[5e] Wyrms Aplenty! - OOC
- KupoTheMagus
- Posts: 106
- Registered for: 2 years 9 months
[5e] Wyrms Aplenty! - OOC
[Hook]
Each of you receive a letter from Captain Lath Navar of the local militia. It reads the following:
In an attempt to supply the capital with dragon riders, we've bred too many damn wyrmlings and they've been wreaking havoc. We've wrangled them to the pits where we have them trapped; now it's your job to take them out before they destroy the pits.
Good luck, dragon hunters.
Character Creation
System: 5e
Level: 7
Stats: 18, 16, 14, 12, 10, 8 (reminder that no stat can go past 20 with the exception of very powerful magics.)
Hit Points: Max at 1st, average after.
Races: Any. We will be using the Tasha's Ability Score rules, meaning you can assign +2 to 1 stat and +1 to another stat regardless of what your race (and subrace) normally call for.
Equipment: Standard for your class, plus 1 rare magic item, 1 uncommon magic item, and 2 common magic items. Additionally, you receive 1 uncommon consumable and 2 common consumables.
Special Rules: Each character will receive a feat at 1st level, and additionally receive a feat whenever they receive an Ability Score Increase. You must increase ability scores as per the Player Handbook as per normal rules.
Backstory: Simply explain how your character might have gotten hired to do this job.
Each of you receive a letter from Captain Lath Navar of the local militia. It reads the following:
In an attempt to supply the capital with dragon riders, we've bred too many damn wyrmlings and they've been wreaking havoc. We've wrangled them to the pits where we have them trapped; now it's your job to take them out before they destroy the pits.
Good luck, dragon hunters.
Character Creation
System: 5e
Level: 7
Stats: 18, 16, 14, 12, 10, 8 (reminder that no stat can go past 20 with the exception of very powerful magics.)
Hit Points: Max at 1st, average after.
Races: Any. We will be using the Tasha's Ability Score rules, meaning you can assign +2 to 1 stat and +1 to another stat regardless of what your race (and subrace) normally call for.
Equipment: Standard for your class, plus 1 rare magic item, 1 uncommon magic item, and 2 common magic items. Additionally, you receive 1 uncommon consumable and 2 common consumables.
Special Rules: Each character will receive a feat at 1st level, and additionally receive a feat whenever they receive an Ability Score Increase. You must increase ability scores as per the Player Handbook as per normal rules.
Backstory: Simply explain how your character might have gotten hired to do this job.
Last edited by KupoTheMagus on Wed Oct 25, 2023 6:35 am, edited 4 times in total.
Something's getting in the way
Something's just about to break
I will try to find my place
in the Diary of Jane
Something's just about to break
I will try to find my place
in the Diary of Jane
- KupoTheMagus
- Posts: 106
- Registered for: 2 years 9 months
Tome of Heroes / Sample Sheet
https://drive.google.com/file/d/1iDsIaZ ... p=drivesdk
Sample Character(WiP)
Yesa Dawnstone
Female Astral Elf, Circle of Ash Druid 7 | Proficiency Bonus: +3
Background: Criminal
Senses: Darkvision
Size: Medium
Creature Type: Humanoid (Elf)
FINAL ABILITY SCORES
Str 8, Con 16, Dex 17, Int 10, Wis 20, Cha 12
STARTING ABILITY SCORES
Str 8, Con 14, Dex 16, Int 10, Wis 18, Cha 12
ABILITY SCORE INCREASES
1st - Wis +2, Dex +1
4th - Con +2
FEATS
1st - War Caster
4th - Fey-Touched
AC: 13
Hit Points: 59/59
Resistances/Immunities: None
Trained Saves
Intelligence +3, Wisdom +8
Untrained Saves
Strength -1, Dexterity +3, Constitution +3, Charisma +1
Trained Skills
Deception +4, Nature +3, Perception +8, Stealth +6, Survival +8
(Editor's Note: put a + if it's just proficient, ++ if it's expertise.)
Untrained Skills
Acrobatics +3, Animal Handling +5, Arcana +0, Athletics -1, History +0, Insight +0, Intimidation +1, Medicine +5, Performance +1, Persuasion +1, Religion +0, Sleight of Hand +3
Other Proficiencies
Armor: Light armor, medium armor, shields (druids will not wear armor or use shields made of metal)
Weapons: Clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears
Tools: Herbalism kit, Thieves' Tools, Dice Gaming Set
Languages
Common, Elvish, Druidic
Class Features
Wild Shape, Wild Companion, Cantrip Versatility, Wild Shape Improvement | Ash Cloud, Firesight, Covered in Ash
Spells
-Spell Attack Bonus: +8
-Spell Save DC: 16
Cantrips Known - 3
-Spell Slots-
(1) 4
(2) 3
(3) 3
(4) 1
-Prepared Spells: 12-
Create Bonfire (Cantrip), Gust (Cantrip), Druidcraft (Cantrip), Charm Person (1), Cure Wounds (1), Detect Magic (1), Faerie Fire (1), Enlarge/Reduce (2), Find Traps (2), Flame Blade (2), Dispel Magic (3), Revivify (3), Ice Storm (4), Polymorph (4)
Inventory
Other Features
Astral Fire, Fey Ancestry, Starlight Step, Astral Trance, Criminal Connection
Female Astral Elf, Circle of Ash Druid 7 | Proficiency Bonus: +3
Background: Criminal
Senses: Darkvision
Size: Medium
Creature Type: Humanoid (Elf)
FINAL ABILITY SCORES
Str 8, Con 16, Dex 17, Int 10, Wis 20, Cha 12
STARTING ABILITY SCORES
Str 8, Con 14, Dex 16, Int 10, Wis 18, Cha 12
ABILITY SCORE INCREASES
1st - Wis +2, Dex +1
4th - Con +2
FEATS
1st - War Caster
4th - Fey-Touched
AC: 13
Hit Points: 59/59
Resistances/Immunities: None
Trained Saves
Intelligence +3, Wisdom +8
Untrained Saves
Strength -1, Dexterity +3, Constitution +3, Charisma +1
Trained Skills
Deception +4, Nature +3, Perception +8, Stealth +6, Survival +8
(Editor's Note: put a + if it's just proficient, ++ if it's expertise.)
Untrained Skills
Acrobatics +3, Animal Handling +5, Arcana +0, Athletics -1, History +0, Insight +0, Intimidation +1, Medicine +5, Performance +1, Persuasion +1, Religion +0, Sleight of Hand +3
Other Proficiencies
Armor: Light armor, medium armor, shields (druids will not wear armor or use shields made of metal)
Weapons: Clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears
Tools: Herbalism kit, Thieves' Tools, Dice Gaming Set
Languages
Common, Elvish, Druidic
Class Features
Wild Shape, Wild Companion, Cantrip Versatility, Wild Shape Improvement | Ash Cloud, Firesight, Covered in Ash
Spells
-Spell Attack Bonus: +8
-Spell Save DC: 16
Cantrips Known - 3
-Spell Slots-
(1) 4
(2) 3
(3) 3
(4) 1
-Prepared Spells: 12-
Create Bonfire (Cantrip), Gust (Cantrip), Druidcraft (Cantrip), Charm Person (1), Cure Wounds (1), Detect Magic (1), Faerie Fire (1), Enlarge/Reduce (2), Find Traps (2), Flame Blade (2), Dispel Magic (3), Revivify (3), Ice Storm (4), Polymorph (4)
Inventory
Other Features
Astral Fire, Fey Ancestry, Starlight Step, Astral Trance, Criminal Connection
Feature Breakdown
Template
Character Name
Gender Race, Subclass Class # | Proficiency Bonus: +X
Background:
Senses:
Size:
Creature Type:
FINAL ABILITY SCORES
Str X, Con X, Dex X, Int X, Wis X, Cha X
STARTING ABILITY SCORES
Str X, Con X, Dex X, Int X, Wis X, Cha X
ABILITY SCORE INCREASES
FEATS
AC:
Hit Points:
Resistances/Immunities:
Trained Saves
Untrained Saves
Trained Skills
(Editor's Note: put a + if it's just proficient, ++ if it's expertise.)
Untrained Skills
Other Proficiencies
Armor:
Weapons:
Tools:
Languages
Class Features
Spells
-Spell Attack Bonus:
-Spell Save DC:
Cantrips Known:
-Spell Slots-
-Prepared Spells:
Inventory
Other Features
Gender Race, Subclass Class # | Proficiency Bonus: +X
Background:
Senses:
Size:
Creature Type:
FINAL ABILITY SCORES
Str X, Con X, Dex X, Int X, Wis X, Cha X
STARTING ABILITY SCORES
Str X, Con X, Dex X, Int X, Wis X, Cha X
ABILITY SCORE INCREASES
FEATS
AC:
Hit Points:
Resistances/Immunities:
Trained Saves
Untrained Saves
Trained Skills
(Editor's Note: put a + if it's just proficient, ++ if it's expertise.)
Untrained Skills
Other Proficiencies
Armor:
Weapons:
Tools:
Languages
Class Features
Spells
-Spell Attack Bonus:
-Spell Save DC:
Cantrips Known:
-Spell Slots-
-Prepared Spells:
Inventory
Other Features
Feature Breakdown
Last edited by KupoTheMagus on Wed Oct 25, 2023 7:44 am, edited 1 time in total.
Something's getting in the way
Something's just about to break
I will try to find my place
in the Diary of Jane
Something's just about to break
I will try to find my place
in the Diary of Jane
- ratwizard
- A Wan Smile
- Posts: 5992
- Registered for: 11 years 10 months
- Location: Hellworld
Introducing Leaf, the Lightfoot Lash!
Template
Leaf
Male Warforged, Rogue 1| Vengeance Paladin 5 | Fighter 1 | Proficiency Bonus: +3
Background: Courtier (Sword Coast Adventures)
Senses: ?
Size: Large
Creature Type: Construct
FINAL ABILITY SCORES
Str 19, Con 20, Dex 20, Int 10, Wis 12, Cha 14
STARTING ABILITY SCORES
Str 8, Con 16, Dex 18, Int 10, Wis 12, Cha 14
ABILITY SCORE INCREASES
Racial: +1 DEX, +2 CON
Level 4 Paladin: +2 CON
FEATS
Level 1: Weapon Master (+1 DEX)
Level 4 Paladin: Sentinel
AC: 19 (12 from Studded Leather Armor, +5 DEX, +1 Warforged, +1 Defense Fighting Style
Hit Points: 79/79
Resistances/Immunities: Immune to Disease
Trained Saves
Untrained Saves
Trained Skills
(Editor's Note: put a + if it's just proficient, ++ if it's expertise.)
Untrained Skills
Other Proficiencies
Armor:
Weapons:
Tools:
Languages
Class Features
Spells
-Spell Attack Bonus:
-Spell Save DC:
Cantrips Known:
-Spell Slots-
-Prepared Spells:
Inventory
Other Features
Male Warforged, Rogue 1| Vengeance Paladin 5 | Fighter 1 | Proficiency Bonus: +3
Background: Courtier (Sword Coast Adventures)
Senses: ?
Size: Large
Creature Type: Construct
FINAL ABILITY SCORES
Str 19, Con 20, Dex 20, Int 10, Wis 12, Cha 14
STARTING ABILITY SCORES
Str 8, Con 16, Dex 18, Int 10, Wis 12, Cha 14
ABILITY SCORE INCREASES
Racial: +1 DEX, +2 CON
Level 4 Paladin: +2 CON
FEATS
Level 1: Weapon Master (+1 DEX)
Level 4 Paladin: Sentinel
AC: 19 (12 from Studded Leather Armor, +5 DEX, +1 Warforged, +1 Defense Fighting Style
Hit Points: 79/79
Resistances/Immunities: Immune to Disease
Trained Saves
Untrained Saves
Trained Skills
(Editor's Note: put a + if it's just proficient, ++ if it's expertise.)
Untrained Skills
Other Proficiencies
Armor:
Weapons:
Tools:
Languages
Class Features
Spells
-Spell Attack Bonus:
-Spell Save DC:
Cantrips Known:
-Spell Slots-
-Prepared Spells:
Inventory
Other Features
Feature Breakdown
Build to Level 7
18 16 14 12 10 8
STARTING ABILITY SCORES
Str 8, Con 16, Dex 18, Int 10, Wis 12, Cha 14
Level 1 feat: Weapon Master, +1 DEX, DEX 19, Whips
Background: Courtier (Sword Coast Adventures)
Skill Proficiencies: Insight, Persuasion
Tool Proficiencies: None
Languages: Two of your choice
Equipment: A set of fine clothes and a pouch containing 5gp
Warforged race
bonuses +1 DEX, +2 CON
20 Dex, 18 CON
Constructed Resilience. You were created to have remarkable fortitude, represented by the following benefits:
You have advantage on saving throws against being poisoned, and you have resistance to poison damage.
You don’t need to eat, drink, or breathe.
You are immune to disease.
You don't need to sleep, and magic can't put you to sleep.
Sentry's Rest. When you take a long rest, you must spend at least six hours in an inactive, motionless state, rather than sleeping. In this state, you appear inert, but it doesn’t render you unconscious, and you can see and hear as normal.
Integrated Protection. Your body has built-in defensive layers, which can be enhanced with armor.
You gain a +1 bonus to Armor Class.
You can don only armor with which you have proficiency. To don armor, you must incorporate it into your body over the course of 1 hour, during which you must remain in contact with the armor. To doff armor, you must spend 1 hour removing it. You can rest while donning or doffing armor in this way.
While you live, your armor can't be removed from your body against your will.
Specialized Design. You gain one skill proficiency and one tool proficiency of your choice.
Languages. You can speak, read, and write Common and one other language of your choice.
Level 1 Rogue
Armor: Light armor
Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords
Tools: Thieves' tools
Saving Throws: Dexterity, Intelligence
Skills: Acrobatics, Perception, Sleight of Hand, and Stealth
Level 1 Fighter
Gain Second Wind, Defense Fighting Style
Level 5 Paladin
Level 2 Fighting Style: Dueling
Level 3 Oath: Vengeance
Level 4 Pally ASI: +2 CON, 20 CON
Level 4 Pally feat: Sentinel
STARTING ABILITY SCORES
Str 8, Con 16, Dex 18, Int 10, Wis 12, Cha 14
Level 1 feat: Weapon Master, +1 DEX, DEX 19, Whips
Background: Courtier (Sword Coast Adventures)
Skill Proficiencies: Insight, Persuasion
Tool Proficiencies: None
Languages: Two of your choice
Equipment: A set of fine clothes and a pouch containing 5gp
Warforged race
bonuses +1 DEX, +2 CON
20 Dex, 18 CON
Constructed Resilience. You were created to have remarkable fortitude, represented by the following benefits:
You have advantage on saving throws against being poisoned, and you have resistance to poison damage.
You don’t need to eat, drink, or breathe.
You are immune to disease.
You don't need to sleep, and magic can't put you to sleep.
Sentry's Rest. When you take a long rest, you must spend at least six hours in an inactive, motionless state, rather than sleeping. In this state, you appear inert, but it doesn’t render you unconscious, and you can see and hear as normal.
Integrated Protection. Your body has built-in defensive layers, which can be enhanced with armor.
You gain a +1 bonus to Armor Class.
You can don only armor with which you have proficiency. To don armor, you must incorporate it into your body over the course of 1 hour, during which you must remain in contact with the armor. To doff armor, you must spend 1 hour removing it. You can rest while donning or doffing armor in this way.
While you live, your armor can't be removed from your body against your will.
Specialized Design. You gain one skill proficiency and one tool proficiency of your choice.
Languages. You can speak, read, and write Common and one other language of your choice.
Level 1 Rogue
Armor: Light armor
Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords
Tools: Thieves' tools
Saving Throws: Dexterity, Intelligence
Skills: Acrobatics, Perception, Sleight of Hand, and Stealth
Level 1 Fighter
Gain Second Wind, Defense Fighting Style
Level 5 Paladin
Level 2 Fighting Style: Dueling
Level 3 Oath: Vengeance
Level 4 Pally ASI: +2 CON, 20 CON
Level 4 Pally feat: Sentinel
Magic Items
Inescapable Lash
Gauntlets of Ogre Strength
2x Prosthetic Limb
Potion of Growth
2x Potion of Healing
Gauntlets of Ogre Strength
2x Prosthetic Limb
Potion of Growth
2x Potion of Healing
- Namelessjake
- Plane Wings Sharp Like Katana
- Posts: 4463
- Registered for: 11 years 10 months
- Location: Blockbuster
Introducing Rehar Lyathuhar, the Snow Sovereign Sword Sorcerer!
Character Sheet
Rehar Lyathuhar
Male Frostfell Elf, Battle Master Fighter 5 | Lunar Sorcerer 2 | Proficiency Bonus: +3
Background: Noble
Senses: Darkvision
Size: Medium
Creature Type: Humanoid (Elf)
Speed: 30ft
FINAL ABILITY SCORES
Str 20, Con 16, Dex 12, Int 10, Wis 8, Cha 18
STARTING ABILITY SCORES
Str 18, Con 16, Dex 12, Int 10, Wis 8, Cha 14
ABILITY SCORE INCREASES
Racial: STR +2, CHA +1
Fey Touched: CHA +1
Level 4 Fighter: CHA +2
FEATS
Level 1: War Caster
Level 4: Fey-Touched
AC: 21 (Plate + +1 Shield)
Hit Points: 63/63
Resistances/Immunities: Resistant to Cold damage
Trained Saves
Strength, Constitution
Untrained Saves
Dexterity, Intelligence, Wisdom, Charisma
Trained Skills
+History, +Persuasion, +Athletics, +Intimidation, + Perception
(Editor's Note: put a + if it's just proficient, ++ if it's expertise.)
Untrained Skills
Other Proficiencies
Armor: All armor, shields
Weapons: longsword, shortsword, shortbow, and longbow, Simple weapons, martial weapons
Tools: Dragonchess set, Cartographer’s tools
Languages
Common, Elvish, Dwarvish
Class Features
Second Wind, Action Surge, Combat Superiority, Extra Attack | Lunar Embodiment, Moonfire, Font of Magic
Spells
-Spell Attack Bonus: +7
-Spell Save DC: 15
Cantrips Known: 5/4
Sacred Flame
Ray of Frost
Booming Blade
Frostbite
Pregisitation
-Spell Slots-
(1) 4
(2) 3
(3) 3
(4) 1
-Prepared Spells-
Misty Step, Bless, Ice Knife, Feather Fall, Witch Bolt
-Lunar Spells-
Shield (Full), Ray of Sickness (New), Color Spray (Crescent)
-Maneuvers-
Riposte
Feinting Attack
Pushing Attack
Superiority Dice 4d8/4d8
Save DC: 16
Inventory
Other Features
Position of Privilege, Fey Ancestry, Trance, Ice Crafting, Snow Step, Warcaster, Fey Touched
Male Frostfell Elf, Battle Master Fighter 5 | Lunar Sorcerer 2 | Proficiency Bonus: +3
Background: Noble
Senses: Darkvision
Size: Medium
Creature Type: Humanoid (Elf)
Speed: 30ft
FINAL ABILITY SCORES
Str 20, Con 16, Dex 12, Int 10, Wis 8, Cha 18
STARTING ABILITY SCORES
Str 18, Con 16, Dex 12, Int 10, Wis 8, Cha 14
ABILITY SCORE INCREASES
Racial: STR +2, CHA +1
Fey Touched: CHA +1
Level 4 Fighter: CHA +2
FEATS
Level 1: War Caster
Level 4: Fey-Touched
AC: 21 (Plate + +1 Shield)
Hit Points: 63/63
Resistances/Immunities: Resistant to Cold damage
Trained Saves
Strength, Constitution
Untrained Saves
Dexterity, Intelligence, Wisdom, Charisma
Trained Skills
+History, +Persuasion, +Athletics, +Intimidation, + Perception
(Editor's Note: put a + if it's just proficient, ++ if it's expertise.)
Untrained Skills
Other Proficiencies
Armor: All armor, shields
Weapons: longsword, shortsword, shortbow, and longbow, Simple weapons, martial weapons
Tools: Dragonchess set, Cartographer’s tools
Languages
Common, Elvish, Dwarvish
Class Features
Second Wind, Action Surge, Combat Superiority, Extra Attack | Lunar Embodiment, Moonfire, Font of Magic
Spells
-Spell Attack Bonus: +7
-Spell Save DC: 15
Cantrips Known: 5/4
Sacred Flame
Ray of Frost
Booming Blade
Frostbite
Pregisitation
-Spell Slots-
(1) 4
(2) 3
(3) 3
(4) 1
-Prepared Spells-
Misty Step, Bless, Ice Knife, Feather Fall, Witch Bolt
-Lunar Spells-
Shield (Full), Ray of Sickness (New), Color Spray (Crescent)
-Maneuvers-
Riposte
Feinting Attack
Pushing Attack
Superiority Dice 4d8/4d8
Save DC: 16
Inventory
Other Features
Position of Privilege, Fey Ancestry, Trance, Ice Crafting, Snow Step, Warcaster, Fey Touched
Build to Level 7
18 16 14 12 10 8
STARTING ABILITY SCORES
Str 18, Con 16, Dex 12, Int 10, Wis 8, Cha 14
Level 1 feat: Fey Touched
CHA +1
You learn the Misty Step spell and one 1st-level spell of your choice. The 1st-level spell must be from the Divination or Enchantment school of magic. You can cast each of these spells without expending a spell slot. Once you cast either of these spells in this way, you can't cast that spell in this way again until you finish a long rest. You can also cast these spells using spell slots you have of the appropriate level. The spells' spellcasting ability is the ability increased by this feat.
Bless
1st-level enchantment
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a sprinkling of holy water)
Duration: Concentration, up to 1 minute
You bless up to three creatures of your choice within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.
Background: Noble
Skill Proficiencies: History, Persuasion
Tool Proficiencies: One type of gaming set (Dragonchess set)
Languages: One of your choice (Dwarvish)
Equipment: A set of fine clothes, a signet ring, a scroll of pedigree, and a purse containing 25gp
Position of Privilege. Thanks to your noble birth, people are inclined to think the best of you. You are welcome in high society, and people assume you have the right to be wherever you are. The common folk make every effort to accommodate you and avoid your displeasure, and other people of high birth treat you as a member of the same social sphere. You can secure an audience with a local noble if you need to.
Frostfell Elf race
bonuses +1 CHA, +2 STR
20 STR, 16 CHA
Size. Elves range from under 5 to over 6 feet tall and have slender builds. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Darkvision. Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Fey Ancestry. You have advantage on saving throws against being charmed, and magic can't put you to sleep.
Trance. Elves do not sleep. Instead they meditate deeply, remaining semi-conscious, for 4 hours a day. The Common word for this meditation is "trance." While meditating, you dream after a fashion; such dreams are actually mental exercises that have become reflexive after years of practice. After resting in this way, you gain the same benefit a human would from 8 hours of sleep.
Keen Senses. You have proficiency in the Perception skill.
Languages. You can speak, read, and write Common and Elven.
Cold Dweller. You have resistance to cold damage.
Elf Weapon Training. You have proficiency with the longsword, shortsword, shortbow, and longbow.
Ice Crafting. You can magically form an item from nearby water, ice, or snow. The crafting takes 1 minute, and you can form any nonmagical object without moving parts weighing up to 10 pounds. Though made of ice, the object functions as a similar item made of standard materials. The object has AC 13, hit points equal to a resilient object of appropriate size, and is immune to cold damage but vulnerable to fire damage. If the ambient temperature is warmer than freezing, the object lasts 1 minute. As long as the ambient temperature remains at freezing or colder, the object lasts for 24 hours or until destroyed. Once you have crafted an object using this trait, you can’t do so again until you have completed a short or long rest.
Snow Step. Difficult terrain composed of snow or ice doesn’t cost you extra movement.
Fighter 1
Proficiencies
Armor: All armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Strength, Constitution
Skills: Athletics, Intimidation
Equipment
(a) chain mail
(a) a martial weapon and a shield
(b) two handaxes
(b) an explorer's pack
Fighting Style: Defense (PHB). While you are wearing armor, you gain a +1 bonus to AC.
Second Wind. 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.
Fighter 2
Action Surge. Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action. Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.
Sorcerer 1
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
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. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.
Additionally, when you gain a level in this class, you can choose one of the 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 Focus
You can use an arcane focus as a spellcasting focus for your sorcerer spells.
Sorcerous Origin: Lunar Sorcerer (Dragonlance: Shadow of the Dragon Queen)
Fighter 3
Fighter: Battle Master
Combat Superiority
When you choose this archetype at 3rd level, you learn maneuvers that are fueled by special dice called superiority dice.
Maneuvers. You learn three maneuvers of your choice. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack. You learn two additional maneuvers of your choice at 7th, 10th, and 15th level. Each time you learn new maneuvers, you can also replace one maneuver you know with a different one.
Feinting Attack -You can expend one superiority die and use a bonus action on your turn to feint, choosing one creature within 5 feet of you as your target. You have advantage on your next attack roll against that creature this turn. If that attack hits, add the superiority die to the attack’s damage roll.
Pushing Attack - When you hit a creature with a weapon attack, you can expend one superiority die to attempt to drive the target back. You add the superiority die to the attack’s damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you push the target up to 15 feet away from you.
Riposte - When a creature misses you with a melee attack, you can use your reaction and expend one superiority die to make a melee weapon attack against the creature. If you hit, you add the superiority die to the attack's damage roll.
Superiority Dice. You have four superiority dice, which are d8s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest. You gain another superiority die at 7th level and one more at 15th level.
Saving Throws. Some of your maneuvers require your target to make a saving throw to resist the maneuver's effects. The saving throw DC is calculated as follows:
Maneuver save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)
Student of War. At 3rd level, you gain proficiency with one type of artisan's tools of your choice. (Cartographer's tools)
Fighter 4
CHA +2
Feat: War Caster
You have practiced casting spells in the midst of combat, learning techniques that grant you the following benefits:
You have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage.
You can perform the somatic components of spells even when you have weapons or a shield in one or both hands.
When a hostile creature's movement provokes an opportunity attack from you, you can use your reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature.
Fighter 5
Extra Attack
Sorcerer 2
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.
Known Spells
Don’t Count
Misty Step
Bless
Cantrips (4)
Ray of Frost
Booming Blade
Frostbite
Prestidigitation
Leveled (3 1st Level)
Ice Knife
Featherfall
Witch Bolt
+ Lunar Spells
Magic Items
Crystal Blade Longsword - Rare
Source: Fizban's Treasury of Dragons
Weapon (any sword), Rare (requires attunement)
This magic sword’s blade is fashioned from a horn or spine from a crystal dragon. When you hit with an attack roll using this sword, the target takes an extra 1d8 radiant damage.
The sword has 3 charges and regains 1d3 expended charges daily at dawn. When you hit a creature with an attack roll using the sword, you can expend 1 charge to regain a number of hit points equal to the extra radiant damage the sword dealt.
While you’re holding the sword, you can use a bonus action to cause it to shed bright light in a 30-foot radius and dim light for an additional 30 feet, to cause it to shed dim light in a 10-foot radius, or to douse the light.
+1 Shield - Uncommon
Ruby of the War Mage - Common
Source: Xanathar's Guide to Everything
Wondrous item, common (requires attunement by a spellcaster)
Etched with eldritch runes, this 1-inch-diameter ruby allows you to use a simple or martial weapon as a spellcasting focus for your spells. For this property to work, you must attach the ruby to the weapon by pressing the ruby against it for at least 10 minutes. Thereafter, the ruby can't be removed unless you detach it as an action or the weapon is destroyed. Not even an Antimagic Field causes it to fall off. The ruby does fall off the weapon if your attunement to the ruby ends.
Orb of Direction - Common
Source: Xanathar's Guide to Everything
Wondrous item, common
While holding this orb, you can use an action to determine which way is north. This property functions only on the Material Plane.
STARTING ABILITY SCORES
Str 18, Con 16, Dex 12, Int 10, Wis 8, Cha 14
Level 1 feat: Fey Touched
CHA +1
You learn the Misty Step spell and one 1st-level spell of your choice. The 1st-level spell must be from the Divination or Enchantment school of magic. You can cast each of these spells without expending a spell slot. Once you cast either of these spells in this way, you can't cast that spell in this way again until you finish a long rest. You can also cast these spells using spell slots you have of the appropriate level. The spells' spellcasting ability is the ability increased by this feat.
Bless
1st-level enchantment
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a sprinkling of holy water)
Duration: Concentration, up to 1 minute
You bless up to three creatures of your choice within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.
Background: Noble
Skill Proficiencies: History, Persuasion
Tool Proficiencies: One type of gaming set (Dragonchess set)
Languages: One of your choice (Dwarvish)
Equipment: A set of fine clothes, a signet ring, a scroll of pedigree, and a purse containing 25gp
Position of Privilege. Thanks to your noble birth, people are inclined to think the best of you. You are welcome in high society, and people assume you have the right to be wherever you are. The common folk make every effort to accommodate you and avoid your displeasure, and other people of high birth treat you as a member of the same social sphere. You can secure an audience with a local noble if you need to.
Frostfell Elf race
bonuses +1 CHA, +2 STR
20 STR, 16 CHA
Size. Elves range from under 5 to over 6 feet tall and have slender builds. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Darkvision. Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Fey Ancestry. You have advantage on saving throws against being charmed, and magic can't put you to sleep.
Trance. Elves do not sleep. Instead they meditate deeply, remaining semi-conscious, for 4 hours a day. The Common word for this meditation is "trance." While meditating, you dream after a fashion; such dreams are actually mental exercises that have become reflexive after years of practice. After resting in this way, you gain the same benefit a human would from 8 hours of sleep.
Keen Senses. You have proficiency in the Perception skill.
Languages. You can speak, read, and write Common and Elven.
Cold Dweller. You have resistance to cold damage.
Elf Weapon Training. You have proficiency with the longsword, shortsword, shortbow, and longbow.
Ice Crafting. You can magically form an item from nearby water, ice, or snow. The crafting takes 1 minute, and you can form any nonmagical object without moving parts weighing up to 10 pounds. Though made of ice, the object functions as a similar item made of standard materials. The object has AC 13, hit points equal to a resilient object of appropriate size, and is immune to cold damage but vulnerable to fire damage. If the ambient temperature is warmer than freezing, the object lasts 1 minute. As long as the ambient temperature remains at freezing or colder, the object lasts for 24 hours or until destroyed. Once you have crafted an object using this trait, you can’t do so again until you have completed a short or long rest.
Snow Step. Difficult terrain composed of snow or ice doesn’t cost you extra movement.
Fighter 1
Proficiencies
Armor: All armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Strength, Constitution
Skills: Athletics, Intimidation
Equipment
(a) chain mail
(a) a martial weapon and a shield
(b) two handaxes
(b) an explorer's pack
Fighting Style: Defense (PHB). While you are wearing armor, you gain a +1 bonus to AC.
Second Wind. 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.
Fighter 2
Action Surge. Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action. Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.
Sorcerer 1
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
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. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.
Additionally, when you gain a level in this class, you can choose one of the 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 Focus
You can use an arcane focus as a spellcasting focus for your sorcerer spells.
Sorcerous Origin: Lunar Sorcerer (Dragonlance: Shadow of the Dragon Queen)
Fighter 3
Fighter: Battle Master
Combat Superiority
When you choose this archetype at 3rd level, you learn maneuvers that are fueled by special dice called superiority dice.
Maneuvers. You learn three maneuvers of your choice. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack. You learn two additional maneuvers of your choice at 7th, 10th, and 15th level. Each time you learn new maneuvers, you can also replace one maneuver you know with a different one.
Feinting Attack -You can expend one superiority die and use a bonus action on your turn to feint, choosing one creature within 5 feet of you as your target. You have advantage on your next attack roll against that creature this turn. If that attack hits, add the superiority die to the attack’s damage roll.
Pushing Attack - When you hit a creature with a weapon attack, you can expend one superiority die to attempt to drive the target back. You add the superiority die to the attack’s damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you push the target up to 15 feet away from you.
Riposte - When a creature misses you with a melee attack, you can use your reaction and expend one superiority die to make a melee weapon attack against the creature. If you hit, you add the superiority die to the attack's damage roll.
Superiority Dice. You have four superiority dice, which are d8s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest. You gain another superiority die at 7th level and one more at 15th level.
Saving Throws. Some of your maneuvers require your target to make a saving throw to resist the maneuver's effects. The saving throw DC is calculated as follows:
Maneuver save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)
Student of War. At 3rd level, you gain proficiency with one type of artisan's tools of your choice. (Cartographer's tools)
Fighter 4
CHA +2
Feat: War Caster
You have practiced casting spells in the midst of combat, learning techniques that grant you the following benefits:
You have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage.
You can perform the somatic components of spells even when you have weapons or a shield in one or both hands.
When a hostile creature's movement provokes an opportunity attack from you, you can use your reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature.
Fighter 5
Extra Attack
Sorcerer 2
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.
Known Spells
Don’t Count
Misty Step
Bless
Cantrips (4)
Ray of Frost
Booming Blade
Frostbite
Prestidigitation
Leveled (3 1st Level)
Ice Knife
Featherfall
Witch Bolt
+ Lunar Spells
Magic Items
Crystal Blade Longsword - Rare
Source: Fizban's Treasury of Dragons
Weapon (any sword), Rare (requires attunement)
This magic sword’s blade is fashioned from a horn or spine from a crystal dragon. When you hit with an attack roll using this sword, the target takes an extra 1d8 radiant damage.
The sword has 3 charges and regains 1d3 expended charges daily at dawn. When you hit a creature with an attack roll using the sword, you can expend 1 charge to regain a number of hit points equal to the extra radiant damage the sword dealt.
While you’re holding the sword, you can use a bonus action to cause it to shed bright light in a 30-foot radius and dim light for an additional 30 feet, to cause it to shed dim light in a 10-foot radius, or to douse the light.
+1 Shield - Uncommon
Ruby of the War Mage - Common
Source: Xanathar's Guide to Everything
Wondrous item, common (requires attunement by a spellcaster)
Etched with eldritch runes, this 1-inch-diameter ruby allows you to use a simple or martial weapon as a spellcasting focus for your spells. For this property to work, you must attach the ruby to the weapon by pressing the ruby against it for at least 10 minutes. Thereafter, the ruby can't be removed unless you detach it as an action or the weapon is destroyed. Not even an Antimagic Field causes it to fall off. The ruby does fall off the weapon if your attunement to the ruby ends.
Orb of Direction - Common
Source: Xanathar's Guide to Everything
Wondrous item, common
While holding this orb, you can use an action to determine which way is north. This property functions only on the Material Plane.
Personality
Background
- Chanchabruhh
- Vigilant Resolution
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- Swampperson Prime
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- FinalTemplar
- Omae Wa Mou Shindeiru
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- KupoTheMagus
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