Jump to content

lemonstyx's AL Characters


lemonstyx

Recommended Posts

5f659ccf85d10d2de477e5683c13e13a.jpgVithka Sheet | Log

Lawful Neutral, Female Githzerai Ranger 5 (Gloomstalker)

HP: 44/44 | HD: 5/5 (d10) | AC: 16 | Initiative: +7 | PP: 16 | Speed: 30 ft | Prof Bonus: +3

Status: Normal | DM Inspiration: 0 | Spell Slots: L1 4/4 L2 2/2 | Defenses

Stat Block

Attributes, Saves and Skills


Str 10 Dex 18 Con 14  Int 10 Wis 16 Cha 8


Race Features: Mental Discipline, Githzerai Psionics, Psychic Resilience

Background Feature: Safe Haven

Class Features: Favored Enemy, Natural Explorer, Fighting Style, Spellcasting, Primal Awareness
Subclass Features (Gloomstalker): Gloomstalker Magic, Dread Ambusher, Umbral Sight


Attacks 

+1 Shortsword +8 attack, 1d6+5 piercing

Offhand Shortsword +7 attack, 1d6+4 piercing

Longbow +7 attack, 1d8+4 piercing


Languages, Tool Proficiencies

Common, Gith, Undercommon, Primordial, Deep Speech

Spells

Ranger: +6, DC 14

Cantrips: Mage Hand

Level 1: Absorb Elements, Disguise Self (Gloomstalker), Hunter's Mark, Shield (1/day, racial), Speak with Animals (1/day, Primal Awareness), Zephyr Strike

Level 2: Beast Sense (1/day, Primal Awareness), Detect Thoughts (1/day, racial), Pass Without Trace, Rope Trick (Gloomstalker)

Magic Items

Consumable Magic Items: Spell Scroll of Animal Friendship

Permanent Magic Items: Gray Bag of Tricks, +1 Shortsword (Level 5 Magic Item)

Inactive Magic Items:


 

Link to comment
Share on other sites

spacer.png

Jarn Wrentham Sheet | Log

spacer.png

  Chaotic Good, Male Half-Elf Rogue 4 (Scout), Cleric 1 (Knowledge), Bard 3 (Lore)

HP: 43/43 | HD: 8/8 (d8) | AC: 17/19 | Initiative: +5 | PP: 19 | Speed: 30 ft | Prof Bonus: +3

Status: Normal | DM Inspiration: 0 | Bardic Inspiration: 2/2 | Spell Slots: L1 4/4 L2 3/3 | Defenses

Stat Block

Attributes, Saves and Skills


Str 12 Dex 16 Con 10  Int 12 Wis 14 Cha 14


Race Features: Darkvision, Fey Ancestry, Skill Versatility

Background Feature: Entertainer Routines, By Popular Demand

Class Features (Rogue): Expertise, Sneak Attack (2d6), Thieves' Cant, Cunning Action
Subclass Features (Scout): Skirmisher, Survivalist

Class Features (Cleric): Spellcasting
Subclass Features (Knowledge): Blessings of Knowledge

Class Features (Bard): Spellcasting, Bardic Inspiration (d6), Jack of All Trades, Song of Rest (d6), Expertise
Subclass Features (Lore): Expertise, Cutting Words

Feats: Prodigy


Attacks 

+1 Rapier +7 attack, 1d8+4 piercing

Shortbow +6 attack, 1d6+3 piercing

Dagger +6 attack, 1d4+3 piercing


Languages, Tool Proficiencies

Common, Elvish, Draconic, Giant, Thieves' Cant, Deep Speech, Primordial, Undercommon

Thieves' Tools, Lute, Flute, Vehicles (Land)

Spells

Cleric: +5, DC 13

Cantrips: Guidance, Light, Thaumaturgy

Level 1: Command (domain), Identify (domain, ritual), Bless, Protection from Evil and Good, Shield of Faith


Bard: +5, DC 13

Cantrips: Mage Hand, Minor Illusion

Level 1: Detect Magic, Disguise Self, Healing Word, Longstrider

Level 2: Aid, Invisibility

Magic Items

Consumable Magic Items: Potion of Resistance (Necrotic)

Permanent Magic Items: Stone of Good Luck (attuned), Ring of Protection (attuned), +1 Rapier

Inactive Magic Items: +1 Shortbow

Story Award: Charm of Heroism (1 use), Backpack Parachute


 

Link to comment
Share on other sites

e80ab4b8b3fa0e9e3897e465a2a1bac7.jpgTaye Dhomey Sheet | Log

Lawful Neutral, Male Mountain Dwarf Barbarian 9 (Ancestral Guardian)

HP: 95/95 | HD: 9/9 (d12) | AC: 18 | Initiative: +2 (Adv) | PP: 15 | Speed: 35 ft | Prof Bonus: +4

Status: Normal | DM Inspiration: 0 | Rage: 4/4 | Defenses

Stat Block

Attributes, Saves and Skills


Str 18 Dex 14 Con 16  Int 8 Wis 12 Cha 10


Race Features: Darkvision, Dwarven Resilience, Dwarven Combat TrainingProficiencies changed to Brewer's Supplies, Carpenter's Tools, Cook's Utensils, Herbalism KitTool ProficiencySmith's tools, Stonecunning, Dwarven Armor TrainingProficiencies changed to Leatherworker's Tools and Woodworker's Tools

Background Feature: OriginTribal Marauder, WandererYou have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.

Class Features: Rage (4/day), Unarmored Defense, Reckless Attack, Danger Sense, Primal KnowledgeNature, Extra Attack, Fast Movement, "Instinctive PounceAs part of the bonus action you take to enter your rage, you can move up to half your speed.", Feral Instinct, Brutal Critical (1 die)
Subclass Features (Ancestral Guardian): Ancestral ProtectorsAt 3rd level, while you're raging, the first creature you hit with an attack on your turn becomes the target of spiritual warriors, which hinder its attacks. Until the start of your next turn, that target has disadvantage on any attack roll that isn't against you, and when the target hits a creature other than you with an attack, that creature has resistance to the damage dealt by the attack. The effect on the target ends early if your rage ends., Spirit Shield (2d6)Beginning at 6th level, the guardian spirits that aid you can provide supernatural protection to those you defend. If you are raging and another creature you can see within 30 feet of you takes damage, you can use your reaction to reduce that damage by 2d6.

When you reach certain levels in this class, you can reduce the damage by more: by 3d6 at 10th level and by 4d6 at 14th level.

Feats:Great Weapon MasterYou've learned to put the weight of a weapon to your advantage, letting its momentum empower your strikes. You gain the following benefits:
*On your turn, when you score a critical hit with a melee weapon or reduce a creature to 0 hit points with one, you can make one melee weapon attack as a bonus action.
*Before you make a melee attack with a heavy weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack's damage.


Attacks 

+2 Greataxe +10 attack, 1d12+6 slashing

Handaxe +8 attack, 1d6+4 slashing

Javelin +8 attack, 1d6+4 piercing

Longbow +6 attack, 1d8+2 piercing


Languages, Tool Proficiencies

Common, Dwarvish, Orcish

Magic Items

Consumable Magic Items: 2 Potions of Greater Healing, 3 Potions of Superior Healing, Elixir of Health, Potion of Clairvoyance, Scroll of Protection (felines), Dust of Disappearance

Permanent Magic Items: +2 Greataxe (active), Bracers of Defense (attuned, active), Ring of Protection (attuned, active)

Inactive Magic Items: +1 Longbow (inactive), Gloves of Missile Snaring (inactive), Ring of Animal Influence (inactive), Shield +1 (inactive), Wand of Lightning Bolts (7 charges, inactive), Wand of Magic Missile (7 charges, inactive), Chime of Opening (inactive)


 

Link to comment
Share on other sites

image.jpeg.d5c8f3e88b181bdee8a0e7a6311be718.jpegChance Steele Sheet | Log

Neutral Good, Male High Elf Rogue 12 (Arcane Trickster)

HP: 87/87 | HD: 12/12 (d8) | AC: 17 | Initiative: +5 | PP: 18 | Speed: 30 ft (30ft swim) | Prof Bonus: +4

Status: Normal | DM Inspiration: 0 | Spell Slots: L1 4/4 L2 3/3 | Defenses

Stat Block

Attributes, Saves and Skills


Str 8 Dex 20 Con 14  Int 18 Wis 10 Cha 10


Race Features: Darkvision, Keen Senses, Fey Ancestry, Trance, Elf Weapon Training, CantripBooming Blade, Extra LanguageCelestial

Background Feature: Position of Privilege

Class Features: ExpertiseAcrobatics, Investigation, Sneak Attack (5d6), Thieves' Cant, Cunning Action, Uncanny Dodge, ExpertisePerception, Thieves' Tools, Evasion, Reliable Talent

Subclass Features (Arcane Trickster): Spellcasting, Mage Hand Legerdemain, Magical Ambush

Feats: Piercer* +1 Dexterity
* Once per turn, when you hit a creature with an attack that deals piercing damage, you can reroll one of the attack’s damage dice, and you must use the new roll.
* When you score a critical hit that deals piercing damage to a creature, you can roll one additional damage die when determining the extra piercing damage the target takes.
, Elven Accuracy* +1 Intelligence
* Whenever you have advantage on an attack roll using Dexterity, Intelligence, Wisdom, or Charisma, you can reroll one of the dice once.

Story Awards: Faction FavorYou have won the favor of two of the great factions: The Emerald Enclave, the Order of the Gauntlet. As the bearer of this award, you may at any time replace your own background feature with the Safe Haven background feature (Sword Coast Adventurer’s Guide).

In addition, you may call upon these factions to cast raise dead on your character if your remains are taken to Waterdeep. Doing so removes this story award from your record. You can use this favor even if you don’t have the Faction Agent background.
, Friends in Hot PlacesYour actions today have earned you the gratitude of a very powerful creature. Should you ever find yourself back on the Elemental Plane of Fire and visiting the City of Brass, you will be welcomed as a friend., Charm of Animal Conjuring (3 uses)This charm allows you to cast the conjure animals spell (3rd-level version) as an action. Once used three times, the charm vanishes from you.


Attacks 

+1 Rapier +10 attack, 1d8+6 piercing

Dagger +9 attack, 1d4+5 piercing

+1 Longbow +10 attack, 1d8+6 piercing


Languages, Tool Proficiencies

Common, Elvish, Thieves' Cant, Celestial, Draconic

Spells

Rogue: +8, DC 16

Cantrips: Booming Blade, Green-Flame Blade, Mage Hand, Message, Minor Illusion, Dancing Lights (RoSS), Light (RoSS)

Level 1: Shield, Silent Image, Faerie Fire (RoSS)

Level 2: Hold Person, Invisibility, Mirror Image, Spider Climb, Suggestion, Tasha's Mind Whip

Magic Items

Consumable Magic Items: 2 Potions of Healing, 4 Potions of Greater Healing, Potion of Superior Healing, Dust of Disappearance, Elixir of Health, Potion of Heroism

Permanent Magic Items: Hat of Disguise (attuned), +1 Rapier, Iron Bands of Bilarro, Ring of Shooting Stars (attuned), +1 Longbow, Mariner's Studded Leather

Inactive Magic Items: Potion of Frost Giant Strength, Quaal's Feather Token (Swan Boat), Goggles of Night, Lantern of Revealing, Sending Stones, Spell Scroll of Invisibility


 

Level 12 - +2 Int ASI

 

Link to comment
Share on other sites

  • 4 weeks later...

image.jpeg.df81ff84ab13f5491a606ede26641beb.jpegLotham Pendricky Sheet | Log

Neutral Good, Male Human Wizard 7 (Abjuration)

HP: 44/44 | HD: 7/7 (d6) | AC: 13/16Mage Armor | Initiative: +2 | PP: 11 | Speed: 30 ft | Prof Bonus: +3 | Arcane Recovery: 1/1

Status: Normal | DM Inspiration: 0 | Spell Slots: L1 4/4 L2 3/3 L3 3/3 L4 1/1 | Defenses | Arcane Ward:  19/19

Stat Block

Attributes, Saves and Skills


Str 10 Dex 14 Con 14  Int 20 Wis 12 Cha 10


Race Features: LanguagesCommon, Primordial, Skill ProficienciesSleight of Hand

Background Feature: Field of Study (Grad Student - Wizard's Apprentice), Researcher

Class Features: Spellcasting, Arcane Recovery, Cantrip Formulas

Subclass Features (Gloomstalker): Abjuration Savant, Arcane Ward, Projected Ward

Feats: Keen MindYou have a mind that can track time, direction, and detail with uncanny precision. You gain the following benefits:
*Increase your Intelligence score by 1, to a maximum of 20.
*You always know which way is north.
*You always know the number of hours left before the next sunrise or sunset.
*You can accurately recall anything you have seen or heard within the past month.


Attacks 

Dagger +5 attack, 1d4+2 piercing


Languages, Tool Proficiencies

Common, Primordial, Infernal, Celestial

Spells

Wizard: +9, DC 17

Cantrips: Firebolt, Light, Mage Hand, Mind Sliver

Level 1: Absorb Elements*, Alarm (ritual), Comprehend Languages (ritual), Detect Magic (ritual), Find Familiar (ritual), Mage Armor*, Magic Missile, Shield*, Sleep, Tenser's Floating Disk (ritual)

Level 2: Arcane Lock, Hold Person*, Invisibility, Misty Step*, Web*

Level 3: Counterspell*, Dispel Magic*, Fireball*, Fly*

Level 4: Arcane Eye*, Banishment*

Magic Items

Consumable Magic Items: Potion of Healing

Permanent Magic Items: Tome of Clear Thought, Ring of Protection (attuned), +1 Arcane Grimoire (attuned)

Inactive Magic Items: Boots of Springing and Striding, Wand of Magic Missiles, Gauntlets of Ogre Power, Spider Staff, Dragonguard (inactive), Lightbringer

Familiar Stat Block

Knowledge

Weasel


AC: 13 HP: 1 Speed: 30 ft

Str: 3 (-4) Dex: 16 (+3) Con: 8 (-1) Int: 2 (-4) Wis: 12 (+1) Cha: 3 (-4)

Skills: Perception +3, Stealth +5 
Senses: Passive Perception 13  

Keen Hearing and Smell. The weasel has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (1d1) piercing damage.


 

Link to comment
Share on other sites

  • 3 months later...


image.png.8ac14a55220c341eba145f142707d36d.pngIrafis Sheet | Log

Chaotic Good, Male Eladrin (Winter) Sorcerer 1 (Aberrant Mind), Bard 8 (Eloquence)

HP: 64/64 | HD: 1/1 (d6), 8/8 (d8) | AC: 16 | Initiative: +5 | PP: 18 | Speed: 30 ft | Prof Bonus: +4 | Fey Step (DC 17): 4/4

Status: Normal | DM Inspiration: 0 | Spell Slots: L1 4/4 L2 3/3 L3 3/3 L4 3/3 L5 1/1 | Defenses | Bardic Inspiration: 5/5

Stat Block

Attributes, Saves and Skills


Str 8 Dex 16 Con 14  Int 10 Wis 10 Cha 20


Race Features: Darkvision, Keen Senses, Fey Ancestry, Trance, Fey Step

Background Feature: By Popular Demand

Class Features (Sorcerer): Spellcasting, Sorcerous Origin (Aberrant Mind)

Subclass Features (Aberrant Mind): Psionic Spells, Telepathic Speech

Class Features (Bard): Spellcasting, Bardic Inspiration (d8), Magical Inspiration, Jack of All Trades, Song of Rest (d6), Expertise (Acrobatics, Perception), Font of Inspiration, Countercharm

Subclass Features (Eloquence): Silver Tongue, Unsettling Words, Unfailing Inspiration, Universal Speech

Attacks 

Dagger +7 attack, 1d4+3 piercing


Languages, Tool Proficiencies

Common, Elvish

Spells

Sorcerer: +9, DC 17

Cantrips: Chill Touch, Firebolt, Mind Sliver, Ray of Frost, Shocking Grasp

Level 1: Absorb Elements, Arms of Hadar, Dissonant Whispers, Shield

Bard: +10, DC 18

Cantrips: Mage Hand, Minor Illusion, Vicious Mockery

Level 1: Command, Healing Word

Level 2: Aid, Blindness/Deafness, Hold Person, Suggestion

Level 3: Fear, Mass Healing Word, Slow

Level 4: Confusion, Dimension Door

Magic Items

Consumable Magic Items: Oil of Etherealness

Common Magic Items: Pole of Collapsing, Wand of Pyrotechnics, Cloak of Billowing, Staff of Birdcalls

Permanent Magic Items: Ring of Protection (attuned), Boots of Elvenkind, +1 Rhythm Maker's Drum (attuned)

Inactive Magic Items: Shield +1, Pipes of Haunting, Mithral Plate, Cloak of the Bat (Raven), Gwa’thern Faln


 

Rebuilding Irafis:

Level 1: Same stats; Sorcerer 1, new subclass: Aberrant Mind; Proficiencies: Deception, Persuasion; Spells: Chill Touch, Fire Bolt, Ray of Frost, Shocking Grasp, Absorb Elements, Shield

Level 2: Bard 1; Proficiencies: Pan Flute, Stealth; Spells: Mage Hand, Vicious Mockery, Bane, Command, Disguise Self, Healing Word

Level 3: Bard 2; Spells: Tasha's Hideous Laughter

Level 4: Bard 3; sub class - Eloquence; Expertise: Acrobatics, Perception; Spells: Blindness/Deafness, swap Tasha's Hideous Laughter for Hold Person

Level 5: Bard 4; ASI: +2 Cha; Spells: Minor Illusion, Suggestion

Level 6: Bard 5; Spells: Slow, swap Disguise Self for Mass Healing Word

Level 7: Bard 6; Spells: Fear

Level 8: Bard 7; Spells: Confusion

Level 9: Bard 8; ASI: +2 Cha; Spells: Dimension Door, swap Bane for Aid

Purchasing Studded Leather for 45gp

Link to comment
Share on other sites

  • 1 month later...


image.jpeg.6b4a0d033aee8492e55c84046b47af66.jpegOrn Sheet | Log

Neutral Good, Male Hill Dwarf Cleric 11 (Forge)

HP: 102/102 | HD: 11/11 (d8) | AC: 20/23With +1 shield | Initiative: -1 | PP: 15 | Speed: 25 ft | Channel Divinity: 2/2 (Harness Divine Power 2/2)

Status: Normal | DM Inspiration: 0 | Spell Slots: L1 4/4 L2 3/3 L3 3/3 L4 3/3 L5 2/2 L6 1/1 | Defenses | Prof Bonus: +4

Stat Block

Attributes, Saves and Skills


Str 14 Dex 8 Con 16  Int 10 Wis 20 Cha 10


Race Features: Speed (25ft), Darkvision, Dwarven Resilience, Stonecunning, Dwarven Toughness

Background Feature: Criminal Specialty (Smuggler), Criminal Contact

Class Features: Spellcasting, Channel Divinity (2/rest), Channel Divinity: Harness Divine Power (2/long rest), Destroy Undead (CR 2)

Subclass Features (Forge Domain): Bonus Proficiency, Blessing of the Forge, Channel Divinity: Artisan's Blessing, Soul of the Forge, Blessed Strikes

Attacks 

Warhammer +6 attack, 1d8+2 bludgeoning

Handaxe +6 attack, 1d6+2 slashing


Languages, Tool Proficiencies

Common, Dwarvish, Thieves' Tools, Smith's Tools, Dice, Mason's Tools, Vehicles (Land), Vehicles (Water)

Spells

Cleric: Wisdom, +10, DC 18

Cantrips: Guidance, Mending, Sacred Flame, Toll the Dead, Word of Radiance

Level 1: Bless, Command, Healing Word, Identify (domain), Protection from Evil and Good, Searing Smite (domain)

Level 2: Aid, Blindness/Deafness, Heat Metal (domain), Hold Person, Magic Weapon (domain), Silence, Spiritual Weapon

Level 3: Dispel Magic, Elemental Weapon (domain), Protection from Energy (domain), Speak with Dead, Spirit Guardians

Level 4: Banishment, Fabricate (domain), Wall of Fire (domain)

Level 5: Animate Objects (domain), Creation (domain), Dawn, Flame Strike

Level 6: Heal

Magic Items

Consumable Magic Items: Potion of Healing

Common Magic Items: Pole of Collapsing, Wand of Pyrotechnics, Cloak of Billowing, Staff of Birdcalls

Permanent Magic Items: Cloak of Protection (attuned), +1 Shield (Renown Item), +1 Amulet of the Devout (attuned), Dimensional Shackles, Bowl of Commanding Water Elementals

Inactive Magic Items:


 

 

Link to comment
Share on other sites

×
×
  • Create New...