rogueblade0729 Posted September 16, 2023 Clone Share Posted September 16, 2023 (edited) This thread will contain all my AL character sheets from OGMW, as well as any more I may create. Edited September 16, 2023 by rogueblade0729 (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
rogueblade0729 Posted September 17, 2023 Author Clone Share Posted September 17, 2023 (edited) BronzeYou have a metallic dragon ancestor, granting you a special magical affinity. Choose one kind of dragon from the Metallic Ancestry table. This determines the damage type for your other traits, as shown in the table. Vaynok "The wild is no place to travel alone, stranger. Care for a guide?" Link to Adventurer's League Log: https://www.adventurersleaguelog.com/users/31967/characters/78484 Class & Level: Ranger 7 Race: Metallic Dragonborn (Bronze) Gender: Male Alignment: Chaotic Good Background: Outlander Proficiency Bonus: +3 INIT: +2 HD: (7) 1d10+2 AC: 16 HP: 60 Land Speed: 30ft STR 18 DEX 14 CON 14 INT 10 WIS 14 CHA 8 Saves: Strength, Dexterity Languages: Common, Draconic, Giant Skills Acrobatics (Dex) +2 Animal Handling (Wis) +2 Arcana (Int) 0 Athletics (Str) +6 Deception (Cha) -1 History (Int) 0 Insight (Wis) +2 Intimidation (Cha) -1 Investigation (Int) +3 Medicine (Wis) +2 Nature (Int) +3 Perception (Wis) +5 Performance (Cha) -1 Persuasion (Cha) -1 Religion (Int) 0 Sleight of Hand (Dex) +2 Stealth (Dex) +5 Survival (Wis) +8 Metallic Dragonborn (FBoD) Metallic Ancestry: BronzeYou trace your ancestry to a metallic dragon, granting you a special magical affinity. Choose one type of dragon from the Metallic Ancestry table. This determines the damage type for your other traits as shown in the table. Breath Weapon: LightningWhen you take the Attack action on your turn, you can replace one of your attacks with an exhalation of magical energy in a 15-foot cone. Each creature in that area must make a Dexterity saving throw (DC = 8 + your Constitution modifier + your proficiency bonus). On a failed save, the creature takes 1d10 damage of the type associated with your Metallic Ancestry. On a successful save, it takes half as much damage. This damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). You can use your Breath Weapon a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. (3/long rest) Draconic Resistance: LightningYou have resistance to the damage type associated with your Metallic Ancestry. Metallic Breath Weapon: Repulsion BreathAt 5th level, you gain a second breath weapon. When you take the Attack action on your turn, you can replace one of your attacks with an exhalation in a 15-foot cone. The save DC for this breath is 8 + your Constitution modifier + your proficiency bonus. - Repulsion Breath. Each creature in the cone must succeed on a Strength saving throw or be pushed 20 feet away from you and be knocked prone. Once you use your Metallic Breath Weapon, you can’t do so again until you finish a long rest. Outlander Origin: Guide Feature: 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. Ranger Proficiencies: Light and Medium Armor, Shields, Simple Weapons, Martial Weapons, Cook's Utensils Favored Foe: Replaces Favored EnemyWhen you hit a creature with an attack roll, you can call on your mystic bond with nature to mark the target as your favored enemy for 1 minute or until you lose concentration (as if you were concentrating on a spell). The first time on each of your turns that you hit the favored enemy and deal damage to it, including when you mark it, you can increase that damage by 1d4. You can use this feature to mark a favored enemy a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. This feature's extra damage increases when you reach certain levels in this class: to 1d6 at 6th level and to 1d8 at 14th level). (3/long rest) Natural Explorer: ArcticYou are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose one type of favored terrain: arctic, coast, desert, forest, grassland, mountain, swamp, or the Underdark. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you’re proficient in. While traveling for an hour or more in your favored terrain, you gain the following benefits: • Difficult terrain doesn’t slow your group’s travel. • Your group can’t become lost except by magical means. • Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger. • If you are traveling alone, you can move stealthily at a normal pace. • When you forage, you find twice as much food as you normally would. • While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area. You choose additional favored terrain types at 6th and 10th level., Mountains Fighting Style: Two-Weapon FightingWhen you engage in two-weapon Fighting, you can add your ability modifier to the damage of the second Attack. Primal Awareness: Bonus SpellsYou can focus your awareness through the interconnections of nature: you learn additional spells when you reach certain levels in this class if you don't already know them, as shown in the Primal Awareness Spells table. These spells don't count against the number of ranger spells you know. Ranger Conclave: Monster SlayerYou have dedicated yourself to hunting down creatures of the night and wielders of grim magic. A monster slayer seeks out vampires, dragons, evil fey, fiends, and other magical threats. Trained in supernatural techniques to overcome such monsters, slayers are experts at unearthing and defeating mighty, mystical foes. Hunter's SenseAt 3rd level, you gain the ability to peer at a creature and magically discern how best to hurt it. As an action, choose one creature you can see within 60 feet of you. You immediately learn whether the creature has any damage immunities, resistances, or vulnerabilities and what they are. If the creature is hidden from divination magic, you sense that it has no damage immunities, resistances, or vulnerabilities. You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses of it when you finish a long rest. (2/long rest) Slayer's PreyStarting at 3rd level, you can focus your ire on one foe, increasing the harm you inflict on it. As a bonus action, you designate one creature you can see within 60 feet of you as the target of this feature. The first time each turn that you hit that target with a weapon attack, it takes an extra 1d6 damage from the weapon. This benefit lasts until you finish a short or long rest. It ends early if you designate a different creature. (1/short or long rest) Supernatural DefenseAt 7th level, you gain extra resilience against your prey’s assaults on your mind and body. Whenever the target of your Slayer’s Prey forces you to make a saving throw and whenever you make an ability check to escape that target's grapple, add 1d6 to your roll. Extra Attack Feats Skill ExpertYou have honed your proficiency with particular skills, granting you the following benefits: • Increase one ability score of your choice by 1, to a maximum of 20. (+1 Intelligence) • You gain proficiency in one skill of your choice. (Investigation) • Choose one skill in which you have proficiency. You gain expertise with that skill, which means your proficiency bonus is doubled for any ability check you make with it. The skill you choose must be one that isn't already benefiting from a feature, such as Expertise, that doubles your proficiency bonus. (Survival) Combat Attacks Longsword. +7 to hit, 1d8+4 slashing +1 Moon Sickle. +8 to hit, 1d4+5 piercing Longbow. +5 to hit, 1d8+2 piercing, range 150/600 Breath Weapon. DC 13 Dexterity, 2d10 lightning Repulsion Breath. DC 13 Strength, pushed back 20 feet and knocked prone Spells Casting Ability: Wisdom Spell Save DC: 14 Spell Attack Bonus: +6 Level 1 (4 slots). Goodberry, Hunter's Mark, Zephyr Strike, Protection from Evil and Good (Monster Slayer), Speak with Animals (Primal Awareness) Level 2 (2 slots). Pass Without Trace, Healing Spirit, Zone of Truth (Monster Slayer), Beast Sense (Primal Awareness) Appearance Tall, bronze and muscular, Vaynok is simultaneously recognizable and bland. He wears appropriate clothing for the frozen north, primarily made of hides and furs, while also standing out due to his bronze draconic nature. Under his clothes is a suit of scale mail armor, which occasionally pokes out whenever his jacket or cloak are draped open. His bronze-colored gaze has a hardened look, that of a survivalist, and one of cautious awareness of his surroundings. Not often does he look people in the eye, even though he towers over most that he encounters. Perhaps it's simply a desire to never look down, or perhaps he's not used to deep social interaction. Personality Vaynok is a gritty survivalist, but he also has a heart of gold. He understands the nature of the world, and understands how harsh, unforgiving, and unfair it all can be. However, he also understands that his small part of the world can be made just a little better by his own actions. Mercy, compassion, and service are among the most core values that he lives by. People may not like him, and he may not like people, but that won't stop him from doing the right thing to look out for them. He carries with him a burden to look out for the inhabitants of the Icewind Dale, as he was like many of them once upon a time: alone and helpless, doomed to die. He cares little for the political doings or high society that may spring up from time to time, and he isn't afraid to say so if it's risking people's lives. Background Vaynok was born to a small tribe of bronze dragonborn. Due to conflict with barbarians, they were forced into the frozen north. Most of them died along the journey, failing to acclimate to the environment. Vaynok was fortunate to have been delivered to a village by his father, and with his dying breath, he begged the villagers to care for his son. They took him in, raised him as one of their own. It took him a while, but eventually, Vaynok learned to adapt to the harsh environment. He joined the hunters and gatherers on their journeys for food, and he grew quite fond of fishing. In time, he was told of the story of how he was brought to their village, and was shown the grave of his deceased father. He made a solemn vow that he would do everything in his power to prevent good people from perishing in the wilds. He heard stories of heroes and legends who slayed monsters and saved kingdoms. If they were too haughty to not care for the common folk in this forsaken land, then Vaynok would step up to the task. So, upon reaching adulthood, he set out on his own to do just that. He gathered maps of the local areas, guiding travelers and lost wanderers to safety. He knew the best places for food and shelter, the best methods of boiling snow for water, and the signs that owlbears and other monsters may be in the area. Survival in the arctic became his bread and butter, and he used it to save as many lives as he could. In time, however, the traffic near his home became too small to properly put to use his skills. He set off, packing up everything he could carry and heading out into the wild, in search of more settlements and peoples in need of the survivalist's help. The road lays ahead, but who knows where it might bring him? TCoE Customizations Ability Scores: STR +2/CHA +1 modifier is now STR +2/WIS +1 Proficiency Swaps: 1 musical instrument proficiency is now cook's utensils proficiency Class Optional Features: The Favored Enemy feature is now the Favored Foe feature (described above) Edited November 25, 2023 by rogueblade0729 (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
rogueblade0729 Posted May 11 Author Clone Share Posted May 11 (edited) Kahlyn "Gather 'round, surface-folk! Allow me regale you with the tale of Dowus the Dour and his heroic stand against the Deep Green Horror!" Link to Adventurer's League Log: https://www.adventurersleaguelog.com/users/31967/characters/78473 Class & Level: Paladin 9 Race: Triton Gender: Female Alignment: Lawful Good Background: Sailor Proficiency Bonus: +4 INIT: -1 HD: (9) 1d10+2 AC: 21 HP: 94 Land Speed: 30ft Swimming Speed: 30ft STR 16 DEX 8 CON 15 INT 10 WIS 10 CHA 16 Saves: Constitution, Wisdom, Charisma Languages: Common, Primordial Skills Acrobatics (Dex) -1 Animal Handling (Wis) +0 Arcana (Int) +0 Athletics (Str) +7 Deception (Cha) +3 History (Int) +0 Insight (Wis) +4 Intimidation (Cha) +3 Investigation (Int) +0 Medicine (Wis) +0 Nature (Int) +0 Perception (Wis) +4 Performance (Cha) +3 Persuasion (Cha) +7 Religion (Int) +0 Sleight of Hand (Dex) -1 Stealth (Dex) -1 Survival (Wis) +0 Triton (MotM) Darkvision 60ft Swimming Speed 30ft AmphibiousYou can breathe air and water. Control Air and WaterA child of the sea, you can call on the magic of elemental air and water. You can cast fog cloud with this trait. Starting at 3rd level, you can cast gust of wind with it, and starting at 5th level, you can also cast wall of water with it. Once you cast a spell with this trait, you can't cast that spell with it again until you finish a long rest. Charisma is your spellcasting ability for these spells. Emissary of the SeaAquatic beasts have an extraordinary affinity with your people. You can communicate simple ideas with beasts that can breathe water. They can understand the meaning of your words, though you have no special ability to understand them in return. Guardian of the DepthsAdapted to even the most extreme ocean depths, you have resistance to cold damage, and you ignore drawbacks caused by deep, underwater environments. Sailor Feature: Ship's PassageWhen you need to, you can secure free passage on a sailing ship for yourself and your adventuring companions. You might sail on the ship you served on, or another ship you have good relations with (perhaps one captained by a former crewmate). Because you're calling in a favor, you can't be certain of a schedule or route that will meet your every need. Your Dungeon Master will determine how long it takes to get where you need to go. In return for your free passage, you and your companions are expected to assist the crew during the voyage. Paladin Proficiencies: Light Armor, Medium Armor, Heavy Armor, Shields, Simple Weapons, Martial Weapons, Navigator's Tools, Vehicles (water) Divine SenseThe presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell. You regain this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses. (4/long rest) Lay on HandsYour blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your paladin level x 5. As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool. Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one. This ability has no effect on undead and constructs. (35/long rest) Fighting Style - DefenseAt 2nd level, you adopt a 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. Defense: While you are wearing armor, you gain a +1 bonus to AC. Divine SmiteStarting at 2nd Level, when you hit a creature with a melee weapon Attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each Spell Level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an Undead or a fiend. Sacred Oath: Oath of DevotionTENETS OF DEVOTION Though the exact words and strictures of the Oath of Devotion vary, paladins of this oath share these tenets. Honesty: Don’t lie or cheat. Let your word be your promise. Courage: Never fear to act, though caution is wise. Compassion: Aid others, protect the weak, and punish those who threaten them. Show mercy to your foes, but temper it with wisdom. Honor: Treat others with fairness, and let your honorable deeds be an example to them. Do as much good as possible while causing the least amount of harm. Duty: Be responsible for your actions and their consequences, protect those entrusted to your care, and obey those who have just authority over you. Channel DivinityWhen you take this oath at 3rd level, you gain the following Channel Divinity options. SACRED WEAPON. As an action, you can imbue one weapon that you are holding with positive energy, using your Channel Divinity. For 1 minute, you add your Charisma modifier to Attack rolls made with that weapon (with a minimum bonus of +1). The weapon also emits bright light in a 20-foot radius and dim light 20 feet beyond that. If the weapon is not already magical, it becomes magical for the Duration. You can end this effect on your turn as part of any other action. If you are no longer holding or carrying this weapon, or if you fall Unconscious, this Effect ends. TURN THE UNHOLY. As an action, you present your holy Symbol and speak a prayer censuring fiends and undead, using your Channel Divinity. Each fiend or undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes damage. A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take Reactions. For its action, it can use only the Dash action or try to Escape from an Effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action. (1/short or long rest) Aura of DevotionStarting at 7th level, you and friendly creatures within 10 feet of you can't be charmed while you are conscious. At 18th level, the range of this aura increases to 30 feet. Harness Divine PowerYou can expend a use of your Channel Divinity to fuel your spells. As a bonus action, you touch your holy symbol, utter a prayer, and regain one expended spell slot, the level of which can be no higher than half your proficiency bonus (rounded up). The number of times you can use this feature is based on the level you've reached in this class: 3rd level, once; 7th level, twice; and 15th level, thrice. You regain all expended uses when you finish a long rest. Extra AttackBeginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Aura of ProtectionStarting at 6th level, whenever you or a friendly creature within 10 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma modifier (with a minimum bonus of +1). You must be conscious to grant this bonus. At 18th level, the range of this aura increases to 30 feet. Feats ToughYour hit point maximum increases by an amount equal to twice your level when you gain this feat. Whenever you gain a level thereafter, your hit point maximum increases by an additional 2 hit points. (from Background) Inspiring LeaderPrerequisite: Charisma 13 or higher You can spend 10 minutes inspiring your companions, shoring up their resolve to fight. When you do so, choose up to six friendly creatures (which can include yourself) within 30 feet of you who can see or hear you and who can understand you. Each creature can gain temporary hit points equal to your level + your Charisma modifier. A creature can't gain temporary hit points from this feat again until it has finished a short or long rest. ResilientChoose one ability score. You gain the following benefits: - Increase the chosen ability score by 1, to a maximum of 20. - You gain proficiency in saving throws using the chosen ability. (Constitution) Combat Attacks Longsword. +6 to hit, 1d8+3 slashing Dagger. +6 to hit, 1d4+3 piercing, range 20/60 Belaying Pin. +6 to hit, 1d4+3 bludgeoning Spells Casting Ability: Charisma Spell Save DC: 16 Spell Attack Bonus: +8 Level 1 (4 slots). Bless, Detect Magic, Shield of Faith; Fog Cloud (Triton); Protection from Evil and Good, Sanctuary (Oath of Devotion) Level 2 (3 slots). Find Steed, Magic Weapon, Warding Bond; Gust of Wind (Triton); Lesser Restoration, Zone of Truth (Oath of Devotion) Level 3 (2 slots). Spirit Shroud; Wall of Water (Triton); Beacon of Hope, Dispel Magic (Oath of Devotion) Magic Items Amulet of the Devout (+1) [attuned] Cloak of Protection (+1) [attuned] Rod of the Pact Keeper (+1) Appearance Kahlyn is a triton through and through. Her hair and skin are both deep blue hues, and her splint armor and surcoat are made of the strange design of aquatic smiths and tailors. She stands at 5'1", a bit above average for her kin. She is in great physical condition, being from among the warriors of the deep seas, and is somewhat shapely as well. Her eyes are the color of emeralds, and when not in battle, they gaze from person to person with a welcoming look. Having spent her entire life in the sea or onboard a ship, she is somewhat permanently unaccustomed to living on land, and as such can sometimes carry herself a bit clumsily. Personality In general, Kahlyn is a friendly, selfless woman who doesn't quite understand the surface world. As a triton she carries a subtle air of superiority around others, but only until someone patient enough comes along to lend her an ear. Always one for a good story or song, she keeps a stingray-leather waterproof journal of new tales and tunes she learns in her journeys. She has a soft spot for bards and similar entertainers, as well as a healthy respect for proven warriors and others who carry themselves with honor. Background Kahlyn was born to a family of sea-shepherds, caring for dugongs, manatees and similar underwater cattle. As a youth, she listened long and often to the songs and stories told about her people's bravery, and desired to one day go out and join the ranks of the underseas defenders. When she reached the age of 20, that's exactly what she did, joining the warriors and taking the fight to the sahuagin and other underwater evils. On one mission, she and her squad were almost entirely decimated and scattered. When she awoke, she found herself on the deck of a merchant ship, having been retrieved from the seas and her wounds tended to. It was her first time meeting surface-folk, and her fascination of them was equally matched by theirs of her. They spent much of the voyage in discussion, sharing stories of each other's homes and culture. One particular sailor caught Kahlyn's eye: a young deckhand with a voice of gold named Jay. He was a stowaway pressed into service, running from an abusive home and seeking a greater purpose in life. The two grew very close over the course of the voyage, and rarely did Kahlyn's thoughts drift to home. She stayed with the crew throughout several journeys, occasionally returning home to share news of her adventures with her kin. In time, she came to feel she discovered her purpose in life. The world of the surface-folk had captivated her, and she realized that they too fought against ancient evils from beyond. They too needed heroes, and who better to serve as their guardian than one of the great sea-warriors? It also alarmed her that they knew so little of the many, many legends of her own people. They must be informed of these stories at once, whilst she experiences many of their own! Who knows where her journeys will take her from there? TCoE Customizations Class Optional Features: Kahlyn has the Harness Divine Power feature. Edited May 11 by rogueblade0729 (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Recommended Posts