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Anna'it O. Devoratrix- Warlock, Maiden, Mother, Crone

female Tiefling Warlock 12, Cleric 7

Inspiration 7
Background: Sage
Alchemist's Kit, Healer's Kit, Herbalism Kit
Languages Common, Infernal, Draconic, Deep Speech, Pidduppi, Elvish, Undercommon
Proficiency Bonus +6

Str 16 Dex 17 Con 20 Int 18 Wis 17 Cha 20

HD 19d8
HP in flux
AC 21
Speed 30 Initiative +6 Passive Perception 19

Saving Throws
+3 Strength
+3 Dexterity
+11 Constitution
+4 Intelligence
+9 Wisdom
+11 Charisma

Skills
+16 Arcana
+16 History
+3 Nature
+10 Religion
+15 Insight
+15 Perception
+8 Alchemy
+5 Deception
+11 Intimidation
+11 Persuasion (Upslope)


Eldritch Invocations
Eldritch Archivist- 3 spells from any other class
Eyes of A Thousand- can read 1 day's worth of reading in an hour
Focus of the Dual Mind- concentrate on two spells at once
Magus' Collection- 6 attuned items
Ghostly Gaze- see through items to 30ft
Book of Ancient Secrets- Rituals


Racial Traits
Darkvision
Resistance to Fire 3/day (Zargon punishment)
Improved Stinkeye from Elves and Humans

Spell Attack +11 (13 w/rod, 15 w/Amulet+Rod) (+6 prof, +5 CHA); DC 19 (21 w/rod, 23 w/Rod+Amulet) (8+6 prof, +5 CHA)

Cantrips Known
Mind Sliver
Eldritch Blast
Toll the Dead
Firebolt

Bonus Cantrips (Invocation)
Control Flames
Mold Earth
Mending
Spare the Dying (Patron cantrip)

***Tiefling Racial
Thaumaturgy

1st-level Spells
Witch Bolt (C)
Healing Elixr

Bonus Invocation Spells
Color Spray
Shield
Find Familiar (Ritual)
Identify (Ritual)

2nd-level Spells
Blindness/Deafness
Bonus Invocation Spell
Mirror Image

***Tiefling Racial
Darkness 1/long rest
Hellish Rebuke 1/long rest

3rd-level Spells
Fly
Psionic Blast

4th-level Spells
Ego Whip
Shadow of Moil

5th-level Spells
Teleportation Circle
Legend Lore
Far Step (C)
Hold Monster (C)

Mystic Arcanum (6th level)
Otherworldly Guise

Magic Items

Hat of Disguise- bonnet-like, with a tie for under the chin so it won't fall off if the wearer should ever happen to be inverted. (A)

Arcanum Weave Cloak of Elvenkind- swirls with purplish mists and eddies of smoke drift off of it in my wake, obscuring my outlines and helping me to fade into the background; occasionally, a pair of green orbs glow near the collar, like eyes on the shoulders. (A)

Boots of Elvenkind

Slippers of Spider Climbing (A)

Emerald Enclave Cloak (A)

Rod of the Pact Keeper +2 (A)

Ring of Psychic Resistance (A)

Ring of Jumping (A)

Coiling Grasp Tattoo

Eldritch Claw Tattoo
Edited by RogetThesaurii (see edit history)
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Xander male half elf Outlander / Rogue (Assassin) 5

Initiative +9
Passive Perception 17 Passive Investigation 18 Passive Stealth 17
Inspiration 5
Background Outlander
Languages Common, Patois, Backhand, Elven, Dwarven Age 45 Height 5'10"
Personality Trait I was, in fact, raised by wolves outside Cordoba.
Ideal The strongest are meant to rule.
Bond It takes a thief to catch a thief.
Flaw There's no honor among thieves.
Proficiency Bonus +3 Size Medium Speed 30
Tool Proficiencies musical instrument (hand drum), Thieves' Tools, Poisoner's Kit
Armor & Weapon Prof light; simple weapons, hand crossbows, longswords, rapiers, shortswords

Str 12 Dex 18 Con 14 Int 15 Wis 18 Cha 17

HD 5 HP 44 /
Short Rests 5 HD/day (1d8+2)

AC 16 (studded leather)

Saves
+1 Str
+7 Dex*
+2 Con
+5 Int*
+4 Wis advantage on saves vs. charm
+3 Cha

Skills
+4 Acrobatics
+3 Animal Handling
+4 Athletics*
+5 Arcana*
+3 Deception
+2 History
+7 Insight*
+3 Intimidation
+8 Investigation** expertise
+2 Nature
+7 Perception*
+3 Performance
+3 Persuasion
+2 Religion
+7 Sleight of Hand*
+7 Stealth*
+7 Survival*

Feats
Alert +5 initiative. cannot be surprised while conscious. attacks from unseen creatures don't gain advantage on attack rolls.
Poisoner when you make a damage roll that deals poison damage, it ignores a target's resistance to poison. you can apply poison to weapon or ammunition as a Bonus Action.

Flaws
Clumsy while in difficult terrain, if you roll a natural 1 or 2 on a Dexterity saving throw or an acrobatics, sleight of hand, or stealth check, you fall prone.

Abilities
Darkvision.
Fey Ancestry. Magic can't put me to sleep.
Skill Versatility.
Wanderer. You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, and other features around you. 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.
Expertise. Investigation, thieves' tools (+10)
Sneak Attack. +3d6
Cunning Action. Bonus Action each turn to take the Dash, Disengage, or Hide actions.
Assassinate. You are at your deadliest when you get the drop on your enemies. You have advantage on attack rolls against any creature that hasn't taken a turn in combat yet. Additionally, any hit you score is a critical hit.
Uncanny Dodge. 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.

Belongings
Burglar's Pack
A silver snuffbox bearing an inscription on the surface that says "dreams" in Elven script
A hunting trap
A fang from a wolf I killed
traveler's clothes, backpack, studded leather armor, rapier, short sword, 2 daggers, shortbow (80/320), quiver of 20 arrows, 10 doses of poisoner-feat's poison (Con DC 14 or suffer 2d8 poison damage and become poisoned until the end of the target's next turn), 4 antitoxins, 2 potions of healing, hand crossbow (30/120), 10 hand crossbow bolts, whetstone, a set of manacles & key, thieves' tools, poisoner's kit, hand drum
pouch with 10 gp
Verminbane ( +1 Short Sword that deals an extra 2d4 damage to vermin such as rats, spiders, and snakes, full damage to swarms of vermin)
4000 gp

Edited by RogetThesaurii (see edit history)
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CG male lightfoot halfling Urchin/Sorcerer (Wild) 19

Inspiration 9
Background Urchin
Tools Thieves' Tools, Disguise Kit, Game (Dice set)
Languages Halfling, Common, Gnome
Proficiency Bonus +6
Age 12

Str 11 Dex 20 Con 16 Int 15 Wis 16 Cha 20

HD 19d6
HP 133 [Short Rest HD 19, used today: ]
AC 21 (26 w/ shield)
Speed 25 Initiative +10 Passive Perception 13 (plus +5 on rooftops) Passive Stealth 23

Saving Throws
+1 Strength
+6 Dexterity
+10 Constitution
+3 Intelligence
+9 Wisdom [advantage vs frightened]
+12 Charisma

Skills
+5 Acrobatics
+3 Animal Handling
+2 Arcana
+0 Athletics
+11 Deception
+2 History
+3 Insight
+5 Intimidation
+2 Investigation
+3 Medicine
+2 Nature
+3 Perception
+5 Performance
+11 Persuasion
+2 Religion
+16 Sleight of Hand
+13 Stealth
+3 Survival

Feats/Flaws
Alert
Lucky (feat)
You have 3 luck points. Whenever you make an attack roll, an ability check, or a saving throw, you can spend one luck point after a d20 roll, choose better roll. You can also spend one of your luck points after an attack roll is made against you. roll a d20, and then choose whether the attack uses the attacker's role or yours. 1
Clumsy (flaw)
High Road Commuter (bonus feat) The High Road is not difficult terrain. Advantage on Wis and Dex saves while on rooftops. Passive Perception +5 while on rooftops.
Resilient wis

Features
Bend Luck. Starting at 6th levei, you have the ability to twist fate using your wild magic. When another creature you can see makes an attack roll, an ability check, or a saving throw, you can use your reaction and spend 2 sorcery points to roll 1d4 and apply the number rolled as a bonus or penalty (your choice) to the creature's roll. You can do so after the creature rolls but before any effects of the roll occur.
Brave. You have advantage on saving throws against being frightened.
City Streets. You know the secret patterns and flow to cities and can find passages through the urban sprawl that others would miss. When you are not in combat, you (and companions you lead) can travel between any two locations in the city twice as fast as your speed would normally allow.
Controlled Chaos. Starting at 14th level, when you roll on the Wild Surge table, you may roll twice and choose either result.
Empowered Spell. When you roll damage for a spell, you can spend 1 sorcery point to reroll a number of the damage dice up to your Charisma modifier (minimum of one). You must use the new rolls. You can use Empowered Spell even if you have already used a different Metamagic option during the casting of the spell.
Font Magic. Sorcery Points 19/long rest
Halfling Nimbleness. You can move through the space of any creature that is of a size larger than yours.
Heightened Spell.. When you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 3 sorcery points to give one target of the spell disadvantage on its first saving throw made against the spell.
Lucky. When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.
Naturally Stealthy. You can attempt to hide even when you are obscured only by a creature that is at least one size larger than you.
Sorcerous Origin. Wild Magic
Spell Bombardment 1/turn
Subtle Spell. Cost 1 sorcery point: no verbal or somatic gestures needed.
Tides of Chaos. Starting at 1st levei, you can manipulate the forces of chance and chaos to gain advantage on one attack roll, ability check, or saving throw. Once you do so, you must finish a long rest before you can use this feature again. Any time before you regain the use of this feature, the DM can have you roll on the Wild Magic Surge table immediately after you cast a sorcerer spell of 1st level or higher. You then regain the use of this feature.
Twinned Spell. When you cast a spell that targets only one creature and doesn't have a range of self, you can spend a number of sorcery points equal to the spell's level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip).
Wild Magic. Starting when you choose this origin at 1st level, your spellcasting can unleash surges of untamed magic. Immediately after you cast a sorcerer spell of 1st level or higher, the DM can have you roll a d20. If you roll a 1, roll on the Wild Magic Surge table to create a random magical effect.

Cantrips Known Spell Attack +11 (+5 prof, +6 cha); DC 19 (+5 prof, +6 cha)
Friends (enchantment) S Self, concentration < 1 minute
Light (evocation) V, Touch. 1 hour bright light 20-foot-radius + 20-foot-more dim light. Dex save on unwilling
Fire Bolt (evocation) V,S 120 feet. ranged spell attack 3d10 fire
Poison Spray (conjuration) V,S 10 feet. Constitution save or 3d12 poison
Chill Touch (necromancy) V,S 120 feet. 3d8 necrotic, undead dis
Ray of Frost (evocation) V,S 60 feet. 3d8 cold, speed reduced by 10 until my next turn

Sorcery Points: 19/18

1st-level Spells 4/long rest
Chaos Bolt (evocation) V,S 120 feet. ranged touch attack.
Absorb Elements (abjuration)
Shield (abjuration)

2nd-level Spells 3/long rest
Shatter (evocation) V,S 60 feet. 10-foot-radius Constitution save 3d8 thunder, save for half
Earthbind (transmutation) V 300 feet. Strength save or conc<1 minute 0 fly speed

3rd-level Spells 3/long rest
Thunder Step (evocation)
Counterspell (abjuration)

4th-level Spells 3/long rest
Vitriolic Sphere (evocation)
Polymorph (transmutation) V,S 60 ft, C<1 hour

5th-level Spells 3/long rest
Mork's Mashing Fist (evocation)1
Synaptic Static (enchantment)

6th-level Spells 2/long rest
Scatter (conjuration)

7th-level Spells 1/long rest 1
Crown of Stars (evocation)

8th-level Spells 1/long rest
Abi-Dalzim's Horrid Wilting (necromancy)

9th-level Spells 1/long rest
Blade of Disaster (conjuration) BVS c<1 minute
Private Content for: Scrubby


scatter (xan) (conjuration) ct 1 action range 30 v instant - the air quivers <5 creatures of your choice teleport 120 away to
a spot you can see on ground or floor unoccupied - perfect to trade out thunder step
globe of invulnerability (abjuration) ct 1 action vs(m) self 10-foot-radius c<1 minute blocks out spells 5th<lower
true seeing (divination) ct 1 vs(m) action touch 1 hour no conc: "you see things as they actually are" truesight, notices
secret doors hidden by magic, see into ethereal plane, range 120
mass suggestion (enchantment) ct 1 action range 60 v(m) 24 hours - great if I took tongues spell
otiluke's freezing sphere (evocation) amazing
sunbeam (evocation) woah
circle of death (necromancy) ct 1 action, range 150, vsm(not consumed), instant point in range - 60-foot-rad sphere each
creature within 8d6 necrotic on fail con save, or half on success
eyebite (necromancy) not bad at all
Tasha's otherworldly guise
chain lightning (evocation) its a good one

ruled out:
arcane gate
mental prism
4 investiture spells
disintegrate
flesh to stone
move earth
 
Attuned Magic Items
robes of chainmail +6 ac
necklace of adaptation (ra) While wearing this necklace, you can breathe normally in any environment, and you have advantage on saving throws made against harmful gases and vapors (such as cloudkill and stinking cloud effects, inhaled poisons, and the breath weapons of some dragons)
gem of seeing 3/day 10 minutes, 120 feet truesight

Non-attunement Magic Items
lantern of revealing While lit, this hooded lantern burns for 6 hours on 1 pint of oil, shedding bright light in a 30-foot radius and dim light for an additional 30 feet. Invisible creatures and objects are visible as long as they are in the lantern's bright light. You can use an action to lower the hood, reducing the light to dim light in a 5-foot radius.
ring of spell storing (requires attunement)
wand of fear (requires attunement)
wand of magic missiles
wand of secrets The wand has 3 charges. While holding it. you can use an action to expend 1 of its charges, and if a secret door or trap is within 30 feet of you, the wand pulses and points at the one nearest to you. The wand regains ld3 expended charges daily at dawn.
bag of holding
puzzle box As a Bonus action, Mork can work the Puzzle Box 2/day to regain a sorcery point which must be spent before the beginning of his next turn. The puzzle box has a halfling reclining in a haystack, watching cows in a field. The picture routinely gets messed up and must be 'reset' (thus the Bonus action to work it).
1 potion of healing
stone of good luck (ra)
potion of greater invisibility
pendant of resistance 3/day. fire resistance, or resistance bludgeoning, slashing, piercing. used today:
javelin of lightning 1/day
gloves of thievery pick lock (+16 to pick lock, +11 disarm trap)
cloak of the manta ray While wearing this cloak with its hood up, you can breathe underwater, and you have a swimming speed of 60 feet. Pulling the hood up or down requires an action.
scroll of magic missile
figurine of wondrous power: bronze griffon This bronze statuette is of a griffon rampant. It can become a griffon for up to 6 hours. Once it has been used, it can't be used again until 5 days have passed.
image.png.9059a603b8333f0928c246bf53d38dc6.png
image.png.a5ac7292da261e6c7eb83a78f905fd1a.png
immovable rod
This flat iron rod has a button on one end. You can use an action to press the button, which causes the rod to become magically fixed in place. Until you or another creature uses an action to push the button again, the rod doesn't move, even if it is defying gravity. The rod can hold up to 8,000 pounds of weight. More weight causes the rod to deactivate and fall. A creature can use an action to make a DC 30 Strength check, moving the fixed rod up to 10 feet on a success.
+1 blue dagger 1/day reaction 3d4 psychic
+1 black dagger 1/day reaction 3d4 necrotic
+1 dagger of snake charming - can cast animal friendship on snakes at will.
magic oriole tattoo - feather fall (oriole with 3 tails)
wand of fireballs
wand of lightning bolts 7 charges, While holding it, you can use an action to expend 1 or more of its charges to cast the lightning bolt spell (save DC 15) from it. For 1 charge, you cast the 3rd-level version of the spell. You can increase the spell slot level by one for each additional charge you expend. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.


Non-Magical Equipment
Thieves Tools (+15 to pick locks, +10 to disarm traps)
Disease Salve (1 app) adv saves vs disease for 1 minute: on
Petrification Salve (1 app) adv saves vs petrified for 1 minute
An invitation to a party where someone got murdered (trinket)
Arcane Focus (halfling leaf)
Backpack
Dagger (2)
blank sheets of paper (magical) - can only be writ on by a specific person, and even then with blood
key ring - all keys Gralhunb Villa
silver dagger
2 antitoxin
thunderstone
vial of acid
potion of greater healing
2 potions of supreme healing 10d4+20
periapt of health immunity disease
cold weather outfit

Wealth
40 gp
25 pp
750 gp
120 gp
1466 gp

diamond worth 50 gp
jar of restorative ointment
ritual: fingerbone of Davos (takes of attunement) 1/long rest as a bonus action can recover a spell slot of 3rd level or lower
strange holy symbol from another world

w/ Cramp: 300 silver coins with throne Imperial Rule from trippy time travel parallel universe adventure.

Notes
part owner of Pink Flumph Theatre
Shamblin Mound parts with magic runes
Cult of Gurgon, journal, requires the casting of a spell by a good aligned priest, evil cult, map to evil headquarters.
Black dagger and Blue Dagger
Temple of Zardron has the bones of some cult god
silver longsword
silver mace

Top Hits!
1. 100 fire damage to giant snowman crime lord demon (critical chromatic orb in 2nd level slot)
2. 48 acid damage to metal minotaur (critical chromatic orb in 2nd level slot)
2. 48 force damage to lava octopus (critical empowered mashing fist
47 piercing damage while polymorphed into a tyrannosaurus rex
3. 43 lightning damage to vegetable blob aberration (wand 6th level slot)
4. 30 force damage to a dwarf, 32 thunder damage to henchman, and 25 psychic damage to dwarf (twinned empowered chaos bolt in 3rd level slot)
5. 46 acid damage to a grell (empowered chromatic orb in 2nd level slot)
6. 42 lightning damage to water elemental (empowered lightning bolt)
7. 38 fire damage to 3 skeletons (empowered fireball)
8. 35 fire damage to jeng and guards (empowered fireball)
9. 32 lightning damage to a gnome (empowered witch bolt in 3rd level slot)
10. 29 lightning damage to 4 thugs (empowered lightning bolt) [tpk]
11. 28 lightning damage to vegetable aberration blob (empowered lightning bolt)
12. 27 psychic damage to half-orc (empowered chaos bolt in 3rd level slot)
13. 27 thunder damage to shambling mound (shatter in 4th level slot)

Baboon (MM 319) 0
Badger (MM 319) 0
Canary Bird [5esrd] 0
Cat (MM 321) 0
Crab (MM 321) 0
Crane [5esrd] 0
Flying Monkey (TA 221) 0
Frog (MM 323) 0
Hedgehog (5esrd) 0
Hare (ID 295) 0
Hermit Crab [5esrd] 0
Magpie [5esrd] 0
Mule (MM 334) 0
Octopus (MM 334) 0
Penguin [5esrd] 0
Pony (MM 336) 1/8
Pig [5esrd] 0
Rabbit [5esrd] 0
Sea Horse (MM 338) 0
Sheep [5esrd] 0
Skunk [5esrd] 0
Sloth [5esrd] 0
Sour Grub [5esrd] 0
Squirrel [5esrd] 0
Turtle [5esrd] 0
Camel (MM 321) 1/8
Dolphin (VG 209) 1/8
Flying Snake (MM 323) 1/8
Platypus (T) [5esrd] 1/8
Pony (MM 336) 1/8
Shrieker Mushroom [5esrd] 1/8
Stirge (MM 285) 1/8
Axe Beak (MM 318) 1/4
Cow (VG 208) 1/4
Panther (MM 334) 1/4
Vampire Bat [5esrd] 1/4
Walrus (ID 313) 1/4
Ape (MM 318) 1/2
Giant Goat (MM 327) 1/2
Giant Sea Eel (GS 238) 1/2
Giant Sea Horse (MM 329) 1/2
Giant Wasp (MM 330) 1/2
Giant Goat (MM 327) 1/2
Giant Sea Eel (GS 238) 1/2
Giant Sea Horse (MM 329) 1/2
Giant Wasp (MM 330) 1/2
Hunter Urchin [5esrd] 1/2
Shocker Lizard [5esrd] 1/2
Dire Cheetah (sp 70) [5esrd] 1
Saber-Toothed Tiger (MM 337) 2
Amphiptere (little wyvern m) [5esrd] 3
Forget Frog [M] [5esrd] 3
Giant Ice Toad (YP 236) 3
Giant Lightning Eel (YP 237) 3
Giant Scorpion (MM 328) 3
Giant Snapping Turtle (TA 223) 3
Killer Whale (MM 332) 3
Ant Lion (L) [5esrd] 4
Elephant (MM 323) 4
Giant Coral Snake (GS 237) 4
Giant Subterranean Lizard (YP 237) 4
Giant Walrus (ID 313) 4
Amalthean Goat (magic milk) [5esrd] 5
Brontosaurus (TA 216) 5
Giant Crocodile (MM 325) 5
Giant Shark (MM 329) 5
Hulking Crab (ST 241) 5
Triceratops (MM 81) 5
Aklut (seawolf / killer whale) [5esrd] 6
Anghenfil (garg worm/serpent) [5esrd] 6
Demon Spider (L) [5esrd] 6
Dire Seastar Anemone [5esrd] 6
Fleshpod Hornet [5esrd] 6
Giant Killer Frog (L) [5esrd] 6
Giant Viper (H) [5esrd] 6
Mammoth (MM 333) 6
Mill Slug (G) [5esrd] 6
Elite Ashen Ankheg (L) [5esrd] 7
Fluttercat (M) [5esrd] 7
Giant Ape (MM 324) 7
Hornsaw Unicorn [5esrd] 7
Mosasaur (H) [5esrd] 7
Sand Spider (L) [5esrd] 7
War Elephant (H) [5esrd] 7
Megalania (H) [5esrd] 8
Savager (L) [5esrd] 8
Sperm Whale (ID 310) 8
Tyrannosaurus Rex (MM 81) 8
Giant Mantis Shrimp (L)
Mastodon (H) [5esrd] 9 [5esrd] 9
Dinosaur, Diplodocus [5esrd] 10
Slaughtermaw Lamprey (L) [5esrd] 10
Dire Fiendish Tiger (L) [5esrd] 10
Mindclaw Crab (H) [5esrd] 11
Megalodon Shark (G) [5esrd] 11
Skildpadder (G) [5esrd] 11
Ychen Bannog (G - ox) [5esrd] 11
Dinichthys Fish (sea serpent) [5esrd] 12
Piasa Bird (H) [5esrd] 12
Sea Serpent [5esrd] 12
Titanoboa (G) [5esrd] 12
Giant Anaconda Snake (G) [5esrd] 13

Mork - Green Tongue: Mork has spent a lot of time as a potted plant and as a result he now can cast Speak with Plants 1/day without expending a Spell Slot.

Mork is now blue.

(5683 gp)
1 perfectly cut 1500 gp diamond
10,000 gp
scroll of dominate monster
scroll of finger of death
scroll of mass polymorph
deck of many things
1 potions of supreme
3 antitoxin
3 greater restoration potions
21,192 gp
scroll of planar shift
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Whisper

image.png.a4babbcb9ec30609dda9f56fb36246e4.png

 

elf
rogue 6
inquisitive

Wis 18
Int 16
Dex 18
Str 10
Con 12
Ch 10

HP 39/39

Longbow +8, 1d8 (piercing)+1d8 (lightning)+1d8 (thunder)

Sneak Attack 3d6

Skills +3
--------
Perception (Exp) +11
Sleight of Hand +8
Survival +8
Investigation (Exp) +10
Stealth (exp) +11
Acrobatics +8
Insight (exp) +11

Tool Proficiencies: flute, thieves' tools
Languages: Common, Elven, Patois, Backhand
Ear for Deceit
When you choose this archetype at 3rd level, you develop a keen ear for picking out lies. Whenever you make a Wisdom (Insight) check to determine whether a creature is lying, treat a roll of 7 or lower on the d20 as an 8.
Eye for Detail
Starting at 3rd level, you can use a bonus action to make a Wisdom (Perception) check to spot a hidden creature or object or to make an Intelligence (Investigation) check to uncover or decipher clues.


Insightful Fighting
At 3rd level, you gain the ability to decipher an opponent’s tactics and develop a counter to them. As a bonus action, you make a Wisdom (Insight) check against a creature you can see that isn’t incapacitated, contested by the target’s Charisma (Deception) check. If you succeed, you can use your Sneak Attack against that target even if you don't have advantage on the attack roll, but not if you have disadvantage on it.
This benefit lasts for 1 minute or until you successfully use this feature against a different target.

Ear to the Ground
You are in frequent contact with people in the segment of society that your chosen quarries move through. These people might be associated with the criminal underworld, the rough-and-tumble folk of the streets, or members of high society. This connection comes in the form of a contact in any city you visit, a person who provides information about the people and places of the local area.



Crowbar
a backpack
a bag of 1,000 ball bearings
10 feet of string
5 candles
a crowbar
a hammer
10 pitons
2 flasks of oil
5 days rations
a tinderbox
waterskin
50 feet of silken rope
Potion of water breathing
Potion of healing x 6
vial of poison from the drow
Anti toxin x 3
Charm of the slayer
Potion of water breathing
AC/DC Bow +1
Eyes of the Eagle
Potion of healing X5
Magic paper bird - 50 words
poison from drow....
MW shortsword x2
6111xp

Jerix 'ShornCrown' Thelendoleth. Jerix is a Prince of the Elven Isle

"Narl is a dangerous foe. Keep us close" and he holds up the gem, a sparkling fire opal, "And keep yourself safe. We will speak after Narl is gone. Welcome to Alven Dereh." On touching the gem, you find it allows the owner to Send messages of up to 25 words and receive replies, up to 2x/day. A short or long rest must occur between uses.

The cloth bundle reveals a fine shirt, made of a dyed black watered silk with emblems of poison ivy and thorns and briars embroidered branching from a central rose centered on the chest over the heart. The shirt must be attuned. It allows a wearer to utilize Enhanced Ability (St/Dx/Cn only). The shirt contains 4 spell levels with a spell level regenerating every short or long rest. It requires at least 2 levels to charge the shirt, as normal for the spell.

Cloak of Displacement: Requires Attunement
While you wear this cloak, it projects an Illusion that makes you appear to be standing in a place near your actual Location, causing any creature to have disadvantage on Attack Rolls against you. If you take damage, the property ceases to function until the start of your next turn. This property is suppressed while you are Incapacitated, Restrained, or otherwise unable to move.

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”You guys are like… so weird.”

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Name: Lady Kayli Collette Salcedi
Race: Human
Class: Cleric of Shira Adora(2)/Celestial Warlock(3)
Domain: Peace
Background: Noble
Alignment: CG
Warlock Patron: Starlight (Celestial Unicorn)
Affiliation: Blue Legs; (Upslope: to Salcedi Noble Family)
Age: 19
Height: 5ft6in
Weight: 138
Hair: Dirty Blonde
Eyes: Brown
17 wis
14 str
19 con (14)
16 cha
13 dex
13 int

Max HP = 52

Actual HP = 52

Saving Throws: Wisdom, Charisma

Languages: Common, Halfling, +1

Proficiencies:

Stealth 4
History 4
Persuasion 6
Insight 6
Religion 6
Perception 6
Intimidation 6
Investigation 4



Feats:


 

Telekinetic
 



 

UpSlope


Cleric stuff
 



 

Emboldening Bond
 

 

Channel Divinity - Balm of Peace
 












 

Cleric spells
 





 

Domain Spells

Warlock Stuff
Cantrips
Light
Green Flame Blade
Booming Blade
Eldritch Blast
Mage Hand

Spell Slot (2/2)

1st Level
Cure Wounds
Guiding Bolt
Charm Person

Armor of Starlight

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Celestial Rebuke

2nd Level
Suggestion

Celestial spells
 






 

Investment of the Chain Master

Gear

Breastplate
Shield
Club/Cudgel (belonged to her grandpa; the number 497 is burned into the pommel. # of career arrests for Gramps)
Mace
Manacles x4
50ft silk rope
Holy Symbol
Crowbar
Waterskin
Little black book
Perfume
Whistle
Holy water X3
Thieves tools


Out of town kit
2 Healing Potions, 1 anti-toxin, 1 anti-plague, 1 Holy water, 3 wooden stakes and a wooden mallet, and plague masks.

Medical Kit

Greater Healing Potion, Healing potionx3, Restorative Ointment x4 doses (relieves 1 level of exhaustion), beedle blight paste x5, Golden Thorn Willow Sap, Black Thorn Willow Sap, Anti-plague x2, medical toolkit

3 CW potions, 2 scrolls CW

Coinage

160gp

300gp ruby
50gp ruby

 

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Edited by Powderhorn
Removed wikidot links (see edit history)
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Geneva of House diBussi

attachment.php?attachmentid=102963&stc=1

Human female 6th level rogue swashbuckler, NG
Age: 21 5'4" 122lb.
EXP: 14,001 xp
Geneva 17 16 15 15 14 13

STR: 14 DEX: 18 CON: 16 INT: 16 WIS: 16 CHA: 18

Background: Far Traveler
Tool Proficiencies:gaming dice, thieves' tools
Languages: Common, Dwarven, Backhand, Comprehend Languages 1/Long Rest
Inspiration Points 3
Initiative: +8 Passive Perception: 19

Proficiency Bonus: +3

AC: 19 Hit Points: 53 (5d8 (35)+18) CURRENT:39

SAVES: STR +3 DEX +8* CON +4 WIS +4 INT +7* CHA +5
+1 to saves vs. poison

SKILLS: *Proficient **Expertise
+10 Acrobatics**
+4 Animal Handling
+3 Arcana
+8 Athletics**
+4 Deception
+3 History
+6 Insight*
+4 Intimidation
+3 Investigation
+3 Medicine
+3 Nature
+9 Perception**
+7 Performance*
+7 Persuasion*
+3 Religion
+4 Sleight of Hand
+10 Stealth*
+3 Survival
+11 Thieves Tools

Emberblade (longsword) +8 d8+3 +1D6 radiant vs undead
+1 cutlass+8 d6+5 +3d6 sneak attack
+1 hand crossbow +8 d6+5 range 30'/120'
Msk dagger +1 Atk +8 d4+4
Emberblade* Weapon, Uncommon (requires attunement): This +1 longsword deals an additional 1d6 radiant damage to undead. It also sheds bright light in a 30 ft. radius and dim light for another 30 ft. If a creature suffers from Sunlight Sensitivity, the light from this weapon is treated as if it were sunlight
Hat of Disguise
periapt of health*
Silk lined cloak of protection*
+2 studded leather armor, Dyed green with leaf motif, and Gaultan mares etched on pauldrons.
10 throwing daggers
Dardanian Sapphire Bracelet These stones have been soaked in poisonous resins repeatedly and the wearer is imbued with a +1 on saves vs poison and can add +3d6 poison damage to a damage roll 1/day. The target receives a Constitution Save (DC 14) for 1/2 damage.
Brassiere of Death's Defiance: This undergarment imbues the Death Ward effect on its wearer until triggered. It refreshes after a Long Rest.
Equipment & potions:
Explorers Pack
Msk Thieves Tools
1 potion of superior healing
2 potions of greater healing
2 potions of healing

Abilities:
Expertise 1st lvl: acrobatics, perception
Sneak Attack +3D6
Thieve's Cant (Backhand)
Cunning Action: Starting 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.
Swashbuckler Archetype: A Swashbuckler excels in single combat, and can fight with two weapons while safely darting away from an opponent.
Fancy Footwork: When 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 Audacity: Starting 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.
Expertise 6th lvl: Stealth, Thieves Tools

Feats:
Fey touched Your exposure to the Feywild's magic has changed you, granting you the following benefits:
Increase Wisdom 1, to a maximum of 20.
You learn the misty step spell and Comprehend Languages. 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.

Skill Expert Increase one ability score (DEX) of your choice by 1, to a maximum of 20.
You gain proficiency in one skill of your choice. (PERSUASION)
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.

Equipment: One set of traveler's clothes, well-made ivory and peridot dice set (10gp), poorly wrought maps from Gaulta depicting her family's lands, a hair clip made of gold and set with red jade and tiger eye agates, and a pouch containing 5 gp

Geneva is from Gaulta, famed for it's horses. Her family are cattle farmers more so than horsemen, but she does have an eye for horseflesh.
 
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Inez 'Nez' DiCarlotta

Inéz, Human female, Cleric 6 of the Coney, Life Domain, NG
attachment.php?attachmentid=102918&stc=1
Age: 21 5'5" 134lb.
XP: 14,001
STR: 7-2 DEX: 12+1 CON: 14+2 INT: 10 WIS: 18+4 CHA: 18+4

Background: courtier
Tool Proficiencies: men
Languages: Common (Lisez), Hammaddi, Gornrog, Sylvan*
Initiative: +1
Passive Perception: 14
Proficiency Bonus: +3
Inspiration Points 4

Spell Attack +7
Spell Save DC 15

AC: 16 Hit Points: MAX/Current:43/43 (5d8 "8,8,4,5,8" +10) Damage 22

SAVES: STR: -1 DEX +3 CON:+6* WIS:+8* INT: +1 CHA: +8*


FEATS
Skilled (+1 to CHA) Expertise in persuasion), deception for skill acquired
Resilient (+1 CON) Hardy like a Coney
Sequestered*
– The Temple District and The Embassy District are miniature worlds within the city that have their own rules and etiquette. Living in these places reveals strange new things.
You gain proficiency in Religion/History/Investigation (pick one of your choice)
You have advantage on Wis (Insight) checks to tell if someone is lying and Wis (Perception) checks to note being followed/watched
You can speak one exotic language (pick one your choice -Sylvan- , must meet thematically with your background)

Disciple of Life
Also starting at 1st level, your healing spells are more effective. Whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature and Inez regain additional hit points equal to 2 + the spell's level.

SKILLS *Proficient **Expertise
+1 Acrobatics
+4 Animal Handling
+0 Arcana
-2 Athletics
+8 Deception*
+3 History*
+6 Insight*
+4 Intimidation
+0 Investigation
+7 Medicine*
+0 Nature
+4 Perception
+7 Performance*
+10 Persuasion**
+3 Religion*
+1 Sleight of Hand
+1 Stealth
+4 Survival

Items:
Helm of the Bunny - The Cony loves his priestess. This headband is a set of pink bunny ears. When worn, the wearer has a static +1 to Cha skill and ability checks, and 1/day the wearer can use a Bless Spell without requiring a Spell slot. The helm maintains te concentration for the wearer so no extra rolls are made for concentration unless the helm is specifically targeted (and not the wearer).

Glamoured studded leather armor +2
cloak of protection (attuned)
Pendant of Protection (Lightning, attuned)
Mwk Spear (+1 to hit) (Coney's Holy Weapon; also, kicking with the foot)
Mwk light x-bow (+1 damage), 20 mwk bolts (+1 to hit)
Holy Symbol (emblem) - sign of the coney, a jewelled bunny pin (150 gp)
Holy Symbol (emblem) - bunny ears, a well-made and sturdy set of bunny ears wearable as a headband. The ears are pink.
hip flask with expensive brandy (10 gp brandy, 25 gp flask)
eau de parfum (X3 bottles)
Beltpouch (of Holding)
acid vial x2
anti-toxin x2
holy water x2
healing potion x2
50' silk rope

Spells 9 Spells per day WIS + Cleric level
CANTRIPS: Guidance, Light, Sacred Flame, Word of Radiance

1st Level: 4/4 slots CAST TODAY
Domain Spells: Bless, Cure Wounds
Prepared: Healing Word, Guiding Bolt

2nd Level: 3/3 Slots CAST TODAY:
Domain Spells: Lesser Restoration, Spiritual Weapon
Prepared: Aid, Protection From Poison

3rd Level: 2/3 Slots CAST TODAY: Aid
Domain Spells: Beacon of Hope, Revivify
Prepared: Mass Healing Word d4+9, Remove Curse
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Garkyn Ironfyre

Garkyn Ironfyre
NG Mountain Dwarf Ranger 4
image.png.cad11f42ddd9c8117a33033b0e7b197a.png
AC 16 (Mithril Breast Plate Armor)
HP 49 / 47
Speed 25ft
Initiative +3

Str 17 (+3)
Dex 17 (+3)
Con 17 (+3)
Wis 17 (+3)
Int 12 (+1)
Cha 9 (-1)
 
Passive Perception: 15

Languages
Dwarven, Common, Elven

Deity
Svingli Saltbeard

Proficiency Bonus +3

Attacks
Longbow +8 (1d8; Piercing [shooting, skewering, Bullseye!])
--> Ammunition [Normal Arrows - 20; Blunted Arrows - 5; +1 Arrows - 5]
Adamantine Maul "Gefrierschrank" or Freezer +7 (2d6+4; Cold Damage and with a crit The target must make a DC 13 Dex save or have their speed reduced to 0 for 1d4 rounds. [beating, clobbering, slamming])
Adamantine Longsword +6 (1d8+3 -or- 1d10+3 two handed; Slashing [chopping, hacking])
Adamantine Shortsword +6 (1d6; Piercing [poking, jabbing])

Spells - 4 known (3-1st lvl / 1-2nd lvl)

[1st Level (3 known - 4 slots)]

Cure Wounds [ ] [ ]
Longstrider [ ]
Ensnaring Strike [ ]
[2nd Level (1 known - 2 slots]
 
Spike Growth [ ] [ ]
Casting Ability: Wisdom
Spell Save DC: 13
Spell Attack Bonus: +5

Skills
+3 Acrobatics
+3 Athletics
+1 Arcana
-1 Deception
+1 History
+6 Insight
-1 Intimidation
+7 Investigation
+1 Nature
+6 Perception
-1 Performance
+2 Persuasion
+1 Religion
+3 Sleight of Hand
+6 Stealth (disadvantage due to Armor)
+3 Survival
 
Sharpshooter - Attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls.
Your ranged weapon attacks ignore half cover and three-quarters cover.
Before you make an attack with a ranged weapon that you are proficient with, you can choose lo take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack's damage.
Class Features - 1st: Favored Enemy (Human, Elf); Natural Explorer (Coastal)


2nd: Fighting Style (Archery: +2); Spellcasting

3rd: Ranger Archetype: Hunter (Colossus Slayer); Primeval Awareness

4th: Feat: Sharpshooter
Mountain Dwarf Racial Abilities
Mountain Dwarf

Darkvision 60'
Advantage on Save vs. Poison
Dwarven Combat Training. You have proficiency
with the battleaxe, handaxe, throwing hammer,
and warhammer.

Tools Proficiency
Brewers Supplies (Craft Beer Ironfyre Brown Ale - Family Recipie!)

Stonecunning
Whenever 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

Equipment
(Dungeoneer's Pack)
Backpack
Crowbar
Hammer
Pitons, 10
Torches, 10
Tinderbox
Rations, 10 days
Waterskin
Hemp Rope, 50ft
Arrows, 20
Brewer's Supplies (starting Tools)
Guild Letter
Traveler's Clothes
Pouch with Coins
Mithril Breast Plate
Longbow
--> Ammunition [Normal Arrows - 20; Blunted Arrows - 5; +1 Arrows - 5]
Maul
Longsword
Shortsword
Potion of Healing (Daily Requisition)
4-Pack of Hennebaen Beer (The Old Craft)
Talisman of the Satyr

War Chaplain's Gorget: This heavy armor 'necklace' requires heavy armor proficiency. It allows the wearer to staunch wounds on himself and allies. As a Bonus Action three times per day, the wearer can Use Mass Healing Word in a 4th level spell slot.

Coins, Gems, and Other Valuables
CP
SP
GP 1275 (550gp) for Mithril Armor and (680) MW Adamantine Weapon Replacements = 45
PP
Other
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Raziel, Male Tiefling
Bard (College of Swords) 4, Paladin 1
Height: 5'9 Weight: 195 Age: 22

image.png.367fe9e219928725f81da2047d0d6a30.png

Str 13 +1
Dex 18 +4
Con 16 +3
Int 16 +3
Wis 12 +1
Cha 20 +5

Background: Criminal
Feature: Criminal Contact: You have a reliable and trustworthy contact (Classical Terrain) 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.
Flaw: Animal Animosity You suffer disadvantage on all Handle Animal skill checks. Additionally animals and beasts choose you as a target in preference of other targets (as long as doing so does not put the attackers in some obvious additional risk), and such creatures gain advantage on attack rolls made against you.

Saving Throws
Strength +1 (+1 Str)
Dexterity +7 (+4 Dex, +3 Proficiency Bonus)
Con +3 (+3 Con)
Intelligence +3 (+3 Int)
Wisdom +1 (+1 Wis)
Cha +8 (+5 Cha, +3 Proficiency Bonus)

Languages: Common, Infernal

Proficiency Bonus: +3
Inspiration Points: 5
Initiative: +4
Hit Points: 48/48
Speed: 30'
AC: 16 (14 Breastplate, +2 Dex), 18 w/ shield

Racial/Class Abilities
Darkvision 60'
Hellish Resistance Resistance to fire damage
Infernal Legacy You know the Thaumaturgy cantrip, at 3rd level you can cast Hellish Rebuke as a 2nd level spell once and regain after a long rest, when you reach 5th level you can cast Darkness once and regain after a long rest. Charisma is spellcasting ability
Spellcasting
Ritual Casting
Spellcasting Focus Can use a musical instrument as a spellcasting focus for bard spells
Bardic Inspiration Can inspire one creature other than yourself within 60' as a bonus action. Creature gains one Bardic Inspiration die, a d6. Once within the next 10 Minutes, the creature can roll the die and add the number to one ability check, attack roll, or saving throw. The creature can wait til after the attack roll to use the inspiration but before the DM says whether the roll succeeds or fails. Once Inspiration die is rolled it lost, a creature can have only one Inspiration die at a time. You can use this feature a number of times equal to your Charisma modifier and regain any uses after a long rest. Inspiration die changes to a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level.
Jack of All Trades You can add half of your proficiency bonus, rounded down, to any ability check that doesn't already include your proficiency bonus
Song of Rest Beginning at 2nd level you can use soothing music or words to help revitalize wounded allies during a short rest. If you or any friendly creatures who can hear your performance and spend a hit die to regain hit points, they can add an extra d6. Extra hit points increase to a d8 at 9th level, a d10 at 13th level, and a d12 at 17th level.
Expertise Choose two skills your proficient in, you proficiency bonus is doubled for those two skills. (Persuasion and Perception)
Ability Score Increase At 4th level you can raise one ability score two points or two ability scores 1 point (Charisma and Wisdom)
Bard College At 3rd level you delve into advanced techniques of a bard college of your choice: College of Swords
-Bonus Proficiencies: Upon joining the College of Swords, you gain proficiency with medium armor and the Scimitar. If you're proficient with a simple or martial weapon you can use that as a spellcasting focus for your bard spells.
-Fighting Style: Two Weapon Fighting (When you engage in two weapon fighting, you can add your ability modifier to the damage of the second attack)
-Blade Flourish: Whenever you engage in the attack action your speed increases 10' until the end of your next turn, and if the weapon attack hits you can use one of the following options of your choice once per turn:
...Defensive Flourish: You can expend one use of bardic inspiration to cause the weapon to deal extra damage. The damage equals the number you roll on your bardic inspiration die and you can add that number to your AC until the start of your next turn.
...Slashing Flourish: You can expend one use of bardic inspiration to cause the weapon to deal extra damage. The damage equals the number you roll on your bardic inspiration die to the target and one other creature you can see withing 5' of you.
...Mobile Flourish: You can expend one use of bardic inspiration to cause the weapon to deal extra damage. The damage equals the number you roll on your bardic inspiration die to the target and you can push the target 5' away from you plus the number on the Inspiration die, you can immediately use your reaction to move up to your walking speed to an unoccupied space within 5' of the target
Divine Sense: As an action, you can open your awareness to detect evil forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60' of you that is not behind total cover. You know the type of any being detected but not it's identity. Within the same radius you also detect the presence of any place that is hallowed or desecrated as with the Hallow spell. You can use this feature 1+Charisma modifier. You regain uses when you finish a long rest.
Lay on Hands: You have a pool of healing power equal to your paladin level X 5. You can spend 5 hit points from your pool to cure a disease or neutralize a poison.

Feats
Infernal Constitution: Increase Con+1, Resistant to cold and poison damage, advantage vs. poison saves

Skills (Skills with no proficiency bonus adds half bonus rounded down, * denotes proficient)
Acrobatics +5
Animal Handle +2
Arcana +4
Athletics +2
Deception* +8
History* +6
Insight* +4
Intimidation +5
Investigation* +6
Medicine2
Nature +4
Perception* +7 (Expertise)
Performance +6
Persuasion* +11 (Expertise)
Religion +4
Slight of Hand +5
Stealth* +7
Survival +2

Tool Proficiencies: Dice games, Thieves Tools, Lute, Lyre, Pan Flute, Playing Cards, Land Vehicles

Bard Spells (DC 16)
(3)Cantrips: Mage Hand, True Strike, Thaumaturgy, Vicious Mockery
1st Level: Bane, Command, Cure Wounds, Dissonant Whispers, Identify
2nd Level: Mirror Image, See Invisibility

Bard Spell Slots
1st: 4/4
2nd: 2/3

Bardic Inspiration: 3/5

Equipment GP: 15
Rapier
Scimitar
Diplomat's Pack (a chest, 2 cases for maps and scrolls, a set of fine clothes, a bottle of ink, an ink pen, a lamp, 2 flasks of oil, 5 sheets of paper, a vial of perfume, sealing wax and soap)
Lyre
Dagger
Breastplate
Shield
Crowbar
Bag of Caltrops
Bag of Ball Bearings
Manacles
Set of dark common clothes with a hood
 

Raziel's criminal past may be behind him, but he has friends in low places to this day. Classical Terrain is a former cellmate, and recently-returned-to-the-streets criminal contact. He is a blue-skinned, red horned tiefling with twin pupils in each eye and wide, heavy flat feet not unlike a hippo, rhino or an elephant. Classical is a 'trained' safecracker and he has a solid reputation. He just served seven years, the first four with Raziel and the last three solo. He's been out for about four months and he has already gone back to his criminal contacts for work. His 'day job' is working as a day laborer for a construction company that seems to be mostly former or active Teamsters and former Watch. The company is involved in several large city projects. The owner is (former) Watch Captain Bertolomeio (retired).

Gang Related: You belong to, or were affiliated with, any of the dozens of street gangs and underworld elements in Cordoba, aside from the government (corrupt or otherwise). The BlueLeg Mafia only inducts actual members of the City Watch with at least 3 years active service record.
1. You gain Proficiency in History/Deception/Persuasion/Survival (pick one of your choice)
2. You gain Proficiency in Land Vehicles/Watercraft/Thieves’ Tools/Musical Instrument (pick one of your choice)
3. You gain proficiency in Dice Set or Playing Card set
4. You speak Patois or Backhand (must meet requirements)

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Thabo the Thumb

attachment.php?attachmentid=100161&stc=1
LN Human(Xashi) Fighter 18 (Eldritch Executioner)
27 years old, 5'8", 154 lbs.
Experience Points: 276,688

Inspiration:
Background: Soldier
Tools: Dice, land vehicles, water vehicles
Languages: Common, Gnome, Xashi, Ispepan, Patois
Proficiency Bonus: +6

Str 20 Dex 17 Con 20 Int 17 Wis 18 Cha 17

HD: 18d10+90
HP: 232
AC: 19/22 w +2 shield (+8 full plate skin, +1 Cloak of protection, +3 shield)
Speed: 30 Initiative: +3 Passive Perception: 18 Passive Stealth: 13

+2 adamantine longsword +13/+13/+13 1d8+9 +1d4 Necrotic and +1d4 Fire
*Pointer (+2 axe) +13/+13/+13 1d8+9 Extra 3D6 vs Dragons.
+2 Bone Maul +13/+13/+13 2d6+6
+1 Longbow +10/+10/+10 1d8+4
Spell Attack +9

Saving Throws
+12 Strength*
+4 Dexterity
+12 Constitution*
+4 Intelligence
+11 Wisdom [advantage vs fear]
+4 Charisma

Skill: *Prof **Expertise
+9 Acrobatics*
+4 Animal Handling
+3 Arcana
+17 Athletics**
+3 Deception
+3 History
+10 Insight*
+9 Intimidation*
+3 Investigation
+4 Medicine
+3 Nature
+10 Perception*
+9 Persuasion*
+3 Religion
+3 Sleight of Hand
+3 Stealth
+10 Survival*

Feats:
Magic Initiate(Warlock)
Eldritch Adept (current Invocation: Devil Sight, 120' )
Shield Master
Ritual Caster (Wizard)
bonus from DM: Gang related (Zheng)
Skill Expert (+1 CON, Insight proficiency, Athletics expertise)
Resilient (Wisdom +1), proficiency with wisdom saves
Slasher (Strength +1)
ITEMS:
Pointer, Dwarven waraxe
Cloak of Protection*
Molten Bronze Skin* (Full Plate)
Hat of Disguise
+2 Shield
+1 silver longsword
heavy crowsbow
Pendant of Poison Protection
+2 adamantine longsword, deals 1d4 Fire and 1d4 Necrotic damage
Longbow of the Serpents(+1)
WISH 2/times
FEATURES
Nondetection Permanent
Arms of Hadar 3/long rest DC 15
Sleep 1/long rest DC 15 5d8
Green-Flame Blade At will, 3d8 fire to primary, 3d8+3 to secondary
Eldritch Blast At will, 4 bolts
-Fighting Style: Dueling-When 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 Wind: 2/rest You 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: 2/rest -Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action on top of your regular action and a possible bonus 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.
-Mage Slayer: At 3rd level, you gain the ability to cast detect magic at will as an action. In addition, you have advantage on attacks against creatures able to cast spells or use spell-like abilities. You also have advantage on saving throws to resist fear effects.
-Extra AttackThabo can attack thrice, instead of once, whenever he takes the Attack action on his turn. The number of attacks increases to four when he reaches 20th level in this class.
-Resist Bedevilment
At 7th level, the eldritch executioner adds his Wisdom bonus (+3) on all saving throws against magic effects as an aura for himself and allies within 15’.
-Indomitable 3/long rest
Beginning at 9th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can’t use this feature again until you finish a long rest. You can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level.
-Hammer The Witches
At 10th level, you deal +1d6 damage against any spellcasting creature. In addition, you cast dispel magic against your target as a free action whenever you deal a critical hit in combat.
-Silencing Strike
When you strike a spellcasting creature, it must make a Constitution saving throw with a DC (18) equal to 8 + your proficiency bonus + your Wisdom modifier or be unable to perform the verbal components of any spell. Affected creatures gain a new save at the beginning of their turn until they successfully make the save.
-Dispelling Touch
At 18th level, you can cast dispel magic at will as an action. After dispelling a spell effect, you gain 5 temporary hit points per level of spell effect dispelled. These temporary hit points last for one hour or until expended.
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  • 4 weeks later...

Geneva DiBussi

Human female 7th level rogue swashbuckler, NG
Age: 21  5'4"  122lb.
EXP: 14,001 xp
Geneva 17 16 15 15 14 13 

STR: 14   DEX: 18  CON: 16 INT: 16  WIS: 16  CHA: 18

Background: Far Traveler    
Tool Proficiencies:gaming dice, thieves' tools 
Languages: Common, Dwarven, Backhand, Comprehend Languages 1/Long Rest
Inspiration Points 3
Initiative: +8  Passive Perception: 19

Proficiency Bonus: +3

AC: 19   Hit Points: 59 (7d8 (38)+21) CURRENT:39

SAVES: STR +3  DEX +8*  CON +4  WIS +4  INT +7*  CHA +5
   +1 to saves vs. poison

SKILLS: *Proficient **Expertise
+10 Acrobatics**
+4 Animal Handling
+3 Arcana
+8 Athletics**
+4 Deception
+3 History
+6 Insight*
+4 Intimidation
+3 Investigation
+3 Medicine
+3 Nature
+9 Perception**
+7 Performace*
+7 Persuasion*
+3 Religion
+4 Sleight of Hand
+10 Stealth*

+11 Thieves Tools
+3 Survival

 

Emberblade (longsword) +8 d8+3 +1D6 radiant vs undead
+1 cutlass+8 d6+5  +4d6 sneak attack 
+1 hand crossbow  +8 d6+5 range 30'/120'
 Msk dagger +1 Atk  +8 d4+4
Emberblade* Weapon, Uncommon (requires attunement): This +1 longsword deals an additional 1d6 radiant damage to undead. It also sheds bright light in a 30 ft. radius and dim light for another 30 ft. If a creature suffers from Sunlight Sensitivity, the light from this weapon is treated as if it were sunlight
Hat of Disguise 
periapt of health* 
Silk lined cloak of protection*
+2 studded leather armor, Dyed green with leaf motif, and Gaultan mares etched on pauldrons. 
10 throwing daggers
Dardanian Sapphire Bracelet These stones have been soaked in poisonous resins repeatedly and the wearer is imbued with a +1 on saves vs poison and can add +3d6 poison damage to a damage roll 1/day. The target receives a Constitution Save (DC 14) for 1/2 damage.
Brassiere of Death's Defiance: This undergarment imbues the Death Ward effect on its wearer until triggered. It refreshes after a Long Rest.
Equipment & potions:
Explorers Pack
Msk Thieves Tools
1 potion of superior healing
2 potions of greater healing
2 potions of healing

Abilities: 
Expertise 1st lvl: acrobatics, perception
Sneak Attack +4D6
Thieve's Cant (Backhand)
Cunning Action: Starting 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.
Swashbuckler Archetype: A Swashbuckler excels in single combat and can fight with two weapons while safely darting away from an opponent.
Fancy Footwork: When 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 Audacity: Starting 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.
Expertise 6th lvl: Stealth, Thieves Tools

Evasion: Beginning at 7th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or an ice storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

 

Feats:
Fey touched Your exposure to the Feywild's magic has changed you, granting you the following benefits:
Increase Wisdom 1, to a maximum of 20.
 You learn the misty step spell and Comprehend Languages. 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.

Skill Expert: Increase one ability score (DEX) of your choice by 1, to a maximum of 20.
    You gain proficiency in one skill of your choice. (PERSUASION)
    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.

Equipment: One set of traveler's clothes, well-made ivory and peridot dice set (10gp), poorly wrought maps from Gaulta depicting her family's lands, a hair clip made of gold and set with red jade and tiger eye agates, and a pouch containing 5 gp

Geneva is from Gaulta, famed for it's horses. Her family are cattle farmers more so than horsemen, but she does have an eye for horseflesh.

Edited by The Elder Snail (see edit history)
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  • 2 weeks later...

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Isabella Olivia Violet "Cold Case"

HP: 37/37 Hit Dice: 5/5
Ki Points: 5/5
AC: 18/20 (+4 dex, +4 Unarmored defense, +2 Agile parry)
Initiative:  +4
Speed:  40
Languages: Lisezian (Common), Lai-Nu

Saves:
Str  +5
Dex +9
Con +2
Int +1
Wis +4
Cha +1

Skills:
Athletics +5
Acrobatics +7
Stealth +7
Perception +7
Insight +7
Handle Animal +7
Investigate +4
Survival +4

Magic Items:
Orb of the Dryad (Uncommon Wondrous Item, must be attuned by a Monk or Druid):[spoiler=Orb of the Dryad] While attuned to this object you can have it float in any place in a 5' radius around you. You can command it to shed light. This provides Bright light in a 20' radius and dim light for an additional 20'. As an Action you can make the orb float in a straight line to a creature within 100'. The orb becomes ethereal and heals every creature it passes through and the target for 1d4+1. When it arrives at your chosen target it stays and heals the target for 1d4+1 for the following 3 rounds. Afterward it returns to you if you are within 100'; otherwise it will stop hovering and drop. You can use this feature 1/day. When ethereal the orb 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.
Thorn of the North +1 bow (damage and to hit) and recharges 1d6+2 charges/day.  Add +1d4 Thorn damage for barbed shots at the cost of 1 charge. [8/8]
Twin Bolo-Tie This narrow blue necktie is worn around the throat. It gives the wearer the ability to use the Invoke Duplicity ability of the Trickery Domain Channel Divinity Feature twice per day, but not in the same encounter.


Special Abilities:
Unarmored Defense Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier. Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.[/spoiler]
Martial Arts At 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 quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven't already taken a bonus action this turn.

Ki Starting at 2nd level, your training allows you to harness the mystic energy of ki. Your access to this energy is represented by a number of ki points. Your monk level determines the number of points you have, as shown in the Ki Points column of the Monk table.
You can spend these points to fuel various ki features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind. You learn more ki features as you gain levels in this class.
When you spend a ki point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 30 minutes of the rest meditating to regain your ki points.
Some of your ki features require your target to make a saving throw to resist the feature's effects. The saving throw DC is calculated as follows:

Ki save DC = 8 + your proficiency bonus + your Wisdom modifier = 14
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 ki point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn.  Ki Save DC 14

Unarmored Movement Starting at 2nd level, your speed increases by 10 feet while you are not wearing armor or wielding a shield. This bonus increases when you reach certain monk levels, as shown in the Monk table.

Ki-Fueled Attack Also at 3rd level, if you spend 1 ki point or more as part of your action on your turn, you can make one attack with an unarmed strike or a monk weapon as a bonus action before the end of the turn.

Slow Fall Beginning 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.

Quickened Healing Also at 4th level, as an action, you can spend 2 ki points and roll a Martial Arts die. You regain a number of hit points equal to the number rolled plus your proficiency bonus.

Agile Parry If you make an unarmed strike as part of the Attack action on your turn and are holding a kensei weapon, you can use it to defend yourself if it is a melee weapon. You gain a +2 bonus to AC until the start of your next turn, while the weapon is in your hand and you aren’t incapacitated.

Kensei's Shot You can use a bonus action on your turn to make your ranged attacks with a kensei weapon more deadly. When you do so, any target you hit with a ranged attack using a kensei weapon takes an extra 1d4 damage of the weapon’s type. You retain this benefit until the end of the current turn.

Stunning Strike Starting at 5th level, you can interfere with the flow of ki in an opponent's body. When you hit another creature with a melee weapon attack, you can spend 1 ki point to attempt a stunning strike. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn.

Extra Attack Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Feats:
Sharpshooter You master fighting with two weapons, gaining the following benefits:
• Attacking at long range doesn’t impose disadvantage on your ranged weapon attack rolls..
• Your ranged weapon attacks ignore half cover and three-quarters cover..
• Before you make an attack with a ranged 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

Magic Initiate Choose a class: Druid  You get two cantrips and 1 first level spell.  Your spellcasting ability for these spells depends on the class you chose: Charisma for bard, sorcerer, or warlock; Wisdom for cleric or druid; or Intelligence for wizard.
• Cantrips:  Thunderclap and Guidance
• 1st Level:  Faerie Fire

Child of the Green Increase your Constitution or Wisdom by 1, to a maximum of 20. You are a member of the Green Brethren, led by the Druid Keepers of the Garden District.
You gain proficiency in Handle Animal. If you are already proficient, your proficiency bonus is doubled.
You have advantage on Charisma Skill checks and Saves vs Fey and Fey-cast spells and effects in the City of Cordoba. 
You can draw upon the vitality of the city to heal 1 HD as an action. You may use this ability again after a long rest, and no more than once per 24 hours. You may instead use this ability to confirm one death save as a non-action.


 

Attacks:
Thorn of the North Ranged 150'/600' +8 1d8+5 piercing +1d6 cold
Melee +8 1d6+5 slashing +1d6 cold
Bola 20'/60' +7 1d4+2 blunt  + grappled condition dc 10 strength to break out or 5 damage caused
Dart +7 1d4+4 piercing
Martial Arts +7 1d6+4 blunt
Sharpshooter -5 to hit/+10 damage
Kensei's Shot +1d4 damage to ranged attacks

Reactions:
Deflect Missiles Starting 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. If you catch a missile in this way, you can spend 1 ki point to make a ranged attack with a range of 20/60 using 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.

Spells:
Cantrips:  Thunderclap, Guidance 
1st Level:  Faerie Fire 1/1

Gear:
1,200 gp (Deposited in Twine Street account)
25gp (in pouch)
(15) Arrows (3) Blunt Arrows
Bladed Bow "Thorn of the North - [I]+1 Longbow with a flexible vine and barbed payload.[/I] Upgraded with Mithril Blades
x1 Blue Heal Potion
x1 Potion of Greater Healing
x1 Green Acid Bomb
x10 Darts
Short Sword
Explorer's Pack
Bolas
x4 Manacles
Manacles
Torch 
Horn 
BLM Uniform (Blue and white Skirt and blouse, no armor)
Expensive blue dress w/ jewelry accents (Between Noble and Royal Quality) 
Forearm Guard
Gloves 
Makeup 
Hair Ties
Standard issue BLM Uniform and Boots

Edited by Jarlaxle91 (see edit history)
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  • 1 month later...
Posted (edited)

Caergaardkarl.png

 

Karl of Caergaard

Str 13 +1 Racial=14

Dex 10

Con 13

Int 10

Wis 14

Cha 17 +1 Racial=18

Armor: All armor, Shields

Weapons: Simple Weapons, Martial Weapons

Skill proficiencies: Deception, Stealth; Insight, Persuasion; Athletics, Investigate, Perception; Sleight of Hand

Tools: Khas Board, Thieves' Tools

Saves: Wisdom, Charisma

Languages: None

Equipment:  A crowbar, a set of dark common clothes including a hood, and a pouch containing 30 sp, Longsword and a shield, 3 javelins, an explorer's pack, Chain mail and a holy symbol (Habbakuk), dead sprite in a glass case (former best friend, killed by a goblin); leather armor, dagger; pouch w/100 gp

Personality Trait: I would rather make a new friend than a new enemy.

Ideal: (Good) There's a spark of good in everyone.

Bond: I'm trying to pay off an old debt I owe to a generous benefactor.

Flaw: I have a "tell" that reveals when I'm lying.

Feat: Skilled (Athletics, Investigate, Perception)

DragonLance Feat: Squire of Solamnia

HP: 22

AC: 18/13 (Chainmail/leather armor, +2 Shield)

Saves: St+2 Dx+0 Co+1 In+0 Wi+4 Ch+6

Melee Attk: +4 melee

Ranged Attk: +2 ranged

Spell Attk: +6

Inspiration Point(s): 1

Paladin Trait: Pride

Weird Stuff: Once held prisoner for a month under the sway of a hag (Nighthag who appeared in my nightmares).

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. Karl was once the lookout for a a burglar (Khrom Kegbeard, boxman, middle-aged dwarf male).

Divine Sense

The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the Hallow spell.

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

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

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.
 

  • Interception. When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.

Karl is devoted to Guenivere, and will protect her at almost any cost.

Spellcasting

By 2nd level, you have learned to draw on divine magic through meditation and prayer to cast spells as a cleric does.

Preparing and Casting Spells

The 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.

For example, if you are a 5th-level paladin, you have four 1st-level and two 2nd-level spell slots. With a Charisma of 14, your list of prepared spells can include four 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 a 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 paladin spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability

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

Spellcasting Focus

You can use a holy symbol as a spellcasting focus for your paladin spells.

Divine Smite

Starting at 2nd level, when you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend, to a maximum of 6d8.

Divine Health

By 3rd level, the divine magic flowing through you makes you immune to disease.

Sacred Oath

When 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.

Tenets of the Crown

The tenets of the Oath of the Crown are often set by the sovereign to which their oath is sworn, but generally emphasize the following tenets.

Law. The law is paramount. It is the mortar that holds the stones of civilization together, and it must be respected.

Loyalty. Your word is your bond. Without loyalty, oaths and laws are meaningless.

Courage. You must be willing to do what needs to be done for the sake of order, even in the face of overwhelming odds. If you don't act, then who will?

Responsibility. You must deal with the consequences of your actions, and you are responsible for fulfilling your duties and obligations.

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.

  • Champion Challenge. As a bonus action, you issue a challenge that compels other creatures to do battle with you. Each creature of your choice that you can see within 30 feet of you must make a Wisdom saving throw. On a failed save, a creature can't willingly move more than 30 feet away from you. This effect ends on the creature if you are incapacitated or die or if the creature is more than 30 feet away from you.
  • Turn the Tide. As a bonus action, you can bolster injured creatures with your Channel Divinity. Each creature of your choice that can hear you within 30 feet of you regains hit points equal to 1d6 + your Charisma modifier (minimum of 1) if it has no more than half of its hit points.

 

Paladin Spells (5; 1x3)

1 - Bless, Command, Cure Wounds, Purify Food and Drink, Shield of Faith

XP: 1,423/2,700

Edited by RogetThesaurii (see edit history)
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Guenivere de Vinthuus Sorceress (Lunar Sorcery) 3

Str 13 +1 racial=14

Dex 14

Con 14

Int 14

Wis 14

Cha 16 +1 racial=17

Armor: None

Weapons: Daggers, darts, slings, quarterstaffs, light crossbows

Skill Proficiencies: History Arcana; Survival, Nature, Investigate; Insight, Religion; Intimidation; Deception

Saves: Constitution, Charisma

Equipment: The scholar's robes of your cloister, a writing kit (small pouch with a quill, a bottle of ink, folded parchment, and a small penknife), a borrowed book on the subject of your current study, and a pouch containing 100gp; a light crossbow and 16 bolts, an arcane focus, an explorer's pack (no bedroll), two daggers, white taper with an un-lightable wick (arcane focus)

Tools: None

Languages: Elven, Khurish

Personality Trait: I am horribly, horribly awkward in social situations.

Ideal: Knowledge. The path to power and self-improvement is through knowledge. (Neutral)

Bond: I sold my soul for knowledge. I hope to do great deeds and win it back.

Flaw: I speak without really thinking through my words, invariably insulting others.

Feat: Skill Expert (Cha; Investigate Expertise, Intimidation)

Dragonlance Feat: Skilled (Survival, Nature, Investigate)

HP: 17

AC: 10 (+2 Dex)

Saves: St+2 Dx+2 Co+4 In+2 Wi+2 Ch+5

Melee Attk: +4 melee

Ranged Attk: +4 ranged

Spell Attk:+6

XP: 1,423/2,700

Sorcerous Trait: hair grows tremendously fast (like 1/2inch/day); when casting spells hair and garments blow about as if in a breeze

Library Access

Though others must often endure extensive interviews and significant fees to gain access to even the most common archives in your library, you have free and easy access to the majority of the library, though it might also have repositories of lore that are too valuable, magical, or secret to permit anyone immediate access.

You have a working knowledge of your cloister's personnel and bureaucracy, and you know how to navigate those connections with some ease.

Additionally, you are likely to gain preferential treatment at other libraries across the Realms, as professional courtesy shown to a fellow scholar.

Spellcasting

An event in your past, or in the life of a parent or ancestor, left an indelible mark on you, infusing you with arcane magic. This font of magic, whatever its origin, fuels your spells.

Cantrips

At 1st level, you know four cantrips of your choice from the sorcerer spell list. You learn additional sorcerer cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Sorcerer table.

Spell Slots

The Sorcerer table shows how many spell slots you have to cast your sorcerer spells of 1st level and higher. To cast one of these sorcerer 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.

Spells Known of 1st Level and Higher

You know two 1st-level spells of your choice from the sorcerer spell list.

The Spells Known column of the Sorcerer table shows when you learn more sorcerer spells of your choice. Each of these spells must be of a level for which you have spell slots.

Additionally, when you gain a level in this class, you can choose one of the sorcerer spells you know and replace it with another spell from the sorcerer spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability

Charisma is your spellcasting ability for your sorcerer spells, since the power of your magic relies on your ability to project your will into the world. 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 sorcerer 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

Spellcasting Focus

You can use an arcane focus as a spellcasting focus for your sorcerer spells.

Sorcerous Origin (Lunar Sorcery)

Choose a sorcerous origin, which describes the source of your innate magical power. Your choice grants you features when you choose it at 1st level and again at 6th, 14th, and 18th level.

Lunar Embodiment

You learn additional spells when you reach certain levels in this class, as shown on the Lunar Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know.

Full Moon Spell New Moon Spell Crescent Moon Spell

1st Shield Ray of Sickness Color Spray

3rd Lesser Restoration Blindness/Deafness Alter Self

5th Dispel Magic Vampiric Touch Phantom Steed

7th Death Ward Confusion Hallucinatory Terrain

9th Rary's Telepathic Bond Hold Monster Mislead

Whenever you finish a long rest, you can choose what lunar phase manifests its power through your magic: Full Moon, New Moon, or Crescent Moon. While in the chosen phase, you can cast one 1st-level spell of the associated phase in the Lunar Spells table 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.

Font of Magic

At 2nd level, you tap into a deep wellspring of magic within yourself. This wellspring is represented by sorcery points, which allow you to create a variety of magical effects.

  • Sorcery Points. You have 2 sorcery points, and you gain more as you reach higher levels, as shown in the Sorcery Points column of the Sorcerer table. You can never have more sorcery points than shown on the table for your level. You regain all spent sorcery points when you finish a long rest.
  • Flexible Casting. You can use your sorcery points to gain additional spell slots, or sacrifice spell slots to gain additional sorcery points. You learn other ways to use your sorcery points as you reach higher levels.
    • Creating Spell Slots. You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. The Creating Spell Slots table shows the cost of creating a spell slot of a given level. You can create spell slots no higher in level than 5th. Any spell slot you create with this feature vanishes when you finish a long rest.
    • Converting a Spell Slot to Sorcery Points. As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot's level.

 

Moon Fire

Starting at 1st level, you can call down the radiant light of the moon on command. You learn the Sacred Flame spell, which doesn’t count against the number of sorcerer cantrips you know. When you cast the spell, you can target one creature as normal or target two creatures within range that are within 5 feet of each other.

Metamagic

At 3rd level, you gain the ability to twist your spells to suit your needs. You gain two of the following Metamagic options of your choice. You gain another one at 10th and 17th level.

You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.

  • Subtle Spell. When you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components.
  • Distant Spell. When you cast a spell that has a range of 5 feet or greater, you can spend 1 sorcery point to double the range of the spell.
    • When you cast a spell that has a range of touch, you can spend 1 sorcery point to make the range of the spell 30 feet.

 

Guennie.png

 

Guen was once in the presence of Dalamar the Dark when he cast a ray of sickness.

Spells (known 4; 4/2) Sorcery Points - 3

0 - Acid Splash, Minor Illusion, Message, Mending

1 - Mage Armor, Sleep, Comprehend Languages

2 - Misty Step

 

Griffons
1 horse lost, 1 griffon killed, 3 driven off. 2nd level obtained

Orca Sighting

Berserkers at Sea
Maquesta beat them mostly, And Karl went down over the ocean in his chain mail, Guen dragged him to safety, 3rd level obtained

Sleeping Black Dragon

Edited by RogetThesaurii (see edit history)
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