 Wisdom 10 (+0) Save +3 Animal Handling +0 | Insight +3 | Medicine +0 | Perception +0 | Survival +0 Charisma 18 (+4)  Save +7  Deception +4 | Intimidation +4 | Performance +4 | Persuasion +4 (E) denotes expertise. / Bold denotes proficiency. / (D) denotes disadvantage   PROFICIENCIES & ABILITIES  PROFICIENCIES Tools  Instruments  Weapons Martial, simple Armors Light, Medium, Heavy, Shields PALADIN CLASS ABILITIES Divine SenseAs an action, you can detect good and evil. Until the end of your next turn, you can sense anything affected by the hallow spell or know the location of any celestial, fiend, undead within 60 ft. that is not behind total cover. You can use this feature 5 times per long rest. | Lay On HandsYou have a pool of healing power that can restore 20 HP per long rest. As an action, you can touch a creature to restore any number of HP remaining in the pool, or 5 HP to either cure a disease or neutralize a poison affecting the creature. | Fighting StyleYou adopt a style of fighting as your specialty. Blind Fighting | SpellcastingYou can cast prepared paladin spells using CHA as your spellcasting modifier (Spell DC 15, Spell Attack +7). You can use a holy symbol as a spellcasting focus. | Divine SmiteWhen you hit with a melee weapon attack, you can expend one spell slot to deal 2d8 extra radiant damage to the target plus 1d8 for each spell level higher than 1st (max 5d8) and plus 1d8 against undead or fiends (max 6d8 total). | Divine HealthYou are immune to disease. | Sacred OathOath of the Ancients | Channel Divinity: Nature's WrathDC 15 You can use your Channel Divinity to invoke primeval forces to ensnare a foe. As an action, you can cause spectral vines to spring up and reach for a creature within 10 feet of you that you can see. The creature must succeed on a Strength or Dexterity saving throw (its choice) or be restrained. While restrained by the vines, the creature repeats the saving throw at the end of each of its turns. On a success, it frees itself and the vines vanish.Channel Divinity: Turn the FaithlessAction Type: 1 Action Attack/Save: WIS 15 Range/Area: --ft. Reach You can use your Channel Divinity to utter ancient words that are painful for fey and fiends to hear. As an action, you present your holy symbol, and each fey or fiend within 30 feet of you that can hear you must make a Wisdom saving throw. On a failed save, the creature is turned for 1 minute or until it takes 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. If the creature’s true form is concealed by an illusion, shapeshifting, or other effect, that form is revealed while it is turned. BARD CLASS ABILITIES Otherworldly PatronYou have struck a bargain with an otherworldly being. The Undead | Pact MagicYou can cast known warlock spells using CHA as your spellcasting modifier (Spell DC 15, Spell Attack +7). You can use an arcane focus as a spellcasting focus. | Expanded Spell ListThe Undead lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you. Undead Expanded Spells Spell Level Spells 1st bane, false life 2nd blindness/deafness, phantasmal force 3rd phantom steed, speak with dead 4th death ward, greater invisibility 5th antilife shell, cloudkill | Form of DreadAs a bonus action, you can transform to manifest an aspect of your patron’s dread. For 1 minute you gain the following benefits: - You gain temp HP equal to 1d10+1. - Once on each of your turns, if you hit a creature you can force it to make a Wisdom saving throw (DC 15). On a fail, it is frightened of you until the end of your next turn. - You are immune to the frightened condition. You can use this 3 per long rest. |  RACIAL TRAITS DarkvisionAccustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. 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 can't discern color in darkness, only shades of gray. | Magic ResistanceYou have advantage on saving throws against spells. | Poison ResistanceYou have advantage on saving throws you make to avoid or end the poisoned condition and you have resistance to poison damage. | Serpentine SpellcastingYou learn poison spray. You can cast animal friendship an unlimited number of times with this trait but can only target snakes. At 3rd level you can cast suggestion once per long rest. You can also cast it normally using any spell slots of 2nd level or higher. Your spellcasting ability is either Intelligence, Wisdom, or Charisma (choose when you select this race). Charisma Charisma is your spellcasting ability for these spells when you cast them with this trait. Poison Spray(Cantrip) Animal Friendship(1st) Suggestion(2nd)  FEATS ASICharisma +2   WEAPONS WEAPONS Longsword +5 to hit for (1d8+2) slashing | Martial, versatile, booming blade Eldritch Blast +8 to hit for (1d10) force damage. | 2 Count (120)   SPELLS SPELL SLOTS 3/3 (1st) PACT SLOTS 1/1 (1st) Paladin - Spell Save DC: 15 | Spell Attack Mod: +7 | Spells Known: 6 + Detect Thoughts Warlock - Spell Save DC: 16 | Spell Attack Mod: +8 | Spells Known: 2 CANTRIPS Eldritch BlastCasting Time: 1 action Range/Area: Self/5ft. Components: S, M(a melee weapon worth at least 1 sp) Duration: 1 round Source: SCAG, pg. 142 You brandish the weapon used in the spell’s casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack’s normal effects and then becomes sheathed in booming energy until the start of your next turn. If the target willingly moves 5 feet or more before then, the target takes 1d8 thunder damage, and the spell ends. This spell’s damage increases when you reach certain levels. At 5th level, the melee attack deals an extra 1d8 thunder damage to the target on a hit, and the damage the target takes for moving increases to 2d8. Both damage rolls increase by 1d8 at 11th level (2d8 and 3d8) and again at 17th level (3d8 and 4d8). | Booming BladeCasting Time: 1 action Range/Area: Self/5ft. Components: S, M(a melee weapon worth at least 1 sp) Duration: 1 round Source: SCAG, pg. 142 You brandish the weapon used in the spell’s casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack’s normal effects and then becomes sheathed in booming energy until the start of your next turn. If the target willingly moves 5 feet or more before then, the target takes 1d8 thunder damage, and the spell ends. This spell’s damage increases when you reach certain levels. At 5th level, the melee attack deals an extra 1d8 thunder damage to the target on a hit, and the damage the target takes for moving increases to 2d8. Both damage rolls increase by 1d8 at 11th level (2d8 and 3d8) and again at 17th level (3d8 and 4d8). | Poison SprayCasting Time: 1 action Range/Area: 10ft. Components: V, S Duration: Instantaneous Attack/Save: CON 15 Source: PHB, pg. 266 You extend your hand toward a creature you can see within range and project a puff of noxious gas from your palm. The creature must succeed on a Constitution saving throw or take 1d12 poison damage. This spell's damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12). FIRST LEVEL Animal FriendshipEnchantment Casting Time: 1 action Range/Area: 30ft. Components: V, S, M(a morsel of food) Duration: 24 hours Attack/Save: WIS 15 Source: PHB, pg. 212 This spell lets you convince a beast that you mean it no harm. Choose a beast that you can see within range. It must see and hear you. If the beast's Intelligence is 4 or higher, the spell fails. Otherwise, the beast must succeed on a Wisdom saving throw or be charmed by you for the spell's duration. If you or one of your companions harms the target, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional beast for each slot level above 1st. (at will on snakes) | BlessEnchantment Casting Time: 1 action Range/Area: 30ft. Components: V, S, M(a sprinkling of holy water) Duration: Concentration, up to 1 minute Source: PHB, pg. 219 You bless up to three creatures of your choice within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. (C) | Comprehend LanguagesDivination Casting Time: 1 action Range/Area: Self Components: V, S, M(a pinch of soot and salt) Duration: 1 hour Source: PHB, pg. 224 For the duration, you understand the literal meaning of any spoken language that you hear. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text. This spell doesn't decode secret messages in a text or a glyph, such as an arcane sigil, that isn't part of a written language. | Cure WoundsCure Wounds 1st-level evocation Casting Time:1 action Range:touch Components:V, S Duration:Instantaneous A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs. At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st. | Detect MagicDivination Casting Time: 1 action Range/Area: Self/30ft. Components: V, S Duration: Concentration, up to 10 minutes Source: PHB, pg. 231 For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any. The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt. (C) | Ensnaring StrikeConjuration Casting Time: 1 bonus action Range/Area: Self Components: V Duration: Concentration, up to 1 minute Attack/Save: STR 15 Source: PHB, pg. 237 The next time you hit a creature with a weapon attack before this spell ends, a writhing mass of thorny vines appears at the point of impact, and the target must succeed on a Strength saving throw or be restrained by the magical vines until the spell ends. A Large or larger creature has advantage on this saving throw. If the target succeeds on the save, the vines shrivel away. While restrained by this spell, the target takes 1d6 piercing damage at the start of each of its turns. A creature restrained by the vines or one that can touch the creature can use its action to make a Strength check against your spell save DC. On a success, the target is freed. At Higher Levels. If you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. (B) | HexEnchantment Casting Time: 1 bonus action Range/Area: 90ft. Components: V, S, M(the petrified eye of a newt) Duration: Concentration, up to 1 hour Source: PHB, pg. 251 You place a curse on a creature that you can see within range. Until the spell ends, you deal an extra 1d6 necrotic damage to the target whenever you hit it with an attack. Also, choose one ability when you cast the spell. The target has disadvantage on ability checks made with the chosen ability. If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to curse a new creature. A remove curse cast on the target ends this spell early. At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours. (B, C) | Searing SmiteEvocation Casting Time: 1 bonus action Range/Area: Self Components: V Duration: Concentration, up to 1 minute Attack/Save: CON 15 Source: PHB, pg. 274 The next time you hit a creature with a melee weapon attack during the spell’s duration, your weapon flares with white-hot intensity, and the attack deals an extra 1d6 fire damage to the target and causes the target to ignite in flames. At the start of each of its turns until the spell ends, the target must make a Constitution saving throw. On a failed save, it takes 1d6 fire damage. On a successful save, the spell ends. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames (such as the target being submerged in water), the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the initial extra damage dealt by the attack increases by 1d6 for each slot. (B) SECOND LEVEL (Bard) SuggestionSuggestion 2nd-level enchantment Casting Time:1 action Range:30 feet Components:V, M (a snake’s tongue and either a bit of honeycomb or a drop of sweet oil) Duration:Concentration, up to 8 hours You suggest a course of activity (limited to a sentence or two) and magically influence a creature you can see within range that can hear and understand you. Creatures that can’t be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act ends the spell. The target must make a Wisdom saving throw. On a failed save, it pursues the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do. You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a knight give her warhorse to the first beggar she meets. If the condition isn’t met before the spell expires, the activity isn’t performed. If you or any of your companions damage the target, the spell ends. (1/day free) * Denotes a Midgard spell. / (C) Denotes concentration. / (R) Denotes reaction spell. / (B) Denotes bonus action spell. EQUIPMENT & ENCUMBERANCE TOTAL ENCUMBERANCE (170.16 lbs.) Weight: 170.06 lbs. / 225 lbs. max. (15 x STR Score) Status: Unencumbered Penalty: None MONEY POUCH (6.04 lbs.) Copper: 0 | Silver: 1 | Gold: 213 | Obsidian: 0 | Platinum: 20 (231 Coins x .02 lbs. = 4.46 lbs. Total Weight) EQUIPEMENT READIED (83 lbs.) Equipped items can be retrieved with a manipulate item interaction. Armor (65 lbs.) Traveler's Clothes - 4 lbs. | Splint Mail - 60 lbs. | Shield - 6 lbs. Weapons (3 lbs.) Longsword 3 lbs. Readied Items (10 lbs.) Rod of the Pack Keeper* | Emblem (mounted to shield) | Javelin - 10 lbs. EQUIPMENT STORED (82.5 lbs.) Stored items can be retrieved with an action. In Backpack (11 lbs.) Backpack - 5 lbs. | Mess Kit - 1 lbs. | Hammer - 3 lbs. | Holy Symbol | Holy Water - 1 lbs. | Manacles - 6 lbs. | Mess Kit - 1 lbs | Mirror, Steel - .5 lbs. | Oil - 1 lb. | Stake 9x | Tinderbox 1 lb. | Torch 13x - 13 lbs. | Strapped to Backpack (16 lbs.) Crowbar - 5 lbs. | Waterskin - 5 lbs. | Hemp Rope - 10 lbs. | Bedroll & Blanket - 10 lbs. | EQUIPMENT NOT CARRIED (--) * Denotes magic item (see below)   MAGIC ITEMS NON-ATTUNED   ATTUNED (1/3) Rod of the Pact Keeper +1While holding this rod, you gain a +1 bonus to spell attack rolls and to the saving throw DCs of your warlock spells. In addition, you can regain 1 warlock spell slot as an action while holding the rod. You can’t use this property again until you finish a long rest.   APPEARANCE Age 32 | Height 5' 9" | Weight 176 lbs. | Hair Dirty Blonde | Eyes Pale Green | Complexion Pale and slightly sickly As a pureblooded childe of the Court of Asps, there is little to give away that Saara is anything other than human. Perhaps her skin is slightly sickly looking, her dirty blonde hair tending to colors that are ever so slightly unnatural, her eyes not quite the right shade of green, but there is nothing about her that cannot be explained away. Her features are soft and rounded, with none of the sharpness that one might expect from a creature of the Fey. She might be considered beautiful, in her own unearthly way, but there is a curious alienness to her complexion. She typically dresses in a coat of iridescent splint mail, a cloak of deep green about her broad shoulders. Her shield bears the Emblem of her Lord and Patron, the Magesign of Faryl Myrryn himself, though few would recognize the ancient sigil. She wields a strange rod, slight, thin, that looks more akin to a curved and barbed spear than a propper rod. The implement carries a weight to it, a dread authority that is difficult to ignore. When she draws on Faryl's power, the ruse becomes much harder to maintain. Then, her features became gaunt and hollowed, as if the weight of centuries was draining the vitality from her flesh. Sigils and runes crackle and sizzle about her in those moments, filling her with her Patron's magic.   Haunted One Source Ravenloft Personality Traits: I live for the thrill of the hunt. I put no trust in divine beings. Ideals: A deal is a deal, and I would never break one. Bonds: I owe a debt to Faryl Myrryn that I can likely never repay. Flaws: I don’t pay attention to the risks in a situation when magic is involved, trusting in my bloodline. Heart of DarknessThose who look into your eyes can see that you have faced unimaginable horror and that you are no stranger to darkness. Though they might fear you, commoners will extend you every courtesy and do their utmost to help you. Unless you have shown yourself to be a danger to them, they will even take up arms to fight alongside you, should you find yourself facing an enemy alone. BACKSTORY All know the tale of Xantharos, the Great Dragon who was slain by the Dark Star and its Angels after emerging onto the face of Aglarion. Yet when the tale is told, most simply gloss over its beginnings, perhaps briefly mentioning only that the Drow Vampire Conjurer Faryl Myrryn was responsible for banishing the Father of All Dragons from the Feyrealm to the Material Plane. The name, to most, means nothing. A fairy tale, in the most literal sense of the word, an ancient name from eons past. Yet the Feyrealm is a curious place where time is concerned, and for some natives of that place the legends of the ancient past aren't children's tales, they are reality. Saara Renalish was one such, born and raised into the inner circles of Faryl Myrryn's Court within the Feyrealm, a legend of the past made manifest in the flesh. Her bloodline was a carefully kept secret of the great Conjurer, a race shaped and warped by Faryl's will over millennia. Known within his domain as the Court of Asps, called in other tongues the Yuan-Ti, Saara's kin were born and bred to resist not just fey magic, but all magic. A race of guards, soldiers, and servitors who feared no Art, and would laugh in the face of searing Magefire or a Witch's foulest blood curse. Yet the Court of Asps were more than just soldiers and guards, for Faryl employed his Agents in many tasks. Principally, they have become his servants in the mortal realm. Far more human looking than any of the fey, the Court of Asps carry out their undead master's will upon the Material Plane. Saara was trained for such a position from a young age, trained to wield blade and sorcery to break the magic of mortals. Like her mother before her, she was raised as a Magehunter, to seek out those mortal willworkers and sorcerers who had offended her Master upon the Material Plane. Upon coming of age, she was empowered with a drop of Faryl's blood, granting her an insignificant measure of the ancient Vampire's power. A taste of Necromancy, infusing her magic and her soul with his essence. So it was that on the night of her 35th birthday, Saara Renalish came to find herself hauling herself bodily out of the Bottomless Well in the South District of Onadbyr. She knew little enough of the strange land within which she found herself, but she was not alone. Another of the Court of Ash came with her, her half-brother Jeeran Renalish. Besides, the two had been granted everything they needed. Armor to shield her flesh from cold iron, wards to break even the mightiest spell, and a name. Kalos Poimenikos, high Grave Cleric of the Temple of Death. That was three years ago, in mortal reckoning, and now Saara is far more worldwise than when she had first emerged dripping from the well. She hasn't seen Jeeran in almost nine months, the work pulling them apart more often than it brings them together. Her higher calling has taken her to the Isles of Xantharos twice now, chartering passage and hunting down the few Scions of the Father of Dragons who remain. Powerful Sorcerers, yet the names of their dead at the hands of the Court of Asps over the millennia are endless. For the grudges of the Truefey can last for an eternity, and some debts are not meant to be paid. Kalos has work enough for her in the lulls. She currently owes no favors to the Priest of Death, but the trading of such is what it means to be Feyborn. Debts have traded back and forth between then a half-dozen times, and each is largely satisfied with the other's work. When she lacks a task or target set to her from either Kalos or her true Master, she keeps her skills sharp taking contract work from Trazz the Cruel, who enjoys having a Spellbreaker on hand to tank the worst hexes and the most searing arcane lightning his marks can throw and still come out the other side of the skirmish with their body and mind (mostly) intact. One might think bearing the Curse of Undeath might cause one to adopt a somewhat morose outlook on life. Not so for Saara, who was a jubilant member of the Court of Asps as a child of the fey, and has become no less rambunctious with age and experience. She burns with an inner fire, a zest for life and all its delights and troubles. She tries new foods, spices, and experiences whenever and wherever she can, and though she ends up not liking most of it, she's as enthusiastic in her insults as she is in her drive to move on to the next novel thing. For someone whose Master could conceivably quite easily grant her immortality, she oddly seems to live every day as if it was her last. She does not know when she will be returned to the Feywild, and in truth she doesn't really care. She has grown to love Onadbyr and all its myriad inconsistencies and strangeness. She never truly considered her assignment there a banishment, and is proud of the duty to which she has been set. There is a thrill in Magehunting, in tasting the blood of the spawn of Xantharos upon her blade, in feeling their charms and deeper power break on her flesh. She loves it, loves the work, and should it someday kill her she will die with a smile on her face and laughter in her heart.  
  14. Jack Tremblay Ex-Arsonist, Aspiring Dragon "Let's watch it burn."   Warlock 1 / Monk 4 Medium humanoid female (human), true neutral Armor Class 16 Hit Points 28 ( 8 + 4*5 ) Speed 35' ft. Senses n/a Languages common, algarion, draconion, thieves cant (TBD: if not acceptable, then an empty slot to learn in game) Proficiency Bonus +3   ABILITIES & SKILLS Strength 11 (+0) Save +0 Athletics +0 Dexterity 16 (+3)  Save +3 Acrobatics +3 | Sleight of Hand +3 | Stealth +6 Constitution 10 (+0) Save +0 No skills associated. Intelligence 10 (+0) Save +0 Arcana +0 | History +0 | Investigation +3 | Nature +0 | Religion +0 Wisdom 16 (+3) Save +6 Animal Handling +3 | Insight +3 | Medicine +3 | Perception +3 | Survival +3 Charisma 16 (+3)  Save +6 Deception +6 | Intimidation +6 | Performance +3 | Persuasion +3 * Bold denotes proficiency.   PROFICIENCIES & ABILITIES PROFICIENCIES Tools alchemy kit (TBD: replacing gaming set), thieves' tools Instruments n/a Weapons simple weapons, shortswords Armors light WARLOCK ABILITIES: (DRAGON PATRON) Pact Magic (2 cantrips / 2 first level) | Dragon’s TongueYou can speak, read, and write Draconic. Additionally, whenever you make a Charisma ability check when interacting with dragons, your proficiency bonus is doubled if it applies to the check. | Dragon’s ClawsYour hands become clawlike that you can use to make attacks. The claws have a reach of 5 feet, can be used as an unarmed strike, and deal 1d6 + Strength modifier slashing damage on a hit.  MONK ABILITIES: (WAY OF ASCENDANT DRAGON) Unarmored defenseWhile you are wearing n o armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier | Martial ArtsAt 1st level, your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are shortswords and any simple melee weapons that don't have the two-handed or heavy property. You gain the following benefits while you are unarmed or wielding only monk weapons and you aren't wearing armor or wielding a shield: • You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons. * You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table. • When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarter­ staff, you can also make an unarmed strike as a bonus action, assuming you haven't already taken a bonus action this turn. | Ki (4pts, DC 15)FLURRY OF BLOWS Immediately after you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action. PATIENT DEFENSE You can spend 1 ki point to take the Dodge action as a bonus action on your turn. STEP OF THE WIND You can spend 1 k i point t o take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn. | Unarmored movementStarting at 2nd level, your speed increases by 10 feet while you are not wearing armor or wielding a shield. | Deflect misslesStarting at 3rd level, you can use your reaction to deflect or catch the missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier + your monk level. If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free. Ifyou catch a missile in this way, you can spend 1 ki point to make a ranged attack with the weapon or piece of ammunition you just caught, as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies, and the missile counts as a monk weapon for the attack, which has a normal range of 20 feet and a long range of 60 feet. | Slow fallBeginning at 4th level, you can use your reaction when you fall to reduce any falling damage you take by an amount equal to five times your monk level. Draconic presenceIf you fail a Charisma (Intimidation) or Charisma (Persuasion) check, you can use your reaction to reroll the check, as you tap into the mighty presence of dragons. Once this feature turns a failure into a success, you can’t use it again until you finish a long rest. | Draconic strikeWhen you damage a target with an unarmed strike, you can change the damage type to acid, cold, fire, lightning, or poison. | Tongue of dragonsYou learn to speak, read, and write Draconic or one other language of your choice. Thieves cant TBD | Breath of the dragonAt 3rd level you can channel destructive waves of energy, like those created by the dragons you emulate. When you take the Attack action on your turn, you can replace one of the attacks with an exhalation of draconic energy in either a 20-foot cone or a 30-foot line that is 5 feet wide (your choice). Choose a damage type: acid, cold, fire, lightning, or poison. Each creature in that area must make a Dexterity saving throw against your ki save DC, taking damage of the chosen type equal to two rolls of your Martial Arts die on a failed save, or half as much damage on a successful one. At 11th level, the damage of this feature increases to three rolls of your Martial Arts die. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. While you have no uses available, you can spend 2 ki points to use this feature again RACIAL TRAITS n/a FEATS n/a   ATTACKS Unarmed: attack +6, damage 1d6+3 slashing (unless modified by draconic strike, typically fire) Breath: DC 15 (dex) 2d4 3/day (typically fire, but can be acid, cold, fire, lightning, or poison) Witch bolt: attack +6, damage 1d12/turn (TBD: fire instead of ligtning)   SPELLS SPELL SLOTS 1/1 (1st) WARLOCK - Spell Save DC: 14 | Spell Attack Mod: +6 | Spells Known: 2 CANTRIPS (Warlock) Create bonfireCasting Time: 1 action Range: 60 feet Components: V, S Duration: Concentration, up to 1 minute You create a bonfire on ground that you can see within range. Until the spell ends, the bonfire fills a 5-foot cube. Any creature in the bonfire’s space when you cast the spell must succeed on a Dexterity saving throw or take 1d8 fire damage. A creature must also make the saving throw when it enters the bonfire’s space for the first time on a turn or ends its turn there. (C) | FriendsCasting Time: 1 action Range: Self Components: S, M (a small amount of makeup applied to the face as this spell is cast) Duration: Concentration, up to 1 minute For the duration, you have advantage on all Charisma checks directed at one creature of your choice that isn't hostile toward you. When the spell ends, the creature realizes that you used magic to influence its mood and becomes hostile toward you. A creature prone to violence might attack you. Another creature might seek retribution in other ways (at the DM's discretion), depending on the nature of your interaction with it. (C) FIRST LEVEL (Warlock) Comprehend languagesCasting Time: 1 action Range: Self Components: V, S, M (a pinch of soot and salt) Duration: 1 hour For the duration, you understand the literal meaning of any spoken language that you hear. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text. This spell doesn’t decode secret messages in a text or glyph, such as an arcane sigil, that isn’t part of a written language. (R) | Witch BoltCasting Time: 1 action Range: 30 feet Components: V, S, M (a twig from a tree that has been struck by lightning) Duration: Concentration, up to 1 minute A beam of crackling, blue energy lances out toward a creature within range, forming a sustained arc of lightning between you and the target. Make a ranged spell attack against that creature. On a hit, the target takes 1d12 lightning damage, and on each of your turns for the duration, you can use your action to deal 1d12 lightning damage to the target automatically. The spell ends if you use your action to do anything else. The spell also ends if the target is ever outside the spell’s range or if it has total cover from you. (C, TBD: with fire?) * (C) Denotes concentration. / (R) Denotes ritual spell. / (B) Denotes bonus action spell.   EQUIPMENT & ENCUMBERANCE TOTAL ENCUMBERANCE (76 lbs) Weight:  76lbs. / 210 lbs. max. (15 x 14 Score) Status: Unencumbered Penalty: None MONEY POUCH (1.36 lbs) 615 - 319 = 304gp Copper: 0 | Silver: 20 | Gold: 44 | Obsidian: 3 | Platinum: 1 ( Coins 68 x .02 lbs. = 1.36 lbs. Total Weight) EQUIPMENT READIED (5 lbs, 77gp) Equipped items can be retrieved with a manipulate item interaction. Armor (4 lbs) dark common clothes - 4 lbs. Weapons (1 lbs, 2gp) - dagger (utility) Readied Items (0 lbs, 75gp) dragonshard amulet EQUIPMENT STORED (69.5 lbs, 16 + 50 + 25 + 100 + 1 + 50 = 242gp) Stored items can be retrieved with an action. In Backpack (burglar's pack + extras 46.5lbs + 23lbs) a bag of 1,000 ball bearings 10 feet of string a bell 5 candles 5 torches (5 lbs, 0.05gp) a crowbar, a hammer & 10 pitons a hooded lantern, 2 flasks of oil 5 days rations and waterskin a tinderbox alchemist supplies (8lb, 50gp) thieves' tools (1lb, 25gp) flint & steel (=> from childhood) healing potion x2 (1lb, 100gp)   Strapped to Backpack 50 feet of hempen rope bedroll (7lbs, 1gp) alchemist fire (flask) x1 (1lb, 50gp) EQUIPMENT NOT CARRIED (--) At Home n/a * Denotes magic item (see below)   MAGIC ITEMS NON-ATTUNED healing potion x 2 ATTUNED (2/3) dragonhide belt +1This finely detailed belt is made of dragonhide. While wearing it, you gain a bonus to the saving throw DCs of your ki features. The bonus is determined by the belt’s rarity. In addition, you can use an action to regain ki points equal to a roll of your Martial Arts die. You can’t use this action again until the next dawn., "dragonshard" amuletDarkshard Amulet This amulet is fashioned from a single shard of resilient extraplanar material originating from the realm of your warlock patron. While you are wearing it, you gain the following benefits: You can use the amulet as a spellcasting focus for your warlock spells. You can try to cast a cantrip that you don't know. The cantrip must be on the Warlock spell list, and you must make a DC 10 Intelligence (Arcana) check. If the check succeeds, you cast the spell. If the check fails, so does the spell, and the action used to cast the spell is wasted. In either case, you can't use this property again until you finish a long rest. TBD: the scale of a red dragon?   APPEARANCE Age 23 | Height 5' 9" | Weight 129 lbs. | Hair Black | Eyes Light Hazel | Complexion Pale   Jack is a tall woman with dark hair and light hazel eyes. She is lean and wiry, appearing almost gaunt from some angles. Her forearms and hands have several faded burn scars while her fingers extend into unnatural claws, reminiscent of those of a dragon. Across her back is a poorly tattooed set of fiery dragon wings, obtained in prison. Her features are quite androgynous and while most would find her attractive, her attitude makes her hard to get close to. She is direct and confident, asking for what she wants and lacking some social etiquette. On the other hand, if you can become her friend, you have her for life. She can be mercurial, impatient and distracted, but she can also be a light in the darkness, energetic and tenacious. She's not a bad person; she just likes to watch things burn.   BACKGROUND CRIMINAL Source PHB Personality Trait: I am risk taker when it comes to my own safety, I'd rather just do it than worry about the consequences. Ideals: I am slow to trust others, but loyal to those who have proven to have my back. Bonds: I expect to do great things and along the way, become a dragon... or as close as I can get. Flaws: I can be impatient with my personal progress... it creates an itch to burn something. Also, I am uncomfortable in the dark. Background Feature: CRIMINAL CONTACT You have a reliable and trustworthy contact who acts as your liaison to a network of other criminals. You know how to get messages to and from your contact, even over great distances; specifically, you know the local messengers, corrupt caravan masters, and seedy sailors who can deliver messages for you. BACKSTORY Jack (or Jacqueline) is the only child of Jean and Aline Tremblay. She was born outside of Onadbyr at a farm in The Pantry where her parents worked the fields for the landowner. Life on the farm was simple and she was a quiet obedient girl who helped with chores from very young and was home-schooled by her parents. However, Jack has always been fascinated with fire. Across her hands and forearms, she has many small scars from burns she received as a child reaching out to touch a cookfire or candle. When old enough, she would always carry a flint and steel. Her offer to start and tend the house fires seemed benign to her parents. But, at 12, Jack started a fire in a barn which grew out of control. Her parents found her standing near it with a gentle smile on her face and perhaps a look of... pride? They knew something was wrong and when they couldn't pay the fine for the fire, they allowed her to be taken away. Just six months of labour at a youth camp, they thought. It would straighten her out, they thought. But, they never saw her again. Jack spent her teenage years in and out of prison. She became an arsonist of some renown, paid to start fires for all sorts of reasons. She was careful, never killed anyone, never hurt anyone. At 18, when she was spending another period in a cell for burning down a house for a jilted lover in Onadbyr, she heard a voice. It came from within, a deep gravelly whisper, telling her that she'd done well... but that she could do more. The voice promised her the fire of a dragon... if only she would listen. So listen, she did. Since then, Jack has done what the voice has asked. She started training in that cell, pushing her body to be stronger and more flexible. Over the years, "The Voice" has taught her many things. It's not always there, but when it comes, it comes with purpose, to teach her something. And, Jack wants to learn. She has not attended any formal monastry for training - she relies on the voice. Jack has not returned to prison since the voice spoke to her although she has committed a couple of arsons for coin. However, the voice has told Jack she doesn't need to do that anymore, that she is destined for something bigger, brighter, and so, Jack will try... In the end, she found there are very few jobs that allow a person to set things on fire. One is an arsonist, another... is a mercenary for hire.   Jack  AC: 16 | HP: 28/28 | Spells: 1/1 | Ki: 4/4  | Passive Perception: 13 Text goes here. "Speech like this." Thoughts like this.          
  15. Brigida (Brig) Freeborn Owner of the Freeborn Orphanage, Free Woman "Sometimes you have to do dark things to bring about the light."   PALADIN 2 / SORCERER 3 Medium humanoid female (half-orc), chaotic good Armor Class 20 Hit Points 38 (2d10 + 3d6 + 8) Speed 30 ft. Senses darkvision, passive perception 10 Languages common, orc Proficiency Bonus +3   ABILITIES & SKILLS Proficiency Bonus: +3 Strength 16 (+3) Save +3  Athletics +3 Dexterity 12 (+1)  Save +1  Acrobatics +1 | Sleight of Hand +1 | Stealth +1* Constitution 12 (+1) Save +1  No skills associated. Intelligence 11 (+0) Save +0  Arcana +0 | History +0 | Investigation +0 | Nature +0 | Religion +0 Wisdom 11 (+0) Save +3  Animal Handling +0 | Insight +3 | Medicine +0 | Perception +0 | Survival +0 Charisma 16 (+3)  Save +6  Deception +3 | Intimidation +6 | Performance +3 | Persuasion +6 * Denotes disadvantage due to heavy armor. / Bold denotes proficiency.   PROFICIENCIES & ABILITIES PROFICIENCIES Weapons Simple & martial weapons  Armors All armors and shields PALADIN CLASS ABILITIES Divine Sense | Lay on Hands | Fighting Style: Dueling | Divine Smite SORCERER CLASS ABILITIES Wild Magic Surge | Tides of Chaos | Quickened Spell | Twinned Spell RACIAL TRAITS Darkvision | Relentless Endurance | Savage Attacks | Menacing FEATS N/A   WEAPONS WEAPONS Battleaxe +6 to hit for (1d8+2) slashing damage. | Versatile (1d10) +1 Shield +1 to AC Javelin (x5) +6 to hit for (1d6+2) piercing damage. | Thrown (30/120)   SPELLS SPELL SLOTS 4/4 (1st), 3/3 (2nd), 2/2 (3rd) Paladin - Spell Save DC: 14 | Spell Attack Mod: +6 | Spells Prepared: 2 Sorcerer - Spell Save DC: 14 | Spell Attack Mod: +6 | Spells Prepared: 4 | Cantrips: 4 | Sorcery Points: 3 Masquerade Tattoo: Disguise Self CANTRIPS (Paladin) N/A CANTRIPS (Sorcerer) Green-Flame Blade | Fire Bolt | Booming Blade | Shocking Grasp | True Strike FIRST LEVEL (Paladin) Command | Detect Evil and Good (C) FIRST LEVEL (Sorcerer) Thunderwave | Witch Bolt (C) SECOND LEVEL (Sorcerer) Shatter THIRD LEVEL (Sorcerer) Haste (C) (C) Denotes concentration.   EQUIPMENT & ENCUMBERANCE TOTAL ENCUMBERANCE (147.2 lbs.) Weight: 147.2 lbs. / 240 lbs. max. (15 x STR Score) Status: Unencumbered Penalty: None MONEY POUCH (5.2 lbs.) Copper: 99 | Silver: 0 | Gold: 161 | Obsidian: 0 | Platinum: 0 (260 Coins x .02 lbs. = 5.2 lbs. Total Weight) EQUIPMENT READIED (82 lbs.) Equipped items can be retrieved with a manipulate item interaction. Armor (66 lbs.) Splint Armor - 60 lbs. | +1 Shield* - 6 lbs. Weapons (14 lbs.) Battleaxe - 4 lbs. | 5 Javelins - 10 lbs. Readied Items (2 lbs.) Spell Component Pouch - 2 lbs. EQUIPMENT STORED (60 lbs.) Stored items can be retrieved with an action. In Explorer's Pack (60 lbs.) Backpack - 5 lbs. | Bedroll - 7 lbs. | Mess Kit - 1 lbs. | Tinderbox - 1 lb. | 10 torches - 10 lbs. | 10 days of rations - 20 lbs. | Waterskin - 5 lbs. | 50 ft. Hempen Rope - 10 lbs. | Whetstone - 1 lb. EQUIPMENT NOT CARRIED (--) At Home A Set of Fine Clothes - 6 lbs. | A Set of Common Clothes - 3 lbs. | Music Box Trinket | (5) Sheets of Paper | Sealing Wax | Soap * Denotes magic item (see below)   MAGIC ITEMS NON-ATTUNED +1 Shield ATTUNED (3/3) +1 Masquerade Tattoo   APPEARANCE Age 31 | Height 5' 7" | Weight 185 lbs. | Hair Deep Black | Eyes Emerald Green | Complexion Gray Her armor clinked softly with each step, echoing through the empty hallway of Freeborn's Orphanage. The sharp smell of cleaning chemicals strengthened as she approached an open doorway. She entered the kitchen as the two boys were polishing the last of a pile of metal dishware. The boys looked up for just a moment before their eyes darted downward again. Even with that glance, however, she knew she'd made an impact. Her wards rarely saw her dressed in her splint armor, complete with battleaxe and javelins. Today, however, had called for it. "Have you finished?" she asked, her voice soft but firm. Silently, one of the boys handed her a metal pitcher. She held it up to her face. The once tarnished pitcher now reflected her visage: tumbling waves of thick black hair, a red-lipped mouth just barely revealing two worn-down tusks, skin the color of ash, and vibrant emerald green eyes. She let the moment breathe, adjusting a lock of her hair. The boys shifted on their feet. One corner of her mouth tipped upward. "Not bad," she murmured. She set the pitcher down and crossed her muscular arms over her chest. She leveled her intense gaze on both boys. "Have you learned your lesson?" "Yes ma'am," the boy on the left answered sheepishly. The other nodded. She turned to the boy on the right. "And what would that be, Wylan?" He raised his eyes to hers. Regret, but also a hint of defiance. Good. Begrudgingly, he responded, "We respect others' things and treat them as if they are our own." She nodded. "I know you boys are better than that. Show me how right I am." They both looked at her now, humbled but relieved. She knew that feeling. Even when you're an orphan, you still want your guardian's approval. "You're dismissed. Get ready for your evening chores." The boys left silently. A small smile graced her lips.   BACKGROUND Charlatan Source: PHB Personality Traits: Flattery is my preferred trick for getting what I want. Sarcasm and insults are my weapons of choice. Ideals: I distribute the money I acquire to the people who really need it. Bonds: A powerful person killed someone I love. Some day soon, I'll have my revenge. Flaws: I'm convinced that no one could ever fool me the way I fool others. Background Feature: I put on new identities like clothes. BACKSTORY I grew up extremely poor in Yellowkeep. My mother did her best to provide for me, earning money as a prostitute. When I was seven, she sent me out of the house on an errand - not unusual when she was entertaining clients. When I returned, she lay slain on the floor. A pair of men were ransacking the house for anything valuable. They did not kill me. Instead, they sold me into indentured servitude to a farmer on the outskirts of Gynleah. It was indentured servitude in name only - for all my work on the night rose farm, I was never able to repay my "debt". I was a slave. The Applewood Farm was a dark place. I bore the mistreatment, beatings, and toil alongside other children, most of them orphans like myself. We grew close. I took more than my share of beatings for my friends, being the heartiest among us. I became very good at reading the moods of our enslavers. I'm not proud of some of the things I did, but my survival was of utmost importance. I had to protect my friends. We suffered greatly at the hands of the farmer, his family, and his overseers. The farmer's son used to torment us, knowing we could not (and would not) retaliate. When I was 16, one of us was beaten so severely by an overseer that he died. Most of my friends were pacified by this, but I became more resolute: somehow, some way, I would punish the overseers, the farmer, and the slavers who killed my mother and sold me. The opportunity came when I was 17: the farmer's son came into the barn where we lived and began taunting me. To this day, I don't know quite what happened or what he said to me. All I remember is a surge of anger, my pulse quickening, my body feeling like it was burning up inside…and then he was on the ground in front of me, dead, my fingers grasping his throat and smoke rising from his scorched skin. I felt disoriented. What happened? How did his neck get burned - was that me? I didn't have time to process what happened; the farmer and an overseer walked in moments later. Their shocked hesitation was probably what saved me; my friends swarmed them, overwhelming them with sheer numbers. We killed our enslavers and set fire to the night roses, not sticking around to see what happened. It didn't matter - we were finally free. We scattered to the winds, and I never saw any of my friends again. I wandered throughout the kingdom, working odd jobs and never staying anywhere long. The chaos awakened that day never left me; if anything it grew stronger, more unpredictable. I eventually assumed a new identity, forged official papers with my new name, and  enlisted with the Royal Army in Onadbyr. I hoped that the discipline and training would help me control my budding abilities. While I learned how to fight and some of the basics of controlling my magic, I was never able to tame the chaos within me. They were good people and I found acceptance among them; nobody cared about my past - my competency was all that mattered. For the first time in my life, I was respected. It felt good, living differently. At the end of my enlistment contract with the Royal Army, I chose not to re-enlist. The Royal Army did a lot of good, but they also ignored many problems merely because they were outside of their duties. And so, at 29, I found myself in Onadbyr with some money and a whole lot of time on my hands. I opened Freeborn Orphanage in the South District. If I can help it, no child will have to endure what I did. It was while doing this work that I came to know a cleric of the God of Light and Darkness, Talbur Evanson. The duality of light and darkness, so readily apparent in my own life, rang true with me. I felt many things about what happened that day on Applewood Farm, but I never felt guilty. Sometimes you have to do dark things to bring about the light. Life is stable and rewarding, but something is missing. I feel the chaos within me growing increasingly restless. The open road calls me. The knowledge that those who killed my mother and sold me into slavery nags at the back of my mind. There is still so much more I can do. There are still people who need to pay for their crimes. Of late, these feelings are overwhelming. That's why I find myself at the Merchant's Rest tonight; I need a distraction. As luck would have it, I overhear a few people talking about something that piques my interest… Brigida Freeborn.json
  16. CHARACTER THREAD TEMPLATE   Nadeline Gorso Paladin of the Eternal Mother "Justice will prevail."   PALADIN 5 Medium humanoid female (variant), Lawful Good Armor Class 17 (19 shield) Hit Points 40/40 (1d10+2= 12 for 1st, 5+2 for each lvl after) Speed 30' ft. Senses none Languages common, sylvan Proficiency Bonus +3   ABILITIES & SKILLS  Proficiency Bonus: +3 Strength 18 (+4) Save +4  Athletics +7 Dexterity 10 (+0)  Save +0  Acrobatics +0 | Sleight of Hand +0 | Stealth +0 Constitution 14 (+2) Save +2  No skills associated. Intelligence 8 (-1) Save -1 Arcana -1 | History +2 | Investigation -1 | Nature -1 | Religion +2 Wisdom 8 (-1) Save +2  Animal Handling -1 | Insight -1 | Medicine -1 | Perception -1 | Survival -1 Charisma 16 (+3)  Save +6  Deception +3 | Intimidation +6 | Performance +3 | Persuasion +6 (E) denotes expertise. / Bold denotes proficiency.   PROFICIENCIES & ABILITIES  PROFICIENCIES   Armor: All armor, shields Weapons: Simple weapons, martial weapons Tools: None Saving Throws: Wisdom, Charisma Skills: Persuasion, and Religion Equipment: (a) a martial weapon (longsword) and a shield (b) any simple melee weapon (mace) (b) an explorer's pack Chain mail (sold) and a holy symbol (amulet) PALADIN CLASS ABILITIES 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. |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 × 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.  | Fighting Style- Blessed WarriorYou learn two cantrips of your choice from the cleric spell list. (Sacred Flame and Word of Radiance) They count as paladin spells for you, and Charisma is your spellcasting ability for them. Whenever you gain a level in this class, you can replace one of these cantrips with another cantrip from the cleric spell list. | SpellcastingThe Paladin table shows how many spell slots you have to cast your paladin spells. To cast one of your paladin spells of 1st level or higher, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. You prepare the list of paladin spells that are available for you to cast, choosing from the paladin spell list. When you do so, choose a number of paladin spells equal to your Charisma modifier + half your paladin level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots. Casting the spell doesn’t remove it from your list of prepared spells. You can change your list of prepared spells when you finish a long rest. Preparing a new list of paladin spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list. Charisma is your spellcasting ability for your paladin spells, since their power derives from the strength of your convictions. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a paladin spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus + your Charisma modifier Spell attack modifier = your proficiency bonus + your Charisma modifier You can use a holy symbol (see the Adventuring Gear section) as a spellcasting focus for your paladin spells.  | Divine SmiteStarting 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.  | Divine HealthBy 3rd level, the divine magic flowing through you makes you immune to disease.| Extra AttackBeginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. |Oath SpellsEach oath has a list of associated spells. You gain access to these spells at the levels specified in the oath description. Once you gain access to an oath spell, you always have it prepared. Oath spells don’t count against the number of spells you can prepare each day. If you gain an oath spell that doesn’t appear on the paladin spell list, the spell is nonetheless a paladin spell for you.|Channel DivinityYour oath allows you to channel divine energy to fuel magical effects. Each Channel Divinity option provided by your oath explains how to use it. When you use your Channel Divinity, you choose which option to use. You must then finish a short or long rest to use your Channel Divinity again. Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your paladin spell save DC. SACRED OATH- OATH OF CLEANSING HallowYou can use your Channel Divinity to infuse an area as sacred ground. As an action, you present your holy symbol and speak a prayer. The effect functions as a hallow spell with a radius of up to 30 feet and lasts for 1 minute. When you use this feature, you can only choose the Courage or Energy Protection features of the spell. | Cleansing Lay on HandsYou can use your Channel Divinity to empower your Lay on Hands ability. By extending one use of your Channel Divinity, you can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands without expending hit points separately for each affliction. This use of your Lay on Hands also functions against negative influences that include being charmed, cursed, or frightened. | RACIAL TRAITS Size- medium | Speed- 30 ft | ASITwo different ability scores of your choice increase by 1. (Str and Cha) | LanguagesCommon + 1 (Sylvan) | 1 Skill (History) | 1 Feat (Guardian) FEATS GuardianYou protect your allies and sense danger before it happens. You gain the following benefits: • You gain a +1 bonus to AC if there are allies within 5 feet of you. • As a reaction, you can protect an ally who is within 5 feet from you from an attack of opportunity. If you use this action, the attack automatically misses. • When an ally who is within 5 feet of you is attacked, you can shield them with your body. As a reaction, you switch the target of the attack to yourself, using your own AC to determine if the attack hits and taking damage if it does. | ASI (+2 Str)   WEAPONS WEAPONS +1 Longsword +7 to hit for (1d8+4) slashing, magic damage. | Versatile (1d10) Mace +6 to hit for (1d6+3) bludgeoning damage.     SPELLS SPELL SLOTS 4/4 (1st), 2/2 (2nd) Paladin- Spell Save DC: 14 | Spell Attack Mod: +6 | Spells Known: 5 Oath Spells Protection from evil and good1st-level abjuration Casting Time: 1 action Range: Touch Components: V, S, M (holy water or powdered silver and iron, which the spell consumes) Duration: Concentration, up to 10 minutes Until the spell ends, one willing creature you touch is protected against certain types of creatures: aberrations, celestials, elementals, fey, fiends, and undead. The protection grants several benefits. Creatures of those types have disadvantage on attack rolls against the target. The target also can't be charmed, frightened, or possessed by them. If the target is already charmed, frightened, or possessed by such a creature, the target has advantage on any new saving throw against the relevant effect. (C) | Purify food and drink1st-level transmutation (ritual) Casting Time: 1 action Range: 10 feet Components: V, S Duration: Instantaneous All nonmagical food and drink within a 5-foot-radius sphere centered on a point of your choice within range is purified and rendered free of poison and disease. | Lesser Restoration2nd-level abjuration Casting Time: 1 action Range: Touch Components: V, S Duration: Instantaneous You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned. |  Protection from poison2nd-level abjuration Casting Time: 1 action Range: Touch Components: V, S Duration: 1 hour You touch a creature. If it is poisoned, you neutralize the poison. If more than one poison afflicts the target, you neutralize one poison that you know is present, or you neutralize one at random. For the duration, the target has advantage on saving throws against being poisoned, and it has resistance to poison damage. CANTRIPS Sacred FlameEvocation cantrip Casting Time: 1 action Range: 60 feet Components: V, S Duration: Instantaneous Flame-like radiance descends on a creature that you can see within range. The target must succeed on a Dexterity saving throw or take 1d8 radiant damage. The target gains no benefit from cover for this saving throw. At Higher Levels. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). | Word of RadianceEvocation cantrip Casting Time: 1 action Range: 5 feet Components: V, M (a holy symbol) Duration: Instantaneous You utter a divine word, and burning radiance erupts from you. Each creature of your choice that you can see within range must succeed on a Constitution saving throw or take 1d6 radiant damage. At Higher Levels. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). FIRST LEVEL Bless1st-level enchantment Casting Time: 1 action Range: 30 feet Components: V, S, M (a sprinkling of holy water) Duration: Concentration, up to 1 minute You bless up to three creatures of your choice within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. (C) | Searing Smite1st-level evocation Casting Time: 1 bonus action Range: Self Components: V Duration: Concentration, up to 1 minute The next time you hit a creature with a melee weapon attack during the spell’s duration, your weapon flares with white-hot intensity, and the attack deals an extra 1d6 fire damage to the target and causes the target to ignite in flames. At the start of each of its turns until the spell ends, the target must make a Constitution saving throw. On a failed save, it takes 1d6 fire damage. On a successful save, the spells ends. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames (such as the target being submerged in water), the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the initial extra damage dealt by the attack increases by 1d6 for each slot. (B,C)| Thunderous Smite1st-level evocation Casting Time: 1 bonus action Range: Self Components: V Duration: Concentration, up to 1 minute The first time you hit with a melee weapon attack during this spell’s duration, your weapon rings with thunder that is audible within 300 feet of you, and the attack deals an extra 2d6 thunder damage to the target. Additionally, if the target is a creature, it must succeed on a Strength saving throw or be pushed 10 feet away from you and knocked prone. (B,C) | Wrathful Smite1st-level evocation Casting Time: 1 bonus action Range: Self Components: V Duration: Concentration, up to 1 minute The next time you hit with a melee weapon attack during this spell’s duration, your attack deals an extra 1d6 psychic damage. Additionally, if the target is a creature, it must make a Wisdom saving throw or be frightened of you until the spell ends. As an action, the creature can make a Wisdom check against your spell save DC to steel its resolve and end this spell. (B,C) SECOND LEVEL Branding Smite2nd-level evocation Casting Time: 1 bonus action Range: Self Components: V Duration: Concentration, up to 1 minute The next time you hit a creature with a weapon attack before this spell ends, the weapon gleams with astral radiance as you strike. The attack deals an extra 2d6 radiant damage to the target, which becomes visible if it is invisible, and the target sheds dim light in a 5-foot radius and can’t become invisible until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the extra damage increases by 1d6 for each slot level above 2nd. (B,C)|  |  |  |  (C) Denotes concentration. / (R) Denotes reaction spell. / (B) Denotes bonus action spell.         EQUIPMENT & ENCUMBERANCE TOTAL ENCUMBERANCE (131.04 lbs.) Weight: 125.04 lbs. / 270 lbs. max. (15 x STR Score) Status: Unencumbered Penalty: None MONEY POUCH (9.04 lbs.) Copper: 0 | Silver: 5 | Gold: 447 | Obsidian: 0 | Platinum: 0 (452 Coins x .02 lbs. =9.04 lbs. Total Weight) EQUIPEMENT READIED (75 lbs.) Equipped items can be retrieved with a manipulate item interaction. Armor (66 lbs.) Splint mail (D)- 60 lbs., 6 lbs. Weapons (7 lbs.) +1 Longsword* - 3 lbs. | Mace- 4 lbs. |   Readied Items (2 lbs.)  a holy symbol (amulet)- 1 lb. | a money pouch- 1 lb. EQUIPMENT STORED (47 lbs.) Stored items can be retrieved with an action. In Backpack (30 lbs.) Backpack - 5 lbs. | Mess Kit - 1 lbs. | Tinderbox- 1 lb. | a set of common clothes- 3 lbs. | a deck of cards | a trophy taken from a fallen enemy (a dagger, broken blade, or piece of a banner) | An insignia of rank | Rations (10)- 20 lbs. Strapped to Backpack (17 lbs.) Waterskin - 5 lbs. | Bedroll- 2 lbs. | Torches (10)- 10 lbs. EQUIPMENT NOT CARRIED (--) At Home  * Denotes magic item (see below)/ D is stealth disadvantage   MAGIC ITEMS NON-ATTUNED +1 Longsword ATTUNED (0/3)  |  |    APPEARANCE Age 30 | Height 5' 9" | Weight 145 lbs. | Hair Golden Brown| Eyes Mid Brown | Complexion Weathered Nadeline had gone through this routine before. She normally found it soothing; a time to gird the mind as well as the body before heading out to protect the realm. But this time a different monster waited to be slain and that made all the difference. She would take 30 hellhounds before disappointing the man who had carefully trained and mentored her; chose her for the honor of his tutelage above the many rejected ever year. Or perhaps she was the monster this time. And yet, when she regarded the mirror with resignation, she didn’t see a monster. Just a woman, reaching for her padded armor to buckle around muscular thighs and torso. She’d been told she resembled her mother greatly, but the dusty remnants of memory couldn’t verify that for herself. Too young when her mother yet lived, and too long ago. Nadeline looked down to secure the first of the chain mail -chausses layered over the padding meant to protect her legs from the cruel bite of rings and blades both- and attached them to the belt at her waist before sliding the hauberk down over her chest. It minimized the breasts that many softer ladies took the trouble to exaggerate- not that she’d paid much mind to such things since beginning her training in earnest. Now the weight started to settle on her broad shoulders; a welcome sense of solidity and safety that she’d worked for years to be able to bear. Weight that many of her family had borne before her, and though no others belonged to the Crown at the moment, weight that the brothers she hadn’t had contact with since scattering to the winds may yet be donning in their own ways throughout the Realm and beyond. Two children for the Order of the Crown that the Gorsos had served for so long (when many families vied to provide one candidate worthy of the honor every few generations) should have been enough.  With a heavy sigh she slid the sleeves of the mail over strong biceps with hands calloused from long hours in the practice yard and reached for the padded cap. That went to secure the golden brown hair braided and twisted up neatly to coil at the base of her head. Then came the maille to protect her slender and vulnerable neck and the helm to crown it all. Once the extra dexterity was no longer required, Nadeline retrieved her gauntlets and turned to the ever-judgmental looking-glass once more. A warrior finally stood in the mirror for her muddy brown eyes to behold, strong of limb and severe of feature, where the lady once had been. The warrior exuded power and control, did not doubt, did not want to hide from the coming confrontation or the fears of its childhood. It was a guardian of the Realm beyond the fragile mortal that lay beneath it, though always acting within its righteous morality, and knew its purpose well. No, the monster was still her father, and those demon-spawn he’d sired. It was because of them that she’d decided protecting the Realm, taking that Oath, was not enough. Because even the Knights of the Crown allowed those creatures to roam unchecked so long as they did not threaten the greater peace of the Realm. The Eternal Mother was not so tolerant of such unnatural creatures, and thus her path was clear. Time to break Sir Cyne’s heart.   BACKGROUND SOLIDER Source Player's Handbook     Skill Proficiencies: Athletics, Intimidation Tool Proficiencies: One type of gaming set (deck of cards), vehicles (land) Equipment: An insignia of rank, a trophy taken from a fallen enemy (a dagger, broken blade, or piece of a banner), a set of bone dice or deck of cards, a set of common clothes, and a pouch containing 10 gp Personality Traits: I’m always polite and respectful. I’ve lost too many friends, and I’m slow to make new ones. I can stare down a hell hound without flinching. Ideals: Greater Good. Our lot is to lay down our lives in defense of others. (Good) Bonds: My honor is my life. I’ll never forget the crushing defeat I suffered or the enemies who dealt it. Those who fight beside me are those worth dying for. I fight for those who cannot fight for themselves. Flaws: The monstrous enemy we faced in battle still leaves me quivering with fear. Background Feature:  Military Rank- Squire, Knights of the Crown You have a military rank from your career as a soldier. Soldiers loyal to your former military organization still recognize your authority and influence, and they defer to you if they are of a lower rank. You can invoke your rank to exert influence over other soldiers and requisition simple equipment or horses for temporary use. You can also usually gain access to friendly military encampments and fortresses where your rank is recognized. BACKSTORY Nadeline was quite young when her mother died; young enough that the girl who hero-worshiped her mother and was accustomed to being the apple of her father’s eye was devastated when they both disappeared from her life in one fell swoop. No one bothered to tell the young girl the cause of her mother’s demise, whether out of their own grief and distraction or a wish to spare her the grisly details, and when she was old enough to ask, the family had bigger issues to worry about than rehashing the past. So she spent many of her days confused and crying herself sick outside of her father’s rooms and begging him to come out, come back. Her oldest brother, a newly-minted Knight of the Crown, finally returned home to peel her away and issue stern instructions to their other brothers to not let her back. Nadeline slept deeply that night and rose straight-backed and newly-resolved. Her mother was gone and her father wasn’t worth the tears she’d cried over him if he couldn’t be there for his grieving children. She needed to be her mother’s daughter and step up to help what remained of their family. Gerasimos handled nearly everything in consultation with their steward and still found time to be bother brother and pseudo-parent to his younger siblings. They settled into a new routine over the next few years, empty and uncertain compared to what had been, but peaceful and idyllic compared to what would come after. They should have been able to greet their father’s emergence from seclusion with joy; instead, the madman he’d become unleashed a nightmare. He made free and frequent use of frightening and unnatural powers and freely dallied with any woman he could to deliberately pass them on. Nadeline and her siblings watched the curse on their bloodline unfold with horror and dismay. They tried to fight the decline and the fall of everything their family had ever stood for, to no avail. Matters came to a head when Gerasimos tried yet again to reason with their father and Ziademos simply killed him. Their new “siblings” took that as a signal of open season on the heads of Urmissa’s children and they fled for their lives, leaving their home to the chaos-spawn. Nadeline ended up in the capital, squire to a Knight of the Crown on the strength of her mother’s name and legacy.  Following in her family’s footsteps was her dearest dream and she threw herself into her training, mind, body and soul. But the more she progressed in her training, the more concerning the rumors coming out of Gorso became. When it came time to take the Oath of Protection and became a full Knight, she declined to offer herself to the priests of the Eternal Mother as a Paladin. She and her knightly mentor parted in anger and disappointment, but Nadeline felt called. What better tribute to her mother than to serve an eternal one, and to make up for her father’s sins by taking the Oath of Cleansing in Her name? Now she has been a blooded warrior of the Eternal Mother for some years, cleansing the land as required of those like the monsters who drove her from her home and the horrors they work upon the land. But her father’s demon spawn are coming of age and seem determined to pass their curse on to a new generation. Nadeline has not forgotten. She longs to cleanse her bloodline and reclaim the Gorso lands for one of her true siblings, and in their noble mother’s honor. Urmissa would be horrified at what her husband and lands had become, but she would not want family killed if they could possibly be saved.      
  17. Too good an opportunity to miss! I'm thinking Rogue (Spy) Just need to decide on everything else... As always I will look for inspiration in a portrait   I'll try a random generator for Height, weight etc. Age: 112 Height: 4' 8" + 2" = 4' 10" Weight: 90+(2×2)-14 = 80 lbs. Trinket: 66 - a single caltrop made of bone   Ru's time in the Shadowrealm has caused Weight loss as well as other physical changes.   Spending: general resources 91 gp, 8 sp, 2 cp Howard's Handy Spice Pouch 100 gp Remaining Coin: 408 gp 1 sp 8 cp    
  18. Name: Juliette 'Jules' Sage Alias: Age: 18 Height: 5'9 Weight: 130 lbs Hair Color: Black Eye Color: Brown Nationality: American Species: Enhanced Human Attributes (24) Strength (Str) Stamina (Sta) Agility (Agi) Dexterity (Dex) Fighting (Fgt) Intellect (Int) Awareness (Awe) Presence (Pre) 6 6 0 0 0 0 0 0 Saves (14) Dodge Parry Fortitude Toughness Will Agi (00) + Mod + 4 Fgt (00) + Mod + 4 Sta (6) + Mod + Rank Sta (6) + Mod + 2 Awe (00) + Mod + 4 4 4 6 8 4 Skills (16) & Advantages (20) Skill Name Total Ability Rank Mods Acrobatics 4 Agi 4 Athletics 6 Str Close Combat Fgt Deception 4 Pre 4 Expertise (Cooking) 4 Int 4 Insight 4 Awe 4 Intimidation Pre Investigation 4 Int 4 Perception 4 Awe 4 Persuasion 4 Pre 4 Ranged Combat Dex Sleight of Hand Dex Stealth 4 Agi 4 Technology Int Treatment Int Vehicles Dex Advantage Name & Rank Close Attack 6 Ranged Attack 6 Accurate Attack Equipment 1Boomerang [2]; Flashlight [1]; Gas Mask [1]; Rebreather [1] Fast Grab Improved Disarm Improved Grab Improved Hold Move-by Action Power Attack Powers (26) Regeneration 5 (Persistent [+1/rank]) [10] Immunity (Ageing; Poison; Telepathy) [7] Immortality 2 [4] Protection 2 [2] Speed 2 [2] Affliction (VS Fortitude; Dazed/Stunned/Paralyzed) [1] {Alternate Attack} Background Juliette Sage has led a relatively normal life. Well, as normal as can be managed in the wake of an interdimensional war. She grew up with plenty of money, raised by beloved parents. Jules' mother was a constant, caring presence in her life. Her dad was a good provider, but frequently absent. He had lots of important business to handle. When he was around, though, Jules relished his presence. He taught her how to defend herself, and see clues that others missed. She eagerly absorbed his lessons. All in all, it was a good childhood. Then the foundation collapsed. One day, Jules' mother came home in a panic. She'd just witnessed father commit an atrocity. Some random thugs had tried to rob him. Father didn't know that she was watching; So he allowed his true self to run wild. He slaughtered those men like animals. Any wounds he took in return healed instantly. Then he calmly stepped over their bodies, straightened his clothes, and resumed his daily business. He was a monster in human flesh. Mother and daughter had to get away from him. Jules couldn't believe it. She knew that her mother wasn't lying. But surely there must be some misunderstanding? Nonetheless, she did as instructed. The pair packed up their things, gathered what funds they could, and fled. With heavy hearts, they built a new life elsewhere. But Jules couldn't escape her bloodline. As adulthood approached, something awakened in her. She became frighteningly strong and fast. Whenever she hurt herself, the damage vanished in seconds. Had her father known that this would happen? Was that why he'd trained her? Would she become a danger to others? Jules was at a loss. That's when the Wayne Foundation reached out. Jules still doesn't know how they discovered her secret. But they offered the only lifeline available. In desperation, she accepted a place at their new school. Perhaps they can teach her how to handle this new power. In time, maybe she'll even find the truth about her father. Complications // Motivations Motivation (Mutual Protection): Jules is no longer safe alone. Hiding from her problems will only delay the inevitable. She needs to hone her strength. She also wants to find reliable friends, who'll be there for her when it counts. Naturally, she'll be there for them in return. Enemy: Jules lives in fear of her father's return. She's convinced that he'll eventually track her down. Part of her even wants that to happen. It'd allow her to finally get some answers. Rebel: Jules has developed an (understandable) distrust of authority figures. She's reluctant to follow any instruction that isn't backed up by clear reasons. The teachers and staff of her new school will have to earn her respect. A-Day B-Day Class 1 Class 1 Class 2 Class 2 ~Lunch~ ~Lunch~ Class 3 Class 3
  19. Yaldiled Gurvys Exiled Half-Dragon Entertainer and Champion "The World Needs Joy and Strength in Equal Measure"   PALADIN 4 / BARD 1 Medium humanoid female (Metallic Dragonborn), neutral good Armor Class 19 Hit Points 38/38 Speed 30 ft Senses  Languages Common, Draconic Proficiency Bonus +3   ABILITIES & SKILLS  Proficiency Bonus: +3 Strength 18 (+4) Save +4 Athletics +7 Dexterity 12 (+1)  Save +1 Acrobatics +4 | Sleight of Hand +1 | Stealth +1 Constitution 13 (+1) Save +1 No skills associated. Intelligence 8 (-1) Save -1  Arcana -1 | History -1 | Investigation -1 | Nature -1 | Religion -1 Wisdom 10 (+0) Save +3  Animal Handling +0 | Insight +0 | Medicine +0 | Perception +3 | Survival +0 Charisma 16 (+3)  Save +6 Deception +3 | Intimidation +3 | Performance +6 | Persuasion +6 Bold denotes proficiency.   PROFICIENCIES & ABILITIES  PROFICIENCIES Tools forgery kit Instruments none Weapons Martial and Simple Weapons Armors Heavy Armor, Shields PALADIN CLASS ABILITIES 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. | Lay on Hands (20 HP)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. This feature has no effect on undead and constructs. | Fighting Style (Blessed Warrior)Starting at 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again. You learn two cantrips of your choice from the cleric spell list. They count as paladin spells for you, and Charisma is your spellcasting ability for them. Whenever you gain a level in this class, you can replace one of these cantrips with another cantrip from the cleric spell list. Choices: Spare the Dying and Guidance | Divine SmiteStarting 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. Divine HealthBy 3rd level, the divine magic flowing through you makes you immune to disease.  | Sacred Oath AncientsWhen you reach 3rd level, you swear the oath that binds you as a paladin forever. Up to this time you have been in a preparatory stage, committed to the path but not yet sworn to it. Your choice grants you features at 3rd level and again at 7th, 15th, and 20th level. Those features include oath spells and the Channel Divinity feature. | Channel DivinityWhen you take this oath at 3rd level, you gain the following two Channel Divinity options. Nature's Wrath. You can use your Channel Divinity to invoke primeval forces to ensnare a foe. As an action, you can cause spectral vines to spring up and reach for a creature within 10 feet of you that you can see. The creature must succeed on a Strength or Dexterity saving throw (its choice) or be restrained. While restrained by the vines, the creature repeats the saving throw at the end of each of its turns. On a success, it frees itself and the vines vanish. Turn the Faithless. You can use your Channel Divinity to utter ancient words that are painful for fey and fiends to hear. As an action, you present your holy symbol, and each fey or fiend within 30 feet of you that can hear you must make a Wisdom saving throw. On a failed save, the creature is turned for 1 minute or until it takes 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. If the creature's true form is concealed by an illusion, shapeshifting, or other effect, that form is revealed while it is turned. BARD CLASS ABILITIES Bardic InspirationYou can inspire others through stirring words or music. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d6. Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time. You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest. Your Bardic Inspiration die changes when you reach certain levels in this class. The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level. | | | RACIAL TRAITS Draconic Ancestry (Silver) Breath Weapon (Cold) Draconic Resistance (Cold) FEATS 4th Level ASI (+1 Str and Cha)   WEAPONS WEAPONS +1 Warhammer   SPELLS SPELL SLOTS 4/4 (1st), 2/2 (2nd) Paladin - Spell Save DC: 14 | Spell Attack Mod: +6 | Spells Prepared: 5 Bard - Spell Save DC: 14 | Spell Attack Mod: +6 | Spells Known: 4 CANTRIPS (Bard) Vicious Mockery | Minor Illusion (C) CANTRIPS (Blessed Warrior) Guidance (C) | Spare the Dying FIRST LEVEL (Paladin) Ensnaring Strike | Wrathful Smite (C) | Bless (C) | Command | Purify Food and Drink FIRST LEVEL (Bard) Thunderwave | Dissonant Whispers | Tasha's Hideous Laughter | Earth Tremor   * Fey Touched spell. / ** Eldritch Adept spell / (C) Denotes concentration. / (R) Denotes reaction spell. / (B) Denotes bonus action spell. (C) Denotes concentration. / (R) Denotes reaction spell. / (B) Denotes bonus action spell.   EQUIPMENT & ENCUMBERANCE TOTAL ENCUMBERANCE (162 lbs.) Weight: 139 lbs. / 270 lbs. max. (15 x STR Score) Status: Unencumbered Penalty: None MONEY POUCH ( lbs.) Copper: 0 | Silver:  | Gold: 167| Obsidian: | Platinum: 0 ( Coins x .02 lbs. = lbs. Total Weight) EQUIPEMENT READIED ( lbs.) Equipped items can be retrieved with a manipulate item interaction. Armor Splint Mail, Shield ( 66 lbs.)  Weapons +1 Warhammer, Five Javelins (12 lbs.)  Readied Items Amulet, Drum ( lbs.)  EQUIPMENT STORED (84 lbs.) Stored items can be retrieved with an action. In Backpack a bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations, Fine Clothes, 3 vials of Anti-toxin, and a waterskin ( lbs.)  Strapped to Backpack 50' of Rope, Hooded Lantern, Climber's Kit, Shovel ( lbs.) EQUIPMENT NOT CARRIED (--) At Home normal house stuff that wouldn't be helpful for adventuring * Denotes magic item (see below)   MAGIC ITEMS NON-ATTUNED +1 Warhammer ATTUNED (0/3)     APPEARANCE Age  | Height 6'4 | Weight 157 lbs | Hair None | Eyes Blue | Complexion Silver      BACKGROUND ENTERTAINER (Singer, Instrumentalist, Storyteller) Source PHB Personality Traits: Nobody stays angry at me or around me for long, since I can defuse any amount of tension. I believe that above all else Freedom is something everyone should have Ideals: When I perform, I make the world better than it was. The world deserves for all in it to be happy, and if it needs a sword-arm as much as it needs a drummer, I will oblige. Bonds: My mentor, Otmer Honormail, means the world to me. Flaws: I'm convinced that no one could ever fool me the way I fool others. I despise slavers and slavery, and will not tolerate their presence. I cannot back down from what I see as doing the right thing, especially if it involves freeing others from oppression.   Background Feature: By Popular Demand BACKSTORY - Yaldiled was born in the Isles of Xantharos, as a slave. Despite this ignoble start, her draconic ancestry, even if not fully to half-dragon status, allowed her some privileges the other slaves were not afforded. She was trained as an entertainer, a musician, someone to keep the true masters of the isles happy and make guests feel welcome. Even still, better treatment was still being a slave. She didn't know much beyond that life, but others who were not born into it told her of freedom. Maybe out of wanting her to know when she hadn't, or maybe to help convince her to help with their escape. Even as a slave, being closer to the top meant a better chance of getting to keys, to passing through their master's areas without as much of a fuss. Between them, her and nine others managed to secure supplies and a skiff, hoping to escape the Isles. When they first set off for the mainland, they thought the lack of pursuit on the first day was due to how few of them were making their escape. They realized the truth when the storm began the next day, and refused to stop. By the time the boat they had stolen reached the mainland, carried by the wild winds and rough waters, Yaldiled was the only survivor. Clinging to the remnants of the boat, she washed ashore in the kingdom of Aglarion near the North Bay Lighthouse, where she pretended to be a survivor of a shipwreck, hoping to evade anyone who might identify her as an escaped slave. She enrolled with the College of Minstrels, but her guilt over her being the only survivor ate at her, and gnawed until she eventually withdrew from the college and went into the wilderness. She tried to help others as best she could, but a lack of training led to ill results at first, mostly for her own detriment. It was one of those attempts that she was wounded to the point of near death, and taken to the Temple of the Redeemer in Anabur, where she met the dwarven paladin Otmer Honormail. Maybe the Dwarven Paladin saw something in here. Maybe he just felt pity. But he took her under his wing, trained her, and she has done her best to live by the ideals he has taught her ever since. She one days hopes to return to the Isles, to free the other slaves, but realizes that is a day that may never come. For now, helping others will suffice.      POSTING TEMPLATE Yaldiled Gurvys Dragonborn Paladin 4/Bard 1 AC: 19 | HP: 38/38 | Initiative: +1 | Passive Perception: 13 | Spell Attack: +6 | Spell DC: 14 | DM Inspiration: 1/1 Cantrips; Vicous Mockery, Minor Illusion, Spare the Dying, Guidance Memorized Spells; Level 1 | ▣ ▣ ▣ ▢ | Ensnaring Strike, Wrathful Smite, Bless, Command, Purify Food and Drink, Dissonant Whispers, Earth Tremor, Thunderwave, Tasha's Hideous Laughter Level 2 | ▣ ▢ | Post goes here. "Speech" thoughts in italics Mechanics Main Hand: +1 Warhammer Off Hand: 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.      
  20.  Harder Nug       FIGHTER (Mercenary) 5 Medium humanoid male (Variant Human), true neutral Armor Class 19 (Cast Off Splintmail + Shield) Hit Points 49 (5d10 + 15) Speed 30' ft. Age: 28 years (DOB: Ardail 53, 603) Senses Passive Perception 14 | Passive Insight 11 Languages Common, Draylish Proficiency Bonus +3   ABILITIES & SKILLS  Proficiency Bonus: +3 Strength 17 (+3) Save +6  Athletics +9 (E) Dexterity 10 (+0)  Save +0  Acrobatics +0 | Sleight of Hand +0 | Stealth +0 Constitution 16 (+3) Save +6  No skills associated. Intelligence 8 (-1) Save -1  Arcana -1 | History -1 | Investigation -1| Nature -1 | Religion -1 Wisdom 12 (+1) Save +1  Animal Handling +1 | Insight +1 | Medicine +1 | Perception +4 | Survival +4 Charisma 13 (+1)  Save +1  Deception +4 | Intimidation +4 | Performance +1 | Persuasion +4 (E) denotes expertise. / Bold denotes proficiency.   PROFICIENCIES & ABILITIES  PROFICIENCIES Tools Playing Cards, Vehicles (Land) Instruments None Weapons  Simple Weapons, Martial Weapons Armors All Armor, Shields FIGHTER CLASS ABILITIES Fighting Style: DuelingWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon. | Second WindYou have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. Once you use this feature, you must finish a short or long rest before you can use it again. | Action Surge (x1)Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action. Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn. | Iron WillStarting at 3rd level, you become focused and confident. You gain advantage on saving throws against being charmed and frightened | Extra Attack (x1)Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class. RACIAL TRAITS Skill Proficiency: Deception FEATS Skill ExpertiseYou have honed your proficiency with particular skills, granting you the following benefits: * Increase one ability score of your choice (Strength) by 1, to a maximum of 20. *You gain proficiency in one skill (Survival) of your choice. * Choose one skill in which you have proficiency (Athletics). You gain expertise with that skill, which means your proficiency bonus is doubled for any ability check you make with it. The skill you choose must be one that isn't already benefiting from a feature, such as Expertise, that doubles your proficiency bonus. | Heavy Armor MasterYou can use your armor to deflect strikes that would kill others. You gain the following benefits: * Increase your Strength score by 1, to a maximum of 20. * While you are wearing heavy armor, bludgeoning, piercing, and slashing damage that you take from nonmagical attacks is reduced by 3.   WEAPONS +1 Longsword +7 to hit for (1d8+6) slashing, magic damage | Versatile (1d10) Flail + 6 to hit for (1d8+6) bludgeoning damage Heavy Crossbow +3 to hit for (1d10) piercing damage | Ammo, Heavy, Loading, Two-handed, Range (100/400) Javelin +6 to hit for (1d6+3/5) piercing damage | Thrown (30/120) Handaxe +6 to hit for (1d4+3/5) slashing damage | Light, Thrown (20/60)   EQUIPMENT & ENCUMBERANCE TOTAL ENCUMBERANCE (165.48 lbs.) Weight: 164.48 lbs. / 255 lbs. max. (15 x STR Score) Status: Unencumbered Penalty: None MONEY POUCH (1.48 lbs.) Copper: 2 | Silver: 7 | Gold: 65 | Obsidian: 0 | Platinum: 0 (74 Coins x .02 lbs. = 1.48 lbs. Total Weight) EQUIPEMENT READIED (105 lbs.) Equipped items can be retrieved with a manipulate item interaction. Armor (66 lbs.) Cast Off Splintmail - 60 lbs. | Shield - 6 lbs. Weapons (34.5 lbs.)   +1 Longsword* - 1 lb. | Heavy Crossbow w. 20 Bolts - 19.5 lbs. | 5 Javelins - 10 lbs. | 2 Handaxes - 4 lbs. Readied Items (7.5 lbs.) Pouch - 1 lb. (Tinderbox - 1 lb. | Chalk (5 pieces) - n/a | Whetstone - 1 lb.) | Pouch - 1 lb. (Healing Potion (3) - 1.5 lbs.) | Pouch - 1 lb. | Coin Pouch - 1 lb. EQUIPMENT STORED (59 lbs.) Stored items can be retrieved with an action. In Backpack (37 lbs.) Backpack - 5 lbs. | Mess Kit - 1 lb. | Torches (10) - 10 lbs. | Rations (5 days) - 10 lbs. | Playing Cards - n/a | Pouch - 1 lb. (Bloodstone (50gp) | 6 Agates (10gp)) | Common Clothes (2) - 6 | Bar of Soap - n/a Strapped to Backpack (28 lbs.) Bedroll - 2 lbs. | 50' Silk Rope w. Grapple - 9 lbs. | Waterskin (2) - 10 lbs. | Crowbar - 5 lbs. | Flail - 2 lbs. EQUIPMENT NOT CARRIED (--) At Home  * Denotes magic item (see below)   MAGIC ITEMS NON-ATTUNED +1 Longsword Cast Off Splintmail Armor ATTUNED (0/3)     APPEARANCE Age 28 | Height 6' 2" | Weight 220 lbs. | Hair Black | Eyes Grey | Complexion Fair/Tanned/Weathered Harder is a tall, strongly built man. He has longish black hair and typically has a couple days growth of beard. He is reasonably handsome in a scruffy sort of way. He has a dour sort of look to him, and rarely smiles even when he's joking -- when he does smile it's mostly just a quirk to his lips and usually done ironically and with an implied threat. He has fair skin but tanned and weathered from exposure to the sun and elements. His nose has clearly been broken a couple of times and he has a long scar from his temple down to his jaw on the left side. He wears splintmail armor as well as the kilt of his native city-state of Gynleah and carries a battered shield that has been repainted numerous times as he has moved from mercenary company to company. Seemingly determined to never lose a fight for lack of a weapon, he fairly bristles with arms, the most prominent being a longsword at his side, a pair of handaxes and a heavy crossbow across his back.   BACKGROUND Mercenary Veteran Source SCAG Personality Traits:  I place no stock in wealthy or well-mannered folk. A rich bastard is still a bastard, probably more so. I can stare down a hell hound without flinching. I have a crude, insulting sense of humor. With friends and casual acquaintances it's just my way of being friendly. With friends I can take (and even enjoy) a joke or insult back at my expense. Enemies and folks I don't know ought to be more careful, though I might also respect someone who replies in kind a bit more depending on my mood and how they went about it. Ideals: something Live and Let Live. Ideals aren't worth killing or going to war over. (Neutral) Golden Soul: I fight for money and nothing else (Neutral) Greed is Good Bonds:  Those who fight beside me are my brothers. Not that I'd go too far out of my way for my brothers without some monetary incentive. Flaws:  Don't tell anyone, but sometimes I will do something without considering the price if it's interesting or, gods help me, the decent thing to do. I'm no toady. I tend to treat my employers as equals. Some seem to find this refreshing, a lot not so much. Background Feature: Mercenary Life You know the mercenary life as only someone who has experienced it can. You are able to identify mercenary companies by their emblems, and you know a little about any such company, including the names and reputations of its commanders and leaders, and who has hired them recently. You can find the taverns and festhalls where mercenaries abide in any area, as long as you speak the language. You can find mercenary work between adventures sufficient to maintain a comfortable lifestyle. BACKSTORY Born in the Drayl City-State of Gynleah, Harder grew up a farmer's son although he never had any great love for the work. After watching his father (and all too soon working alongside him) toil just to scrape by, he wanted no part of it. Maybe if they'd been able to break into the lucrative night rose market it would have been different but those families already involved made sure to keep a tight grip on their monopoly and squeeze out any rising competition. This bred in young Harder a simultaneous contempt for and jealousy of the wealthy. Naturally strong and with a body strengthened and toughened by hard work, Harder excelled at his mandatory militia training, but risking his life for a soldier's pay likewise left him cold but he heard tell of mercenary work and decided that just might be for him. He struck out for Brinecoast where he'd heard a number of companies were engaged in combatting pirates deviling the city-state's shipping lines and joined on called the Grim Promise. As things continued to go badly on the farm he sent money back to help support them, but had a falling out with his father when he returned home and was himself blamed for the failing of the farm for abandoning it; after a short time angry, he still sends money, but to his mother now. After the fight with his father, he decided to move further afield, drifting into Aglarion and joining up with the Brotherhood of Blood, guarding the Trade Road in the Arden Forest from bandits. He had a falling out with the company's leader Bar Sekin when he discovered that Sekin was actually running a protection racket, by coordinating with some of the bandit gangs, which was a bit cynical even for Harder. Recently, he tried to join the Black Flag Mercenary Company but didn't pass Trazz's testing because the half-orc thought he was being flip and too familiar when he indicated he'd ask how much when Trazz asked if he'd kill a man on his order without question. With a bit of coin saved up from past jobs and is currently looking for like-minded individuals to form a mercenary (or perhaps adventuring, he's heard good things and might consider branching out -- it's not that big a stretch...) company of his own.  
  21. Very much a WiP. I copied the application format below and I have no idea what or who to be. Maybe some rolls to cure my analysis paralysis... COMPLETE!   Nuthas Dahlin Journeyman Ritualist of the Arcane Tower "I produce results. That's all you need to remember."   WIZARD 5 Medium humanoid male (human), true neutral Armor Class 13 (16 mage armor; 21 shield) Hit Points 32 ( 8 + 4d6(16) + 8 ) Speed 30' ft. Senses passive perception 20' ft. Languages common, dwarvish, primordial Proficiency Bonus +3   ABILITIES & SKILLS  Proficiency Bonus: +3 Strength 8 (-1) Save -1  Athletics -1 Dexterity 16 (+3)  Save +3  Acrobatics +3 | Sleight of Hand +3 | Stealth +3 Constitution 14 (+2) Save +2  No skills associated. Intelligence 18 (+4) Save +7  Arcana +10(E) | History +7 | Investigation +7 | Nature +7 | Religion +7 Wisdom 10(+0) Save +3 Animal Handling +0 | Insight +0 | Medicine +0 | Perception +0 | Survival +0 Charisma 10 (+0)  Save +0  Deception +0 | Intimidation +0 | Performance +0 | Persuasion +3 (E) denotes expertise. / Bold denotes proficiency.   PROFICIENCIES & ABILITIES  PROFICIENCIES Tools Alchemist's Supplies Instruments None Weapons Daggers, darts, light crossbows, slings, staves  Armors None WIZARD CLASS ABILITIES Arcane RecoveryYou have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher. For example, if you're a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots. | Ritual CastingYou can cast a wizard spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don't need to have the spell prepared. | Arcane Tradition (Academic Wizard)Academic wizards are highly trained in all forms of schools of magic and are specialized in the methodology and procedures of spellcasting itself. They analyze the structure of spell formulas in great detail to optimize them and to be able to handle them with greater ease than other mages. Their understanding of these basic concepts allows them to interchange spells in a versatile, almost effortless way. Academic wizards are only trained in the Arcane Tower in the kingdom of Aglarion, where they master their trade for long years before leaving the academy.  | Efficient Spell RecoveryStarting at 2nd level, you have learned to recall spells more efficiently by remembering their key variables. You can recover an additional spell slot when using your arcane recovery class ability. Simplified Spell RitualsStarting at 2nd level, you have mastered conducting rituals by focusing on their most fundamental structures. Instead of the usual 10 minutes required to cast ritual spells, you can cast the ritual version of a spell in 1 minute. RACIAL TRAITS SkillsYou gain proficiency in one skill of your choice. (Nature) | FeatYou gain one feat of your choice. (Skill Expert)  FEATS Skill ExpertYou have honed your proficiency with particular skills, granting you the following benefits: *Increase one ability score of your choice by 1, to a maximum of 20. (CON) *You gain proficiency in one skill of your choice. (Arcana) *Choose one skill in which you have proficiency. You gain expertise with that skill, which means your proficiency bonus is doubled for any ability check you make with it. The skill you choose must be one that isn't already benefiting from a feature, such as Expertise, that doubles your proficiency bonus. (Arcana) | ASI+1 DEX & +1 INT (Race) +1 CON (Feat) +2 INT (4th)   WEAPONS WEAPONS Fire Bolt +7 to hit for (2d10) fire, magic damage. | Sets fires (120) Dagger +6 to hit for (1d4+3) piercing damage. | Finesse, light, thrown (20/60) Mind Sliver DC 15 INT save for (2d6) psychic, magic damage. | -1d4 to target's next saving throw (60)   SPELLS SPELL SLOTS 4/4 (1st), 3/3 (2nd), 2/2 (3rd) Wizard - Spell Save DC: 15 | Spell Attack Mod: +7 | Spells Prepared: 9 CANTRIPS (Wizard) Mind SliverEnchantment cantrip Casting Time: 1 action Range: 60 feet Components: V Duration: 1 round You drive a disorienting spike of psychic energy into the mind of one creature you can see within range. The target must succeed on an Intelligence saving throw or take 1d6 psychic damage and subtract 1d4 from the next saving throw it makes before the end of your next turn. This spell's damage increases by 1d6 when you reach certain levels: 5th level (2d6), 11th level (3d6), and 17th level (4d6). |  Fire BoltEvocation cantrip Casting Time: 1 action Range: 120 feet Components: V, S Duration: Instantaneous You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried. This spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). | PrestidigitationTransmutation cantrip Casting Time: 1 action Range: 10 feet Components: V, S Duration: Up to 1 hour This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range: *You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor. *You instantaneously light or snuff out a candle, a torch, or a small campfire. *You instantaneously clean or soil an object no larger than 1 cubic foot. *You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour. *You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour. *You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn. If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action. | MendingTransmutation cantrip Casting Time: 1 minute Range: Touch Components: V, S, M (two lodestones) Duration: Instantaneous This spell repairs a single break or tear in an object you touch, such as broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage. This spell can physically repair a magic item or construct, but the spell can't restore magic to such an object.  FIRST LEVEL (Wizard) Shield1st-level abjuration Casting Time: 1 reaction, which you take when you are hit by an attack or targeted by the magic missile spell Range: Self Components: V, S Duration: 1 round An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile. | Mage ArmorMage Armor 1st-level abjuration Casting Time:1 action Range:Touch Components:V, S, M (a piece of cured leather) Duration:8 hours You touch a willing creature who isn’t wearing armor, and a protective magical force surrounds it until the spell ends. The target’s base AC becomes 13 + its Dexterity modifier. The spell ends if the target dons armor or if you dismiss the spell as an action. | Detect Magic (C/R)1st-level divination (ritual) Casting Time: 1 action Range: Self Components: V, S Duration: Concentration, up to 10 minutes For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any. The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt. | Magic MissileMagic Missile 1st-level evocation Casting Time:1 action Range:120 feet Components:V, S Duration:Instantaneous You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4 + 1 force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several. At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart for each slot level above 1st. | Catapult1st-level transmutation Casting Time: 1 action Range: 60 feet Components: S Duration: Instantaneous Choose one object weighing 1 to 5 pounds within range that isn't being worn or carried. The object flies in a straight line up to 90 feet in a direction you choose before falling to the ground, stopping early if it impacts against a solid surface. If the object would strike a creature, that creature must make a Dexterity saving throw. On a failed save, the object strikes the target and stops moving. When the object strikes something, the object and what it strikes each take 3d8 bludgeoning damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the maximum weight of objects that you can target with this spell increases by 5 pounds, and the damage increases by 1d8, for each slot level above 1st. SECOND LEVEL (Wizard) Misty Step (B)2nd-level conjuration Casting Time: 1 bonus action Range: Self Components: V Duration: Instantaneous Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see. | Shatter2nd-level evocation Casting Time: 1 action Range: 60 feet Components: V, S, M (a chip of mica) Duration: Instantaneous A sudden loud ringing noise, painfully intense, erupts from a point of your choice within range. Each creature in a 10-foot-radius sphere centered on that point must make a Constitution saving throw. A creature takes 3d8 thunder damage on a failed save, or half as much damage on a successful one. A creature made of inorganic material such as stone, crystal, or metal has disadvantage on this saving throw. A nonmagical object that isn't being worn or carried also takes the damage if it's in the spell's area. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.  THIRD LEVEL (Wizard) Counterspell3rd-level abjuration Casting Time: 1 reaction, which you take when you see a creature within 60 feet of you casting a spell Range: 60 feet Components: S Duration: Instantaneous You attempt to interrupt a creature in the process of casting a spell. If the creature is casting a spell of 3rd level or lower, its spell fails and has no effect. If it is casting a spell of 4th level or higher, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a success, the creature's spell fails and has no effect. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the interrupted spell has no effect if its level is less than or equal to the level of the spell slot you used. | Bestow Curse (C)3rd-level necromancy Casting Time: 1 action Range: Touch Components: V, S Duration: Concentration, up to 1 minute You touch a creature, and that creature must succeed on a Wisdom saving throw or become cursed for the duration of the spell. When you cast this spell, choose the nature of the curse from the following options: *Choose one ability score. While cursed, the target has disadvantage on ability checks and saving throws made with that ability score. *While cursed, the target has disadvantage on attack rolls against you. *While cursed, the target must make a Wisdom saving throw at the start of each of its turns. If it fails, it wastes its action that turn doing nothing. *While the target is cursed, your attacks and spells deal an extra 1d8 necrotic damage to the target. A remove curse spell ends this effect. At the DM's option, you may choose an alternative curse effect, but it should be no more powerful than those described above. The DM has final say on such a curse's effect. At Higher Levels. If you cast this spell using a spell slot of 4th level or higher, the duration is concentration, up to 10 minutes. If you use a spell slot of 5th level or higher, the duration is 8 hours. If you use a spell slot of 7th level or higher, the duration is 24 hours. If you use a 9th level spell slot, the spell lasts until it is dispelled. Using a spell slot of 5th level or higher grants a duration that doesn't require concentration. (C) Denotes concentration. / (R) Denotes reaction spell. / (B) Denotes bonus action spell.   WIZARD'S SPELLBOOK These spells are not available unless they have been prepared ahead of time. (Unless they are a ritual.) FIRST LEVEL Shield1st-level abjuration Casting Time: 1 reaction, which you take when you are hit by an attack or targeted by the magic missile spell Range: Self Components: V, S Duration: 1 round An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile. | Detect Magic (C/R)1st-level divination (ritual) Casting Time: 1 action Range: Self Components: V, S Duration: Concentration, up to 10 minutes For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any. The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt. | Catapult1st-level transmutation Casting Time: 1 action Range: 60 feet Components: S Duration: Instantaneous Choose one object weighing 1 to 5 pounds within range that isn't being worn or carried. The object flies in a straight line up to 90 feet in a direction you choose before falling to the ground, stopping early if it impacts against a solid surface. If the object would strike a creature, that creature must make a Dexterity saving throw. On a failed save, the object strikes the target and stops moving. When the object strikes something, the object and what it strikes each take 3d8 bludgeoning damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the maximum weight of objects that you can target with this spell increases by 5 pounds, and the damage increases by 1d8, for each slot level above 1st. | Comprehend Languages (R)1st-level divination (ritual) Casting Time: 1 action Range: Self Components: V, S, M (a pinch of soot and salt) Duration: 1 hour For the duration, you understand the literal meaning of any spoken language that you hear. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text. This spell doesn't decode secret messages in a text or a glyph, such as an arcane sigil, that isn't part of a written language. | Mage ArmorMage Armor 1st-level abjuration Casting Time:1 action Range:Touch Components:V, S, M (a piece of cured leather) Duration:8 hours You touch a willing creature who isn’t wearing armor, and a protective magical force surrounds it until the spell ends. The target’s base AC becomes 13 + its Dexterity modifier. The spell ends if the target dons armor or if you dismiss the spell as an action. |  Identify (R)1st-level divination (ritual) Casting Time: 1 minute Range: Touch Components: V, S, M (a pearl worth at least 100 gp and an owl feather) Duration: Instantaneous You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it. If you instead touch a creature throughout the casting, you learn what spells, if any, are currently affecting it. | Magic MissileMagic Missile 1st-level evocation Casting Time:1 action Range:120 feet Components:V, S Duration:Instantaneous You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4 + 1 force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several. At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart for each slot level above 1st. | Unseen Servant (R)1st-level conjuration (ritual) Casting Time: 1 action Range: 60 feet Components: V, S, M (a piece of string and a bit of wood) Duration: 1 hour This spell creates an invisible, mindless, shapeless, Medium force that performs simple tasks at your command until the spell ends. The servant springs into existence in an unoccupied space on the ground within range. It has AC 10, 1 hit point, and a Strength of 2, and it can't attack. If it drops to 0 hit points, the spell ends. Once on each of your turns as a bonus action, you can mentally command the servant to move up to 15 feet and interact with an object. The servant can perform simple tasks that a human servant could do, such as fetching things, cleaning, mending, folding clothes, lighting fires, serving food, and pouring wine. Once you give the command, the servant performs the task to the best of its ability until it completes the task, then waits for your next command. If you command the servant to perform a task that would move it more than 60 feet away from you, the spell ends. SECOND LEVEL Misty Step (B)2nd-level conjuration Casting Time: 1 bonus action Range: Self Components: V Duration: Instantaneous Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see. | Shatter2nd-level evocation Casting Time: 1 action Range: 60 feet Components: V, S, M (a chip of mica) Duration: Instantaneous A sudden loud ringing noise, painfully intense, erupts from a point of your choice within range. Each creature in a 10-foot-radius sphere centered on that point must make a Constitution saving throw. A creature takes 3d8 thunder damage on a failed save, or half as much damage on a successful one. A creature made of inorganic material such as stone, crystal, or metal has disadvantage on this saving throw. A nonmagical object that isn't being worn or carried also takes the damage if it's in the spell's area. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd. | Augury (R)2nd-level divination (ritual) Casting Time: 1 minute Range: Self Components: V, S, M (specially marked sticks, bones, or similar tokens worth at least 25 gp) Duration: Instantaneous By casting gem-inlaid sticks, rolling dragon bones, laying out ornate cards, or employing some other divining tool, you receive an omen from an otherworldly entity about the results of a specific course of action that you plan to take within the next 30 minutes. The DM chooses from the following possible omens: *Weal, for good results *Woe, for bad results *Weal and woe, for both good and bad results *Nothing, for results that aren't especially good or bad The spell doesn't take into account any possible circumstances that might change the outcome, such as the casting of additional spells or the loss or gain of a companion. If you cast the spell two or more times before completing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get a random reading. The DM makes this roll in secret. | Gentle Repose (R)2nd-level necromancy (ritual) Casting Time: 1 action Range: Touch Components: V, S, M (a pinch of salt and one copper piece placed on each of the corpse's eyes, which must remain there for the duration) Duration: 10 days You touch a corpse or other remains. For the duration, the target is protected from decay and can't become undead. The spell also effectively extends the time limit on raising the target from the dead, since days spent under the influence of this spell don't count against the time limit of spells such as raise dead. THIRD LEVEL Counterspell3rd-level abjuration Casting Time: 1 reaction, which you take when you see a creature within 60 feet of you casting a spell Range: 60 feet Components: S Duration: Instantaneous You attempt to interrupt a creature in the process of casting a spell. If the creature is casting a spell of 3rd level or lower, its spell fails and has no effect. If it is casting a spell of 4th level or higher, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a success, the creature's spell fails and has no effect. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the interrupted spell has no effect if its level is less than or equal to the level of the spell slot you used. | Bestow Curse (C)3rd-level necromancy Casting Time: 1 action Range: Touch Components: V, S Duration: Concentration, up to 1 minute You touch a creature, and that creature must succeed on a Wisdom saving throw or become cursed for the duration of the spell. When you cast this spell, choose the nature of the curse from the following options: *Choose one ability score. While cursed, the target has disadvantage on ability checks and saving throws made with that ability score. *While cursed, the target has disadvantage on attack rolls against you. *While cursed, the target must make a Wisdom saving throw at the start of each of its turns. If it fails, it wastes its action that turn doing nothing. *While the target is cursed, your attacks and spells deal an extra 1d8 necrotic damage to the target. A remove curse spell ends this effect. At the DM's option, you may choose an alternative curse effect, but it should be no more powerful than those described above. The DM has final say on such a curse's effect. At Higher Levels. If you cast this spell using a spell slot of 4th level or higher, the duration is concentration, up to 10 minutes. If you use a spell slot of 5th level or higher, the duration is 8 hours. If you use a spell slot of 7th level or higher, the duration is 24 hours. If you use a 9th level spell slot, the spell lasts until it is dispelled. Using a spell slot of 5th level or higher grants a duration that doesn't require concentration. (C) Denotes concentration. / (R) Denotes reaction spell. / (B) Denotes bonus action spell.   EQUIPMENT & ENCUMBERANCE TOTAL ENCUMBERANCE (24 lbs.) Weight: 24 lbs. / 120 lbs. max. (15 x STR Score) Status: Unencumbered Penalty: None MONEY POUCH (0 lbs.) Copper: 0 | Silver: 0 | Gold: 610 | Obsidian: 0 | Platinum: 0 (304 Coins x .02 lbs. = 12.2 lbs. Total Weight) EQUIPEMENT READIED (9 lbs.) Equipped items can be retrieved with a manipulate item interaction. Armor (6 lbs.) Fine Clothes - 6 lbs. Weapons (1 lbs.) Dagger - 1 lb.   Readied Items (2 lbs.) Spell Component Pouch - 2 lbs. EQUIPMENT STORED (15 lbs.) Stored items can be retrieved with an action. In Bag of Holding (15 lbs.; 37.2/500 lbs.)* Backpack - 5 lbs. | Book of Lore - 5 lbs. | Spellbook - 3 lbs | Alchemist's Supplies - 8 lbs. | Merchant's Scale - 3 lbs. | (10) Sheets of Parchment | Little Bag of Sand | Bottle of Ink | Ink Pen | Small Knife | Pouch w/ Coin - 13.2 EQUIPMENT NOT CARRIED (--) At Home None * Denotes magic item (see below)   MAGIC ITEMS NON-ATTUNED Bag of HoldingWondrous Item, uncommon This bag has an interior space considerably larger than its outside dimensions, roughly 2 feet in diameter at the mouth and 4 feet deep. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 15 pounds, regardless of its contents. Retrieving an item from the bag requires an action. If the bag is overloaded, pierced, or torn, it ruptures and is destroyed, and its contents are scattered in the Astral Plane. If the bag is turned inside out, its contents spill forth, unharmed, but the bag must be put right before it can be used again. Breathing creatures inside the bag can survive up to a number of minutes equal to 10 divided by the number of creatures (minimum 1 minute), after which time they begin to suffocate. Placing a bag of holding inside an extradimensional space created by a handy haversack, portable hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way only and can’t be reopened. ATTUNED (0/3)   APPEARANCE Age 24 | Height 6' | Weight 140 lbs. | Hair White Top; Black Undercut | Eyes Silver | Complexion Fair Nuthas Dahlin is not one for normalcy or conformity. Life has given no reason to respect either. Conforming just means that others make your choices for you. Normal is just another word for boring. He lives his life on his own terms, and any exceptions to that are the ones he allows or has no choice but to accept. Naturally, this individualist attitude is reflected in how he presents himself.   One of his most prominent features is the tattoos that scrawl across his body. Lighting with their own radiance as he summons his magic, they're also an adaptation of the same markings the Gorso make use of to help with their spellcasting. That might not be the only thing he got from them, however. His silver eyes and hair make is very likely that he's blood related to Culveer Gorso, who shares those very traits.   Despite his ornery nature, he still sees the value in looking presentable. Currently his tastes trend towards patterned tunic coats over a longer tunic beneath. Cream and cloudy blue, with just a hint of warmer color, seem to be his favorite combinations. All of it, of course, is made from the best materials he can afford.   BACKGROUND Failed Merchant Source Acquisitions Incorporated Personality Traits: To prosper, you have to be in control. Ideals: Survival. Where there's life, there's hope. If I remain alive and flexible, I can succeed. Bonds: If I take care of my possessions, they'll take care of me. People come and go, but a weapon or a wand is something you can always rely on. Flaws: Nothing gets between me and danger except my fellow adventurers. So I'll be sure to put them there. Background Feature: Supply ChainFrom your time as a merchant, you retain connections with wholesalers, suppliers, and other merchants and entrepreneurs. You can call upon these connections when looking for items or information. BACKSTORY It's fair to say that the shores of red Nenock raised Nuthas. He certainly spent enough time on those stained shores, escaping a hard life as a prostitute's son. Vesta Dahlin did her best to provide for her child, but sometimes it was just safer for him to be away from the Flirty Nymph and its primary clientele; the Gorsos. It was during one of these excursions that Nuthas had his first fateful encounter with Thenoada Youf.   Thenoada was there to study the unique properties of the river. An alchemist by trade and preference, she expected to deal with the Gorso and their peculiarities. She never would've imagined finding a quick learner and apt guide in Nuthas. The child, with an age that hadn't hit double digits, even managed to surprise her with his own thoughts and insights into the red water. Knowing she'd stumbled on a rare talent, Thenoada encouraged him to study in his spare time and assigned him the task of learning the magical arts on his own. If he impressed her with his growth, then she'd personally recommend him to the Arcane Tower. Nuthas had never imagined a life beyond the one he was shackled to, but now that he could... He could dream of anything else. By hook and crook, he rose to Thenoada's challenge and secured a chance at a better life.   Or he thought he did.   Becoming a student in the Tower was a different experience altogether. He struggled to meet the expectations placed on him by the institution's administrators. He was never good enough or smart enough, always lacking. To his credit, he did complete his twelve years there; however, he left feeling neither accomplishment nor success. The outside world wasn't any kinder. Performing magical services for clients as an independent contractor kept him fed, but little else. Even trying to set up his own shop only brought him into conflict with his alma mater. That brought his meager cash flow to an abrupt stop. Without any other avenues available, Nuthas became a low adventurer.  
  22. Kythera Syras Estranged Acolyte of the Darkness Within "The Brightest Flame Casts the Darkest Shadows"   CLERIC 1 / WIZARD 4 Medium humanoid female (human), neutral good Armor Class 16 Hit Points 29 Speed 30' ft. Senses darkvision 180', not impeded by magical darkness, passive perception 14 Languages common, undercommon Proficiency Bonus +3   ABILITIES & SKILLS  Proficiency Bonus: +3 Strength 10 (+0) Save +0 Athletics +0 Dexterity 12 (+1)  Save +1  Acrobatics +1 | Sleight of Hand +1 | Stealth +4 Constitution 13 (+1) Save +1 No skills associated. Intelligence 18 (+4) Save +7  Arcana +7 | History +4 | Investigation +4 | Nature +4 | Religion +4 Wisdom 13 (+1) Save +4  Animal Handling +1 | Insight +1 | Medicine +1 | Perception +4 | Survival +1 Charisma 10 (+0)  Save +0 Deception +3 | Intimidation +0 | Performance +0 | Persuasion +0 Bold denotes proficiency.   PROFICIENCIES & ABILITIES  PROFICIENCIES Tools forgery kit Instruments none Weapons simple weapons Armors medium armor, shields WIZARD CLASS ABILITIES Arcane RecoveryYou have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher. For example, if you're a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots. | Ritual CastingYou can cast a wizard spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don't need to have the spell prepared. | Arcane Tradition (Shadow)Darksight. Starting at 2nd level, your eyes have adapted to darkness. You gain darkvision with a 60- foot radius, or your darkvision’s radius improves by 60 feet if you already have darkvision. | Shadow ShieldStarting at 2nd level, you can instantly create a tangled mass of shadows that make you harder to hit. You can use your reaction to conjure a shadowy aura that negates one hit by an attack that targets you. Once you use this feature, you can't do so again until you finish a short or long rest. CLERIC CLASS ABILITIES Darkness DomainDarkness Domain Spells Cleric Level 1st Fog Cloud, Sleep 3rd Darkness, Darkvision 5th Fear, Nondetection 7th Greater Invisibility, Phantasmal Killer 9th Dream, Mislead Dark Sight. Starting at 1st level, you gain darkvision 60 ft. and magical darkness doesn’t impede your sight. If you already have darkvision, its range increases by 60 ft. | Cloak of DarknessStarting at 1st level, as a bonus action, you can weave shadows around you into a magical cloak that hides your form and protects you from attacks. For 1 minute, creatures have disadvantage on attack rolls against you. An attacker is immune to this effect if it doesn’t rely on sight, as with blindsight or tremorsense, or can see through illusions, as with truesight. Once you use this feature, you can’t use it again until you finish a short or long rest RACIAL TRAITS DarkvisionAccustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. 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 can't discern color in darkness, only shades of gray. | +2 Int | One Feat FEATS Eldritch Adept - Misty VisionsStudying occult lore, you learn one Eldritch Invocation option of your choice from the warlock class. Your spellcasting ability for the invocation is Intelligence, Wisdom, or Charisma (choose when you select this feat). If the invocation has a prerequisite of any kind, you can choose that invocation only if you’re a warlock who meets the prerequisite. Whenever you gain a level, you can replace the invocation with another one from the warlock class. | Fey TouchedYour exposure to the Feywild’s magic has changed you, granting you the following benefits: Increase your Intelligence score by 1, to a maximum of 20. You learn the misty step spell and one 1st-level spell of your choice (Dissonant Whispers). The 1st-level spell must be from the divination or enchantment school of magic. You can cast each of these spells without expending a spell slot. Once you cast either of these spells in this way, you can’t cast that spell in this way again until you finish a long rest. You can also cast these spells using spell slots you have of the appropriate level. The spells’ spellcasting ability is the ability increased by this feat.   ACTIONS WEAPONS Dagger +4 to hit for (1d4+1) piercing damage. | Finesse, light, thrown (20/60) AT-WILL COMBAT SPELLS Chill Touch 120' +8 to hit for 2d8 necrotic damage and can't regain HP until start of my next turn Mind Sliver 60' DC16 Int save or 2d6 psychic damage and subtract 1d4 from next save before end of my next turn Minor Illusion 30', 5' cube image of object, or sound from whisper to scream Silent Image (Concentration) 60', 15' cube image of object, creature or phenomenon. Action to move within range.   SPELLS SPELL SLOTS 4/4 (1st), 3/3 (2nd), 2/2 (3rd) Cleric - Spell Save DC: 13 | Spell Attack Mod: +5 | Spells Known: 2 + Domain Wizard - Spell Save DC: 16 | Spell Attack Mod: +8 | Spells Prepared: 8 CANTRIPS (Cleric) Guidance (C)Divination cantrip Casting Time: 1 action Range: Touch Components: V, S Duration: Concentration, up to 1 minute You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends. | MendingMending Transmutation cantrip Casting Time:1 minute Range:Touch Components:V, S, M (two lodestones) Duration:Instantaneous This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage. This spell can physically repair a magic item or construct, but the spell can’t restore magic to such an object. | LightEvocation cantrip Casting Time: 1 action Range: Touch Components: V, M (a firefly or phosphorescent moss) Duration: 1 hour You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action. If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell. CANTRIPS (Wizard) Chill TouchNecromancy cantrip Casting Time: 1 action Range: 120 feet Components: V, S Duration: 1 round You create a ghostly, skeletal hand in the space of a creature within range. Make a ranged spell attack against the creature to assail it with the chill of the grave. On a hit, the target takes 1d8 necrotic damage, and it can’t regain hit points until the start of your next turn. Until then, the hand clings to the target. If you hit an undead target, it also has disadvantage on attack rolls against you until the end of your next turn. At Higher Levels. This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). | Mind SliverEnchantment cantrip Casting Time: 1 action Range: 60 feet Components: V Duration: 1 round You drive a disorienting spike of psychic energy into the mind of one creature you can see within range. The target must succeed on an Intelligence saving throw or take 1d6 psychic damage and subtract 1d4 from the next saving throw it makes before the end of your next turn. At Higher Levels. This spell’s damage increases by 1d6 when you reach certain levels: 5th level (2d6), 11th level (3d6), and 17th level (4d6). | Minor IllusionIllusion cantrip Casting Time: 1 action Range: 30 feet Components: S, M (a bit of fleece) Duration: 1 minute You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again. If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else’s voice, a lion’s roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends. If you create an image of an object—such as a chair, muddy footprints, or a small chest—it must be no larger than a 5-foot cube. The image can’t create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it. If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature. | PrestidigitationTransmutation cantrip Casting Time: 1 action Range: 10 feet Components: V, S Duration: Up to 1 hour This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range: You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor. You instantaneously light or snuff out a candle, a torch, or a small campfire. You instantaneously clean or soil an object no larger than 1 cubic foot. You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour. You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour. You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn. If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action. FIRST LEVEL (Cleric) Fog Cloud1st-level conjuration Casting Time: 1 action Range: 120 feet Components: V, S Duration: Concentration, up to 1 hour You create a 20-foot-radius sphere of fog centered on a point within range. The sphere spreads around corners, and its area is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the radius of the fog increases by 20 feet for each slot level above 1st. | Sleep1st-level enchantment Casting Time: 1 action Range: 90 feet Components: V, S, M (a pinch of fine sand, rose petals, or a cricket) Duration: 1 minute This spell sends creatures into a magical slumber. Roll 5d8, the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures). Starting with the creature that has the lowest current hit points, each creature affected by this spell falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature’s hit points from the total before moving on to the creature with the next lowest hit points. A creature’s hit points must be equal to or less than the remaining total for that creature to be affected. Undead and creatures immune to being charmed aren’t affected by this spell. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d8 for each slot level above 1st. | Healing Word (B)1st-level evocation Casting Time: 1 bonus action Range: 60 feet Components: V Duration: Instantaneous A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d4 for each slot level above 1st. | Bless (C)1st-level enchantment Casting Time: 1 action Range: 30 feet Components: V, S, M (a sprinkling of holy water) Duration: Concentration, up to 1 minute You bless up to three creatures of your choice within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. FIRST LEVEL (Wizard) Shield (R)1st-level abjuration Casting Time: 1 reaction, which you take when you are hit by an attack or targeted by the magic missile spell Range: Self Components: V, S Duration: 1 round An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile. | Absorb Elements (R)1st-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. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st. | Disguise Self1st-level illusion Casting Time: 1 action Range: Self Components: V, S Duration: 1 hour You make yourself – including your clothing, armor, weapons, and other belongings on your person – look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can’t change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you. The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair. To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your spell save DC. | Hideous Laughter (C)1st-level enchantment Casting Time: 1 action Range: 30 feet Components: V, S, M (tiny tarts and a feather that is waved in the air) Duration: Concentration, up to 1 minute A creature of your choice that you can see within range perceives everything as hilariously funny and falls into fits of laughter if this spell affects it. The target must succeed on a Wisdom saving throw or fall prone, becoming incapacitated and unable to stand up for the duration. A creature with an Intelligence score of 4 or less isn’t affected. At the end of each of its turns, and each time it takes damage, the target can make another Wisdom saving throw. The target has advantage on the saving throw if it’s triggered by damage. On a success, the spell ends. | Dissonant Whispers* 1/LR1st-level enchantment Casting Time: 1 action Range: 60 feet Components: V Duration: Instantaneous You whisper a discordant melody that only one creature of your choice within range can hear, wracking it with terrible pain. The target must make a Wisdom saving throw. On a failed save, it takes 3d6 psychic damage and must immediately use its reaction, if available, to move as far as its speed allows away from you. The creature doesn’t move into obviously dangerous ground, such as a fire or a pit. On a successful save, the target takes half as much damage and doesn’t have to move away. A deafened creature automatically succeeds on the save. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. | Silent Image (C) (at-will)**1st-level illusion Casting Time: 1 action Range: 60 feet Components: V, S, M (a bit of fleece) Duration: Concentration, up to 10 minutes You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 15-foot cube. The image appears at a spot within range and lasts for the duration. The image is purely visual; it isn’t accompanied by sound, smell, or other sensory effects. You can use your action to cause the image to move to any spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking. Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image. SECOND LEVEL (Wizard) Invisibility (C)2nd-level illusion Casting Time: 1 action Range: Touch Components: V, S, M (an eyelash encased in gum arabic) Duration: Concentration, up to 1 hour A creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target’s person. The spell ends for a target that attacks or casts a spell. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. | Mirror Image2nd-level illusion Casting Time: 1 action Range: Self Components: V, S Duration: 1 minute Three illusory duplicates of yourself appear in your space. Until the spell ends, the duplicates move with you and mimic your actions, shifting position so it’s impossible to track which image is real. You can use your action to dismiss the illusory duplicates. Each time a creature targets you with an attack during the spell’s duration, roll a d20 to determine whether the attack instead targets one of your duplicates. If you have three duplicates, you must roll a 6 or higher to change the attack’s target to a duplicate. With two duplicates, you must roll an 8 or higher. With one duplicate, you must roll an 11 or higher. A duplicate’s AC equals 10 + your Dexterity modifier. If an attack hits a duplicate, the duplicate is destroyed. A duplicate can be destroyed only by an attack that hits it. It ignores all other damage and effects. The spell ends when all three duplicates are destroyed. A creature is unaffected by this spell if it can’t see, if it relies on senses other than sight, such as blindsight, or if it can perceive illusions as false, as with truesight. | Web (C)2nd-level conjuration Casting Time: 1 action Range: 60 feet Components: V, S, M (a bit of spiderweb) Duration: Concentration, up to 1 hour You conjure a mass of thick, sticky webbing at a point of your choice within range. The webs fill a 20-foot cube from that point for the duration. The webs are difficult terrain and lightly obscure their area. If the webs aren’t anchored between two solid masses (such as walls or trees) or layered across a floor, wall, or ceiling, the conjured web collapses on itself, and the spell ends at the start of your next turn. Webs layered over a flat surface have a depth of 5 feet. Each creature that starts its turn in the webs or that enters them during its turn must make a Dexterity saving throw. On a failed save, the creature is restrained as long as it remains in the webs or until it breaks free. A creature restrained by the webs can use its action to make a Strength check against your spell save DC. If it succeeds, it is no longer restrained. The webs are flammable. Any 5-foot cube of webs exposed to fire burns away in 1 round, dealing 2d4 fire damage to any creature that starts its turn in the fire. | Blindness/Deafness2nd-level necromancy Casting Time: 1 action Range: 30 feet Components: V Duration: 1 minute You can blind or deafen a foe. Choose one creature that you can see within range to make a Constitution saving throw. If it fails, the target is either blinded or deafened (your choice) for the duration. At the end of each of its turns, the target can make a Constitution saving throw. On a success, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. | Misty Step (B)* 1/LR2nd-level conjuration Casting Time: 1 bonus action Range: Self Components: V Duration: Instantaneous Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see. * Fey Touched spell. / ** Eldritch Adept spell / (C) Denotes concentration. / (R) Denotes reaction spell. / (B) Denotes bonus action spell.   WIZARD'S SPELLBOOK These spells are not available unless they have been prepared ahead of time. (Unless they are a ritual.) FIRST LEVEL Detect Magic (rit)1st-level divination (ritual) Casting Time: 1 action Range: Self Components: V, S Duration: Concentration, up to 10 minutes For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any. The spell can penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt. | Comprehend Languages (rit)1st-level divination (ritual) Casting Time: 1 action Range: Self Components: V, S, M (a pinch of soot and salt) Duration: 1 hour For the duration, you understand the literal meaning of any spoken language that you hear. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text. This spell doesn’t decode secret messages in a text or glyph, such as an arcane sigil, that isn’t part of a written language. | Identify (rit)1st-level divination (ritual) Casting Time: 1 minute Range: Touch Components: V, S, M (a pearl worth at least 100 gp and an owl feather) Duration: Instantaneous You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it. If you instead touch a creature throughout the casting, you learn what spells, if any, are currently affecting it. | Find Familiar (rit)1st-level conjuration (ritual) Casting Time: 1 hour Range: 10 feet Components: V, S, M (10 gp worth of charcoal, incense, and herbs that must be consumed by fire in a brass brazier) Duration: Instantaneous You gain the service of a familiar, a spirit that takes an animal form you choose: bat, cat, crab, frog (toad), hawk, lizard, octopus, owl, poisonous snake, fish (quipper), rat, raven, sea horse, spider, or weasel. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of a beast. Your familiar acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. A familiar can’t attack, but it can take other actions as normal. When the familiar drops to 0 hit points, it disappears, leaving behind no physical form. It reappears after you cast this spell again. As an action, you can temporarily dismiss your familiar to a pocket dimension. Alternatively, you can dismiss it forever. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you. Whenever the familiar drops to 0 hit points or disappears into the pocket dimension, it leaves behind in its space anything it was wearing or carrying. While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your familiar’s eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are deaf and blind with regard to your own senses. You can’t have more than one familiar at a time. If you cast this spell while you already have a familiar, you instead cause it to adopt a new form. Choose one of the forms from the above list. Your familiar transforms into the chosen creature. Finally, when you cast a spell with a range of touch, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll. (C) Denotes concentration. / (R) Denotes reaction spell. / (B) Denotes bonus action spell. / (rit) Ritual   EQUIPMENT & ENCUMBERANCE TOTAL ENCUMBERANCE (75.26 lbs.) Weight: 75.26 lbs. / 150 lbs. max. (15 x STR Score) Status: Unencumbered Penalty: None MONEY POUCH (2.26 lbs.) Copper: 10 | Silver: 10 | Gold: 93 | Obsidian: 0 | Platinum: 0 (113 Coins x .02 lbs. = 2.26 lbs. Total Weight) EQUIPMENT READIED (29 lbs.) Equipped items can be retrieved with a manipulate item interaction. Armor (26 lbs.) Chain Shirt 20 lbs., Shield 6 lbs. Weapons (1 lbs.) Dagger - 1 lb.  Readied Items (2 lbs.) Spell Component Pouch - 2 lbs. | Amulet of the Devout* | Crystal Vial with Tears (300gp) EQUIPMENT STORED (44 lbs.) Stored items can be retrieved with an action. In Backpack (24 lbs.) Backpack - 5 lbs. | Mess Kit - 1 lbs. | Spellbook - 3 lbs | (10) Sheets of Parchment | Bottle of Ink | Ink Pen |  Rations x 5 - 10 lbs. | Forgery Kit (15gp) 5 lbs. |  Find Familiar Spell Components (50gp) | Pearl (100gp) Strapped to Backpack (20 lbs.) Waterskin - 5 lbs. | Silk Rope - 5 lbs. | Bedroll & Blanket - 10 lbs. EQUIPMENT NOT CARRIED (--) At Home normal house stuff that wouldn't be helpful for adventuring * Denotes magic item (see below)   MAGIC ITEMS NON-ATTUNED   ATTUNED (1/3) +1 Amulet of the DevoutWondrous item, uncommon (+1), rare (+2), very rare (+3) (requires attunement by a cleric or paladin) This amulet bears the symbol of a deity inlaid with precious stones or metals. While you wear the holy symbol, you gain a bonus to spell attack rolls and the saving throw DCs of your spells. The bonus is determined by the amulet's rarity. While you wear this amulet, you can use your Channel Divinity feature without expending one of the feature's uses. Once this property is used, it can't be used again until the next dawn. (silver chain with a small dark energy crystal) Illuminator's TattooProduced by a special needle, this magic tattoo features beautiful calligraphy, images of writing implements, and the like. Tattoo Attunement. To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin. If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space. Magical Scribing. While this tattoo is on your skin, you can write with your fingertip as if it were an ink pen that never runs out of ink. As an action, you can touch a piece of writing up to one page in length and speak a creature's name. The writing becomes invisible to everyone other than you and the named creature for the next 24 hours. Either of you can dismiss the invisibility by touching the script (no action required). Once used, this action can't be used again until the next dawn. (65gp)   APPEARANCE Age 23 | Height 5' 8" | Weight 140 lbs. | Hair Light Grey| Eyes Dark Grey | Complexion Pale She is tall and thin, with light gray hair, dark gray eyes and pale skin. She dresses in dark clothes with ornaments representing the God of Light and Dark, but she doesn't look like a shadow or ghost. She usually has a smirk or even a full smile on her face, enjoying pranks and jokes.  She can see the humor in most situations. While she shares her family's distrust of the Shining Light, she does not share their bitterness and depression. She is quick with a joke or prank, but just as quick to lend a helping hand. She sometimes enjoys telling outlandish stories just to see someone's reaction. She loves to use her abilities to deceive and misdirect others, finding it entertaining to mislead people even if there is no purpose. While she doesn't do it maliciously, she sometimes  cannot help herself.   BACKGROUND ACOLYTE Source PHB Personality Traits: Nothing can shake my optimistic attitude. I have little practical experience dealing with people in the outside world. Ideals: Existence requires balance. Darkness soothes the light, and light will always return after the darkness. Material goods come and go, while bonds of friendship last forever. Bonds: We cannot let either the Inquisition or the Dark Star return. There must be a balance of light and dark, and we are still too far in the light. I will someday get revenge on the corrupt temple hierarchy who branded my family heretics.  Flaws: I'm convinced that no one could ever fool me the way I fool others. Background Feature: Shelter the Faithful BACKSTORY Kythera was born into the fallen House Syras. Syras was a minor noble family in Onadbyr dedicated to the Darkness Within. The family was ousted by clerics of the Light and Darkness several generations ago. Most of the family was killed while only a few survived and found refuge in the Blackwood Valleyp52 This valley is hidden among the hills and the forest and has been here since ancient times. The borders between the Shadowrealm and the Material Plane are thin, and the valley is covered in continuous shadow. These extraordinary circumstances allow for a particular type of tree called blackwood to grow here. These trees have pitch-black bark that absorbs sound, making the valley an eerie place to visit. From time to time, a shadow or two slips through and lairs here. Only a few know of the existence of this valley, and even fewer have actually traveled here to collect the bark, mainly small troops of lumberjacks accom- panied by a druid. Once harvested, the bark of the blackwood needs to be treated with a barkskin spell on the spot. Otherwise, it loses its unique quality., dedicating themselves to fighting the Shining Light. According to the history she learned from her parents, the family was framed by the priests who wanted to steal their land and their wealth. Her family dedicated themselves to bringing back the Darkness Within to counter the evil of the zealous disciples of the Light and Dark who were falling back to the ways of Shining Light. Some in her family want to bring complete darkness to the land and banish all light. Kythira is not one of them. She would prefer to see balance, but thinks we are just too far in the light right now. She does not see current priests of the Light and Dark as evil, just misguided. But she will not trust them.  She spent her childhood in the shadows of the Blackwood Valley, close to the Shadowfell. She was raised in a small, family temple of the Darkness Within, studying the texts and learning the magic of darkness and shadow. She fully accepts the teaching of her family that the Light is still too strong and that the world needs the peace that would come with more darkness. But she does not accept her family's despair that nothing can be done. She refuses to hide in the shadow instead of trying to help the world. While most of her family is reserved, sullen and paranoid, Kythera is optimistic and outgoing.  When she rebelled against the teachings of the temple, she was asked to leave. At 16, she argued that the complete darkness of the Dark Star was just as bad as the Shining Light. It was blasphemy to her family so she was banished. She left the Blackwood Valley and made her way back to her family's ancestral home of Onadbyr, but she doesn't know where their old home is, or if it still stands. Kythera still wears a sigil ring for her house, but no one else knows about her family, since its history was erased soon after it was purged.  Once in Onadbyr, she found a small apartment behind Arno's Ancient Tomes, where she spends most of her free time reading old texts, especially ones about the time of the Shining Light. She loves reading the stories of Arlen the Constructor, someone she had heard very little about in her cloistered upbringing. She has not been able to find any information about the downfall of her family. Perhaps it was all a lie. Perhaps her family was the Zephran family of Zephran's ruins. The timing was right, and her signet ring doesn't have a name, only a crest. It was at Arlo's that she met Xeno, the young priest from the Temple of Light and Dark. They have had many spirited discussions about the proper balance of light and dark, and while they don't agree with the other's point of view, they have started to become friends. She still doesn't trust him completely, though, and is very distrustful of any other priests of Light and Dark. She originally found work at The Wanderer's Cartographer, where she looked up to Rikka Stam and her illusions. Kythera was not good with maps, but was great with contracts, able to copy signatures exactly and create false contracts if needed. Rikka started to suspect that Kythera was changing some of her contracts, and fired her, knowing that would be bad for business. Kythera wasn't really trying to do anything devious, she just enjoyed changing contracts and watching what customers did when they found out they had agreed to pay twice as much as they thought they had. After she was fired, Kythera then tried working as a mercenary for Black Flag Mercenary Company. She was assigned a job with Tempest but found him too reckless. The job was a complete failure, rest of the crew was killed, and he blamed her for the failure. Trazz believed Tempest and fired Kythera. So she decided to set out on her own, gathering some of her friends and forming a new mercenary company.     NPCs Arlo Hawkspear - Owner of Arlo's Ancient Tomes. This is where Kythera spends most of her free time and where she met Xeno from the local church of the God of Light and Dark. Arlo does not like small talk, but gets excited when talking about history.           Xeno - Priest from the Temple of Light and Dark. The two of them spend hours discussing books and philosophy at Arlo's Ancient Books. Because of her upbringing in the church of the Darkness Within, Kythera believes that the church of Light and Dark is trying to bring back the Shining Light. Xeno has tried to convince her otherwise but she still isn't sure. She thinks maybe he is being deceived by the leaders of his church. Xeno is kind and competent, and has a crush on Kythera, but would not betray his Church for her.           Rikka Stam - Illusionist and owner of The Wanderer's Cartographer. She hired Kythera when she first arrived in Onadbyr. Kythira worked transcribing maps, but wasn't great at it, so she more helped with the contracts. When Rikka caught her forging contracts, she fired Kythera. Kythera regrets her indiscretion and wishes she still worked there. She looked up to Rikka and learned a lot about illusions while she was there. Rikka is kind and would still talk to Kythera as a friend and former colleague, and would help her with new illusions, but wouldn't trust her with her business again.         Vincent Syras - Kythera's older brother, a cruel petty man who never treated Kythera well. When she was banished, he followed her to Onadbyr to make sure she didn't betray the family. While Kythera would never give away her family's secrets, Vincent doesn't believe that. She does not know he is here. He is not happy that she has been spending so much time with Xeno.
  23. *inserts coin into a slot* okay stat machine show me my numbers *pulls lever and gets his set of number* oh all above 10 with a 12/13 average and a nice 17 to boot. Sounds like a winner to me. ~~~ Name: Ren Gunther Age: 22 Race: Gifted (Evocation) Class: Talismancer Background: Fugitive Drive: Greater Good Inspiration: Its own reward Alignment: Chaotic Good Appearance: (See picture) Description: A tall blond-haired tan skinned young man with a lean but healthy-looking body and face. White tan lines mark where the divine power flows through him. He uses magic to make himself and his clothes look clean and neat however most of his gear is well used and it shows. Personally: Ren is a stoic type of young man, He is not loud or intimidating but has a quiet determination that will keep him from bending to pressure but also has wisdom and knows when to be flexible so that it prevents trouble. He also has a slight knack for stealth and deception although his skills are more for not getting lost while allowing others to get lost. Backstory: Ren is a fugitive. What did he do that was crime worthy, Well taking an artifact held by the church and being unable to let it go due to it bonding with you, might have something to do with it but let's go back a little bit to get some background on what happened to put Ren into this mess. Ren is different than a normal human. Known as a gifted, Ren was born with strange divine based powers. No one where he lived knew why he was born with them, but the effects were practically seen throughout the time his mother carried him within and throughout his youth some even say that her being with child help weaken break a disease that was a plague to the local town. When he was fully coming of age his powers seemed to attract the attention of the church and in exchange for caring for his now aging mother. Ren was pressed into service of the church and for a few years tried to serve with a fervor; however, it seemed the gods did not smile upon the gifted wielder and no other gifts were unlocked from the continuous prayers. He was sent out on various tasks for the church including one time in which he was sent out with others to acquire some sort of divine artifact. Upon reaching the artifact, those who had come to collect it could not as some sort of magic based ward was sent out and repelled them even Ren. The group made a camp to rest overnight but during the night a mysterious voice entered Ren's dreams and talked with him asking if he knew about certain things about the church and the mission. Ren stated that he didn't then the voice stated it sensed it was going to be given to an evil person and that as a good aligned being, it needed to bond with a good aligned being and taken far away from that evil person and asked if Ren would do it in exchange for the power that Ren always prayed for. Ren stated that once the group was able to collect the artifact, bring it back to the church and present it to their superior so that the group could complete the mission then if the artifact was to be taken by an evil person than he would do everything in his power to make sure that the artifact wasn't taken by the evil person. The voice agreed to the terms and the next day Ren attempted to get through the ward, the ward did not repel him and he was able to collect the artifact, the artifact spoke into his mind and said "remember our deal..." Ren would return to the church a bit of a hero for somehow being able to get the artifact by bypassing the ward in place. The superior was pleased with Ren and when the two were alone explained to him that they had been trying for a while to get that particular artifact but the magic in place was just too difficult to get through and praised himself for thinking that one divinely gifted would be able to pass through. Ren asked his superior what he meant by that and his superior revealed that he had known about Ren even before his birth, a young woman of the street, his mother, offered herself for a divine ritual in exchange for a cure to a disease that was plaguing the lower parts of the town. The church led by him wanting to seem like a benevolent group did as the woman requested and when the ritual was complete she was with child and a carrier of the cure that would heal the sickness, aka Ren. Ren's powers from her womb would heal the sickness and Ren was born gifted with divine powers that the church one day hoped to use for their own purposes and was glad when the women returned with her son and the son made a deal with them to serve in exchange for caring for his mother a simple exchange in the eye of the superior. His superior was a little upset by Ren inability to gain more divine power but figured that because the young man already had a gift from the divine that the young man was not ready for more power from them. Ren asked his superior what they planned to do with the artifact. The superior took a deep breath and stated that the artifact had been requested by a benefactor of the church and that in exchange for the artifact the church would not have to fear about various things from that benefactor and that the benefactor was a very powerful man that could make life very difficult for those who got in his way. Ren assured his superior that he was just curious and had no plans to interfere with any preset transaction, the superior then dismissed Ren. That night the voice spoke to him saying that he held up his end of the bargain, now it was Ren's turn. Ren wondered what he must do. The voice answered, "do what you agreed to do." Ren seeing that he did agree to do something, packed a few things, took the artifact and left the church generally in secret leaving only a note for his mother saying that he had received a vision from those up above saying to go on a journey and that he would be back soon. However this was a lie and Ren hid in the nearby woods. In the woods, the artifact revealed itself to be an Enchiridion, a sentient object of divine origin that was cast to the world below to provide divine aid to people that needed it however mortals greedy for power quickly gathered these divine objects and artifacts to use them for their own advancement. Seeing how Ren was willing to work with it, The Enchiridion united with Ren, the artifact wrapping around Ren's right arm and hand fusing with it and grafting a white diamond like gem into his palm making it impossible to remove and unlocked more powers for the gifted young man and Ren was able to generate a divine barrier and gather arcane magic into his right hand and fire it. The Enchiridion promised Ren more power in exchange he goes out and do various good deeds like healing people which the Enchiridion enjoyed doing. However a couple of days later, the benefactor for the church came to collect his prize and Ren watched from a hidden distance as the man and his thugs arrested the church people including his mother and threw them in jail. Ren not wanting to have his mother suffer for things he did, sneaked into the jail and after knocking out the guard managed to free her and she was grateful. He then went to move onto his superior who then noticed Ren's fused arm and realized what had occurred. The superior berated Ren for betraying them and Ren snapped back against the superior for giving divine power to a villain like the benefactor. The superior chided Ren for trying to uphold a naive notion of heroism and villainy then the artifact spoke and said "it is cowards like you who allow these villains to rule." Ren seeing that the argument was going to attract trouble asked if the superior wanted out. The superior refused Ren's offer saying that his imprisonment was justified in the eyes of the law. He failed to uphold his end of an agreement because of Ren and he would pay for it and warned Ren that he too would pay for his crimes both Ren and the Enchiridion seemed to say the same thing "they'd have to find/get me first." He then escorted his mother away and in the camp in the woods he explained and apologized for everything he did but she said he didn't do anything wrong knowing full well that what he did was for the greater good even if it was unlawful. Ren asked if his mother would be alright without the support of the church. She said she had been in rags before, she was used to it. The two then traveled to under the cover of darkness to the next town over where Ren used the some of his money to put up his mother in a room and went to find work in the town. A few weeks passed and a notice of a wanted criminal was put out with his name on it as the wanted criminal. Ren knew this may cause trouble but didn't have any fear, he was doing the right thing and as long as his partner, The Enchiridion guided him, things would be fine.   ~~~ Stats ~~~ Strength: 10 (Mod +0) Dexterity: 14 (13 + 1 from Race) (Mod +2) Constitution: 12 (Mod +1) Intelligence: 12 (Mod +1) (Save +3) Wisdom: 12 (Mod +1) (Save +3) Charisma: 18 (17 + 1 from Race) (Mod +4) Hit Points: 9 | Hit Dice: 1d8 Armor Class: 12 (Unarmored), 17 (Hide Armor + Medium Shield) ~~~ Proficiencies ~~~ Armor: Light Armor, Medium Armor, Shields, Weapons: Simple and Marital Weapons Languages: Vernacular, Racket, Tools: Thieves' Tools, Cook's Utensils, Dice Skills: Stealth, Survival, Deception, Religion Skill Specialties: Wayfinding, Forging Brawl Move: Magic Fist-Fight Brawl Feature: Arcane Blow  ~~~ Features ~~~ ~Race Features ~ Ability Score Increase. Two different ability scores of your choice increase by 1. You may have more or less evident physical peculiarities of your choice related to this trait. (Dexterity, Charisma) Age. The life expectancy of a gifted is identical to that of a human, but sometimes the gift you receive consumes your life energies much earlier or preserves them much longer. Size. Gifted are the same size and build as humans. Your size is Medium. Speed. Your base walking speed is 30 feet. Magical Influence. You choose a school of magic: Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, Necromancy, or Transmutation.  You learn a cantrip and a 1st level spell from the chosen school. You can cast those spells at their lower level once with this trait and regain the ability to do so when you finish a long rest. You can choose Charisma or Wisdom as your spellcasting ability for these spells. (Gained Scared Flame, Cure Wounds) Magical Resonance. At the end of a short rest, you can choose to regain a 1st level spell slot or one more use of your Magical Influence cantrip or 1st level spell. Magical Adaptation. For brawls, you can choose your moves from the magic moves list as well as the general moves list. ~ Class Features ~ Angelic Fervor You gain the ability to invoke the Enchiridion's power to aid you in battle. You have the following benefit Enchiridion's Blessing When you are hit by an attack you can use your reaction to release a wave of invigorating energy. You and all other friendly creatures within 10 feet of you gain temporary hit points equal to your Charisma modifier. You can choose to spend spell points to add an extra 1d8 temporary hit points for each spell level expended. You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a short or long rest. Chosen Bearer You acquire the training necessary to fight effectively and skillfully in battle. You gain proficiency with medium armor, shields, and martial weapons. Eldritch Ray You can use an action to create a deadly beam that strikes a creature within 120 feet. Make a ranged spell attack against the creature, dealing 1d10 force damage on a hit. Enchiridion Expanded Spells The Enchiridion lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you. Table: Talismancer Expanded Spell List Spell Level Spells 1st bless, shield of fate 2nd exorcism, searing smite 3rd angelic emanation, daylight Pact Magic With care, practice, and dedication you have learned how to best siphon and channel the otherworldly powers you’ve gained from your patron.  Cantrips You know two cantrips of your choice from the warlock spell list. You learn additional warlock cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Talismancer table. Spell Points The Talismancer table shows how many spell points you have. To cast one of your warlock spells of 1st-level or higher, you must spend a number of spell points dependent on the spell’s level, shown on the table below. You can also cast a spell you know at a higher spell level by spending the appropriate number of spell points. The maximum spell level you can cast is shown in the Spell Level column of the Talismancer table. You regain all expended spell points when you finish a short or long rest. Table: Spell Points Spell Level Spell Points 1st 2 2nd 3 3rd 5 Spells Known of 1st-Level or Higher You know two 1st-level spells of your choice from the warlock spell list. The Spells Known column of the Talismancer table shows when you learn more warlock spells of your choice. Each of these spells must be of a level that you are able to cast. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st- or 2nd-level. Additionally, when you gain a level in this class, you can choose one of the warlock spells you know and replace it with another spell from the warlock spell list, which also must be of a level that you can cast. Spellcasting Ability The manner in which you pursue ever greater power from your patron is defined by the nature of that pursuit: through wit, devotion, or fervor. Choose Intelligence, Wisdom, or Charisma to be your spellcasting ability. Once you make this choice, you cannot change it. You use the chosen ability whenever a spell refers to your spellcasting ability. In addition, you use that ability modifier when setting the saving throw DC for a warlock spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus + your chosen ability modifier Spell attack modifier = your proficiency bonus + your chosen ability modifier  Spellcasting Focus You can use an arcane focus as a spellcasting focus for your warlock spells. Spell List - Stat: Charisma | Spell DC: 14 | Spell Attack Mod: +6 Cantrips: Prestidigitation, Mage Hand, Sacred Flame (Race) Spells: Bless, Shield of Faith, Cure Wounds (Race) ~~~ Equipment ~~~ Background Equipment A dagger, a memento from your past life, a set of traveler's clothes, a pouch with 10 sp. (Currently holds 54sp) Purchased Equipment (Shoddy) Hide armor (10sp) Medium Shield (20sp) Wand (Arcane Focus) (10sp) Backpack (2sp) Bedroll (1sp) Blanket (5cp) Torch x2 (2cp) Hunting Snare (5sp) Fishing Trap (5sp) Rations x2 (10sp) Mess tin (2cp) Tent One Person (1sp) Cooks Utensils (1sp) Dice (1cp)  
  24. in progress   Template will fix with my stats just copying for format sake       Druid 5 (mountain circle) Medium humanoid male (Wood Elf), Neutral Armor Class 16 Hit Points 38 Speed 35 ft. Senses : Darkvision 60' Languages: common, elven, druidic Proficiency Bonus +3 Passive Perception: 16 Passive Insight: 16   ABILITIES & SKILLS  Proficiency Bonus: +3 Strength 10 (+0) Save +0  Athletics +0 Dexterity 17 (+3)  Save +3 Acrobatics +3 | Sleight of Hand +3 | Stealth +3 Constitution 14 (+2) Save +2 No skills associated. Intelligence 8 (-1) Save +2 Arcana -1 | History -1 | Investigation -1 | Nature +2 | religion -1 Wisdom 17 (+3) Save +6  Animal Handling +6 | Insight +6 | Medicine +3 | Perception +6 | Survival +6 Charisma 10 (+0)  Save :+0 Deception +0 | Intimidation +0 | Performance +0 | Persuasion +0 * (E) denotes expertise. / Bold denotes proficiency.   PROFICIENCIES & ABILITIES  PROFICIENCIES Tools: Herbalism Kit, Vehicles(land), Weaver's tools Weapons : Clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears Armors Light, Medium, Heavy, Shields(druids will not wear armor or use shields made of metal) RACIAL abilities: Keen Senses: You have proficiency in the Perception skill. Fey Ancestry: You have advantage on saving throws against being charmed, and magic can’t put you to sleep Trance: Elves don’t need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is “trance.”) While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep Elf Weapon Training: You have proficiency with the longsword, shortsword, shortbow, and longbow. Fleet of Foot: Your base walking speed increases to 35 feet. Mask of the Wild: You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.   Class Abilities: Wild Shape: Wild Shape Limited UseL 2 times/short rest Action Type: 1 Action Range/Area: --ft. Reach Starting at 2nd level, you can use your action to magically assume the shape of a beast that you have seen before. You can use this feature twice. You regain expended uses when you finish a short or long rest. Your druid level determines the beasts you can transform into, as shown in the Beast Shapes table. At 2nd level, for example, you can transform into any beast that has a challenge rating of 1/4 or lower that doesn’t have a flying or swimming speed. Beast Shapes LEVEL MAX CR LIMITATIONS 2nd 1/4 No flying or swimming speed 4th 1/2 No flying speed     You can stay in a beast shape for a number of hours equal to half your druid level (rounded down). You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die. 2. Spell casting ( see below for spells slots) 3. Bonus Cantrip: You learn one additional druid cantrip of your choice. This cantrip doesn’t count against the number of druid cantrips you know. (guidance) Natural Recovery: Once per long rest during a short rest, you choose expended spell slots to recover. The spell slots can have a combined level of up to 3, and none of the slots can be 6th level or higher. 4. Circle bonus spells: ( these are prepared daily without spending slots) 3rd spider climb, spike growth 5th lightning bolt, meld into stone 5. Wild Shape Improvement: At 4th level, you can use your action to magically assume the shape of a beast that you have seen before of challenge rating 1/2 or lower that doesn't have a flying speed. You can use this feature twice. You regain expended uses when you finish a short or long rest.         WEAPONS WEAPONS   +1 Moon sickle: +4 to hit for (1d4+1) slashing damage. also grants +1 to dc and spell attack. when casing healing spells adds 1d4 bonus hp. Quarter Staff: +3 to hit for 1d6 bludgeoning damage   SPELLS SPELL SLOTS 4/4 (1st), 3/3 (2nd), 2/2 (3rd) Druid  - Spell Save DC: 14 | Spell Attack Mod: +6 | Spells Prepared: 9 CANTRIPS (druid) Guidance | druidcraft/ Frost bite/ Shillelagh FIRST LEVEL (druid) Cure Wounds, Healing Word, Faerie fire, Entangle SECOND LEVEL (Druid) Spider Climb(circle spell), Spike Growth(circle spell), flaming sphere, summon beast, moon beam THIRD LEVEL (Cleric) Lightning bolt(circle spell), Meld into stone(circle spell), dispel magic/ conjure animals     EQUIPMENT & ENCUMBERANCE TOTAL ENCUMBERANCE () Weight: 52 / 150 lbs. max. (15 x STR Score) Status: unencombered Penalty: None MONEY POUCH (2.06 lbs.) Copper: 0 | Silver: 0 | Gold:100  | Obsidian: 0 | Platinum: 0 (100 Coins x .02 lbs. = 2.06 lbs. Total Weight) EQUIPEMENT READIED (22 lbs.) Equipped items can be retrieved with a manipulate item interaction. Armor (16 lbs.) Shield, leather Armor Weapons (6 lbs.) +1 moon sickle, quarterstaff item: stone of good luck (luckstone (+1 bonus to ability checks and saving throws.) EQUIPMENT STORED ( 59 lbs.) Stored items can be retrieved with an action. In Backpack (28 lbs.) Backpack - 5 lbs. ,mess kit-1, ,tinderbox-1, ,10 ,rations (10)-20. ,waterskin-5 ,hempen rope-, weaver tools, common clothes, EQUIPMENT NOT CARRIED (--) * Denotes magic item (see below)   MAGIC ITEMS NON-ATTUNED   ATTUNED (1/3) +1 Moon Sickle stone of good luck (luckstone)   APPEARANCE Age - 125 | Height - 5'11". | Weight - 135 lbs. | Hair - Brown| Eyes -green | Complexion - tanned skin Run is an average sized wood elf. He is dressed in leathers and has worn and tanned skin due to his living in the mountains. He does protect others and when miners or explorers do travel he likes to be there to help guide and watches over travelers. His favorite forms are a mountain lion, a cougar, or an eagle.   BACKGROUND Folk Hero: defying moment: I saved people during a natural disaster. Feature: Rustic Hospitality Since you come from the ranks of the common folk, you fit in among them with ease. You can find a place to hide, rest, or recuperate among other commoners, unless you have shown yourself to be a danger to them. They will shield you from the law or anyone else searching for you, though they will not risk their lives for you Personality: I judge people by their actions, not their words. ideal: Sincerity. There’s no good in pretending to be something I’m not.  Bond: I protect those who cannot protect themselves. flaw: The tyrant who rules my land that summoned the monster that I killed will stop at nothing to see me killed.   Background: Rune was born in the Vordan Mountains amongst other mountain folk. He was always fascinated by climbing, exploring and animals. He found his calling in being a druid. He was trained by Rahlo a wood elf druid. During his training he would help explorers make it through the mountains safely and also helped out caravans as well. Fort Stormbreakers lord wanted to tax these caravans for passage and also wanted a portion of the goods as well. Rune did not care for this and smuggled them through. One of Fort Stormbreakers summoners sent an air elemental after Rune by attacking him in his home town. Rune was barely able to survive and it cost him his mentors life. Rune saved the village but Rune was forced to flee. Now Rune arrived at the city looking for adventure, a new fresh start and hopefully gain enough power to stop Fort Stormbreaker.  
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