In Barovia, the night is a curse. With the dying of the light, wicked souls slip from the darkened spires of Castle Ravenloft to work the will of an immortal overlord. This is the realm of the vampire Count Strahd von Zarovich, whose depravities have doomed him and countless generations to endlessly repeating cycles of obsession and despair.
The howls of wolves and shrieks of raven swarms echo through the dismal valleys and oppressive forests of Barovia. In isolated communities, superstitious villagers find the brightness in their lives smothered by dread of their aloof overlord, his baleful servants and ancient evils that fester unopposed. All the domain's residents know to fear the Mists and the long Barovian nights, as through them the Devil Strahd watches and reaches to claim whatever he desires. Yet none realize their torments have played out over and over again, all part of Strahd's plot to claim one victim who has eluded him for generations.
Greetings everyone, I'm looking for 6 people for a Domains of Dread based campaign. We'll be starting off at level 1. Please note that each domain has different elements of horror involved. That being said there is a vast difference between fun horror and upsetting horror, and I'll be avoiding the more triggering subjects that might come up. {If you have any triggers that you would like me to avoid PM them to me so I know what to avoid to make sure that the campaign can be enjoyable for everyone playing.}
- All sourcebook material is welcome, homebrew and UA/Unearthed Arcana will require review.
- We won't be starting off in the Domains, but when we do enter them we'll be starting in Barovia. {There will be a poll attached to this to decide which of the other Domains you'd like to adventure as well.}
- It's always a good idea to have a backup character ready just in case your initial character meets their untimely demise and can't be revived/resurrected. If you want you can add the second character to your submission. { If you do... just a Name, Ability Scores, Race/Subrace, Class/Subclass and background will be okay. Although if you want to do the full application for both I'm okay with that as well }
- Each character will be receiving a horror trinket that may come in handy later while traveling between dread domains (aka there is a chance that someone might get a Mist talisman) {at the end of your application, roll 1 D100 and we'll see what item you have received.}
Character Application-
Name:
Ability Scores: {Standard Array or Roll here (4d6 drop the lowest, reroll 1's always)}
Backstory: Born into a clan of copper dragonborn, boil was treated poorly once his scales turned to mostly black as he matured. Atthe same time he manifested a talent for magic. From his earliest years he had a deep interest in foreign lands and cultures and he eventually abandoned his clan to explore and discover new places and ideas.
Personality: prefer the company of those who aren’t like me, including people of other races. I would risk life and limb to discover a new culture or unravel the secrets of a dead one
Ideals: Knowledge. By understanding other races and cultures, we learn to understand ourselves.
Bonds: i have a trinket i believe may be key to finding a lost civilization
Flaws: I have picked up some unpleasant habits from spending time living with goblins and orcs
Fears: that his scales turning black is a dark omen or rejection of Bahamut
Name: Whisper from Shadow Ability Scores: 121511141714 Race/Subrace: Tabaxi Class/Subclass (or planned Subclass): Ranger / (Planned Gloomstalker) Alignment: Neutral Background: Far Traveller Backstory: When Whisper was a teenager he accompanied his family on a grand walkabout, travelling over long distances. His parents were the clans equivalent of diplomats, sent to explore the world at large and return with news of the clans place in it. Sadly they were tricked and waylaid, the parents killed and his younger sister taken. Left for dead, Whisper was alone in a dark and unfamiliar place, relying on his wits and learning to survive. His goal is and has been since he can remember, to track down his sister, free her and make the people who took her pay. Personality: I have a strong code of honor or sense of propriety that others don’t comprehend. I begin or end my day with small traditional rituals that are unfamiliar to those around me. Ideals: Suspicious. I must be careful, for I have no way of telling friend from foe here. Bonds: Though I had no choice, I lament having to leave my loved one(s) behind. I hope to see them again one day. Flaws:I don’t take kindly to some of the actions and motivations of the people of this land, because these folk are different from me. Fears: That he’ll never see his sister again. Trinket: 13 Character Link: https://ddb.ac/characters/67118843/oU94JI
Name: Terrax Ability Scores: Ability scores: 131010111515 Race/Subrace: Gem Dragonborn Class/Subclass (or planned Subclass): Sorcerer Clockwork Soul Alignment: Neutral Background: NG Backstory: Terrax doesn't remember much before his time as a smuggler, he does remember beign shipwrecked during a massive storm, the rest is all a blur. Found lost at sea by a group of smugglers, and taken in as part of their crew, and trained to smuggler. Terrax natural gift for the arcane arts and his ability to talk his way through any situation made smuggling easy, both on land and sea. Personality: I think of everything in terms of monetary value. I never stop smiling. Ideals: People. For all my many lies, I place a high value on friendship. (Any) Bonds: I owe a debt that cannot be repaid in gold. Flaws: Lying is reflexive, and I sometimes engage in it without realizing. Fears: failing those I consider friends Trinket: 97
This post has potentially manipulated dice roll results.
Ability scores: 151414151315
Name: Wilhelm Thule
Race/Subrace: Human ( Variant )
Class/Subclass (or planned Subclass): Bard ( College of Swords )
Alignment: Neutral Good
Background: Guild Artisan ( Cartographer )
Backstory: Having born in a family of artisans, Wilhelm grew bored within the confined spaces of the city at a young age. Torn between satisfying his wanderlust and the pressure from his family about having a profession to earn his living, Wilhelm chose the middle ground: Joining the Cartographer's Guild. Completing his apprenticeship, Wilhelm aims visiting the locations on his maps, look after himself on his own in his travels, and perhaps improve or even chart new maps of his own.
Personality: I believe that anything worth doing is worth doing right. I can't help it—I'm a perfectionist.
Ideals: Freedom. Everyone should be free to pursue his or her own livelihood
Bonds: One day I will return to my guild and prove that I am the greatest artisan of them all.
Flaws: I'm horribly jealous of anyone who can outshine my handiwork. Everywhere I go, I'm surrounded by rivals.
Fears: Wilhelm is afraid that he will die forgotten, without contributing to a great work.
Leshanna has traveled much in her long life. She generally steers clear of cities, stopping at small villages only if absolutely needed. She prefers the untainted wilds, where she can be apart from other sentient beings as much as possible. She loves to travel though, to explore new forests, and to see new sights. Generally she is standoffish when she must venture into a village, only seeking what is absolutely needed for supplies, then getting away again.
Personality: I’m driven by a wanderlust that led me away from home. I feel far more comfortable around animals than people.
Ideals: Nature. The natural world is more important than all the constructs of civilization. (Neutral)
Bonds: An injury to the unspoiled wilderness of my home is an injury to me.
Flaws: I am slow to trust members of other races, tribes, and societies.
Fears: Leshanna fears failure to live up to other people's expectations, which is why she spends so much time alone, if no one depends on her, then she has no one to fail.
note: I am willing to work with DM, as this is both a homebrew race and subclass. Either way, hope thrash can join for this wonderful adventure! With that May I present:
Name: ‘Thrash’
Sharkin (thresher subrace)
Dangerous, oceanic hunters and warriors. Age. Sharkin mature at the age of 15, and live to be around 360 years old. Alignment. Usually any chaotic alignment, but there can be exceptions. Speed. Your base walking speed is 30 feet. Your swim speed is 60 feet. Darkvision. 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. Amphibious. You can breath on land and in water. Fearless. Everyone has a disadvantage on Intimidation checks on you. Languages. You can read, write, and speak Common and Aquan.
Thresher Sharkin
Size. Thresher Sharkin can grow to be between 6 to 9 feet tall and weigh up too 280 to 360 lbs. Your size is medium. Endothermy. Your modified circulatory system gives you resistance to cold damage. Whiplash. As a bonus action, your tail can be used to stun one creature. The creature must make a DC 11 Constitution check, on a failed save it becomes stunned until their next turn. Vicious Bite. As a standard action, you may bite one target. You are proficient with vicious bite, which does 1d6 piercing damage, 2d6 at 5th level, 3d6 at 10th level, and 4d6 at 20th level
Backstory: born to parents that didn’t spend much time with him, thrash grew up raised by the collection of hoodlums he called his friends. Turning to a life of pirating and plundering at an early age; he has seen the worst of people, and done some heinous acts in his time.
after a life changing shipwreck, the gods of the seas seemed to punish him and his crew; only for them to each die slowly on the shores of that deserved island. After his final friend died, he reverted back to a more primitive state of his child Mind, returning to the oceans and a less humanoid and more shark way of life or subsistence hunting.
until one day, near the surface, he caught the glimpse of a sparkling wave, and going to inspect he was caught in a terrible storm of mist and wind and thunder and waves like mountains crashing on his. In the near death he head the ocean call to him to be better; to live a life of purpose, or be swallowed whole by the ocean of life itself.
a changed Sharkin man, thrash does his best to control his brash ways and point his skills towards good and freedom and trust in nature, as opposed to control and fear and the fulfillment of base desires. he genuinely wants to contribute something good to this world, for someday we all will sail away from these shores into the unknown, so why not life a life worthy of the time spent here.
Personality: trigger happy but genuinely a good person with a dark past he wishes to serve penance for.
Ideals: try to do good, try to do better, people should be freedom to go and do as they please
Bonds: forgive himself for when his temper gets the best of him; and try to think before he acts
Flaws: Quick to fight, quick to assume, willing to die for what he believes in. Hates to see others forced into lifestyles by perceived lack of choice
Fears: that he has not done enough good to make up for the bad things he’s done
Backstory: Boomi spend his youth training to be a member of the King's Iron Guard. After years of drills, watch, and boring patrols it finally happened. Action! His protrol caught a group of Duergar raiders returning from the upper tunnels. The battle was going well tell his first Sheld mate fell. This caused him to freeze. Breaking the formation. The tide quickly turned and Boomi ran. To ashamed to return to his clan he set out on his own. Now clanless he has become an mercenary adventurer in the hope of reclaiming his honor.
Personality: Rough around the edges and very blunt, he prefers to kill first then ask questions. Because of his fear of losing more friends he is slow to trust.
Ideals: Will die for his friends or a cause he dreams worthy. Always try to do the right thing as he sees it.
Bonds: willing to die for his teammates
Flaws: His fear of freezing again in battle. Tends to make hom rush in before seeking a non violent solution. Hate to admit he was wrong and only would do so if he loses a fight.
As an aside, even though the poll only lets me vote once, I am down for any of the Domains!
Name: Álfarr
Ability scores: 9129131616
Race/Subrace: Beasthide Shifter
Class/Subclass (or planned Subclass): Barbarian (Path of the Storm Herald)
Alignment: Lawful Good
Background: Outlander
Backstory: Álfarr grew up north, around the Spine of the World. He is the only shifter in his family, which caused plenty of distress in his family when he was born. No one could really decide what to do with him, and few people wanted to interact with him. He has a younger brother who received much more attention and affection, but the two of them always got along fairly well. As Álfarr got older, he became more and more disheartened with the way that he was treated. He didn't want to cause problems for his family, but it seemed that his very existence did nothing but cause problems. Realizing this, he chose to leave home and live in the wilds nearby, only keeping in contact with his brother. One day, he saw his village being attacked and went to help with his shifter abilities. He successfully helped defend the village, but they turned on him quite quickly. He looked to his brother for some sort of support, but none came. Álfarr exploded in anger and attacked his brother, nearly killing him before being driven off. Consumed with guilt from his actions, Álfarr now wanders around doing his best to help people where he can to try and ignore the feelings inside of him.
Personality: Introverted, very aware that he's not good with people but that doesn't stop him from trying to help out where he can. He does his best to be polite and courteous to everyone, and is generally averse to fighting. I’m always picking things up, absently fiddling with them, and sometimes accidentally breaking them. I watch over my friends as if they were a litter of newborn pups.
Ideals: Honor. If I dishonor myself, I dishonor my whole clan. Greater Good. It is each person’s responsibility to make the most happiness for the whole tribe. Peace. Violence should be a last resort.
Bonds: I would sacrifice my life and my soul to protect the innocent. A terrible guilt consumes me. I hope that I can find redemption through my actions.
Flaws: A people-pleaser, especially in regards to his family. Won't stand up for himself. Lets negative emotions build up before exploding.
Fears: Losing control of himself. Not being useful to the people he's around. Wide-open and empty spaces.
Class/Subclass (or planned Subclass): Rogue (Phantom or Soulknife)
Alignment: Neutral
Background: Custom Acolyte / Haunted One mix
Backstory: A low level functionary in service to the Temple of Kelemvor, he is often sent as an agent or avenger for the dead to administer the wishes of the departed or carrying out tasks they were unable to complete before death, especially finding and returning misplaced items or knowledge. Recently, an apparition that has haunted his family for generations now haunts him, he is not sure what it wants or how to get rid of it, but it has encouraged him to take risks and seek out danger.
Personality: He spends money freely and lives life to the fullest, knowing it may end tomorrow. Of course, he needs money to spend, so he is always looking out for items of value, or where they may be hidden. He doesn’t talk about that which torments him, he would rather not burden others
Ideals: He has a dark calling that puts him above the law
Bonds: Some of his ill-gotten gains go to support his church
Flaws: He talks to spirits that no one else can see
Fears: There is an evil inside him that the apparition is trying to unleash, it must never be set free.
Hey there! I'm excited for the opportunity to be involved in this one! I've never been in a Ravenloft campaign before so I'm going to try and make a real spooky sorta gothic horror character. Here goes...
Name: Esther of the Bog
Ability Scores: Ability scores: 13161411139
Race/Subrace: Reborn (human)
Class/Subclass: Druid/Wildfire (I could also see her as a hunter ranger if a more martial character is needed)
Alignment: Chaotic good
Background: Haunted One
Backstory: Esther awoke one day in the bog. She didn’t recall how she got there or how long she had been floating. It wasn’t until she got back to town that she realized she didn’t recall much of anything. Her bare feet had taken her back to town without thinking about it. When she arrived soaking wet, her clothes rotten rags falling off her shoulders, she found no one else seemed to recall her either. This bewildered Esther, but didn’t frighten her. She seemed to be missing some crucial internal context around which fear could calcify, and so instead she simply felt bewildered, and slightly amused.
The townsfolk were kind to Esther. Two elderly gentlemen, Timothy and Nathaniel Davies, took her in and gave her her name. They gave her clothes to wear and food to eat, though Esther found she was not hungry. They told her about the goodness of community, of service, of loving one’s neighbors. At the end of the week, they took her to church, and her dread was given context.
With a gentle voice of the priest the priest described healing waters, the tranquility of baptism, the spark of life. The singing and the chanting and the strange, otherworldly serenity on the faces of the kind townsfolk shocked and appalled Esther. Something in the pageantry was uncanny and vile. She was filled with fear, and shame, and a miserable, nameless guilt that made her want to burn away to nothing. And the same muscle memory that brought Esther back to town urged her to flee. And when she interrupted the service, her terror making a scene, Timothy and Nathaniel brought her home and sat with her in the garden until she could speak again. She had no explanation. She seemed to be missing some crucial internal context.
She stayed in the garden. She sat in the garden every day, except when Timothy and Nathaniel would take her on hunting trips in the quiet forest, or when lightning storms would send her skittering inside to hide in her bedroom. And on those days, Timothy and Nathaniel would light a fire for her and sit with her and sing. She loved her garden and her fire and her family. But Timothy and Nathaniel were old, and after only a few years together, they were gone. They left Esther the house but she found she didn’t want it. She never went back to church after that first time, and Timothy and Nathaniel stopped as well, but everyone else in town continued on. Esther didn’t like it. Kind though they were, Esther didn’t trust them. She did not attend Timothy and Nathaniel’s funeral in the church yard. She filled a pack, took Timothy’s old cavalry saber off the mantelpiece, and left. She didn’t know where she was going. But she hoped wherever it was had a garden, and warm fires, and singing, and kind faces, and no talk of peace in the hereafter.
Personality: Esther is quiet, and attentive. She tries not to rush to judgment on anyone or anything. But she has a profound distrust of anyone who claims to know too much. She knows the world is far, far stranger than anyone gives it credit for.
Ideals: I put no trust in divine beings.
Bonds: I try to help those in need, no matter the personal costs.
Flaws: A terrible guilt consumes me. I hope that I can find redemption through my actions.
Backstory: One day, when she was out gathering food for her clan, she was caught in some hunter's traps. Since they didn't know what to do with her, they dropped her at the next town they stopped at, leaving her to fend for herself. She got into gambling and swindling to make money, occasionally winning big, but also losing big as well. One day, she successfully swindled a powerful businessman and had to leave town to escape what would have undoubtedly her demise.
Personality: I’m a born gambler who can’t resist taking a risk for a potential payoff. Sarcasm and insults are my weapons of choice. I pocket anything I see that might have some value.
Ideals: Independence. I am a free spirit—no one tells me what to do. (Chaotic) Aspiration. I’m determined to make something of myself. (Any) Charity. I distribute the money I acquire to the people who really need it. (Good) Creativity. I never run the same con twice. (Chaotic)
Bonds: I fleeced the wrong person and must work to ensure that this individual never crosses paths with me or those I care about.
Flaws: I hate to admit it and will hate myself for it, but I’ll run and preserve my own hide if the going gets tough. I can’t resist swindling people who are more powerful than me. I have a small addiction to gambling.
Fears: I have a nagging thought in the back of my head that the businessman will eventually find me and severely punish me more than I could handle. I'm afraid of any forest, since that was where I was abducted. I don't like being in a place completely by myself, I've grown to used to having more than two people constantly around me.
Class/Subclass (or planned Subclass): Fighter / Rune Knight (I'm also very open to creating a character to fill a party role. Such as healers or support casters)
Alignment: NG
Background: Archeologist
Backstory: A bit of a bumbling archeologist, Harald was expelled from his teaching position at a university for forging evidence about runic magic. He now is on a mission to find what he needs to restore his prestige and position at his university.
Personality: Cheerful and a bit gullible
Ideals: Knowledge and the pursuit of is of the utmost importance.
Bonds: Harald is very much still attached to his previous university and desires to become it's greatest professor.
Flaws: Has some conformation bias when it comes to his research and theories.
Backstory: Len was the son of a beautiful elven woman from whom he has inherited his blond, almost white hair and sharp features. Most of the people assumed that his p ale skin was his mother's legacy too, but that was due to a more dark origin. Agalider, his mother, was bitten by a vampire when she was pregnant of him. The creature killed his father but her mother was able to escape wounded. She thought that she had dodge the curse of vampirism but soon she discovered that it was her son who had fallen to it. Or at least part of it. They spent many years traveling from one place to another, trying to hide Len's true nature. But with puberty came more drastic changes in Len's body and behaviour and the hunger started to be too strong. He has this thing for a girl in the village they were living and the young love quickly became a bloodthirsty hunger that led him to almost kill the poor girl. But her mother interrupted him when he was already feeding on the girl. He wasn't Len in that moment, the Beast that lurked inside him had taken control and wanted blood. He attacked his mother and killed her.
Since then he has heard her, whispering, always in the corner of his mind. trying to guide him in the right path... a path of revenge against all undead and particularly vampires.
Personality: Gloom and quiet. Blunt saying things but honest.
I don’t talk about the thing that torments me. I’d rather not burden others with my curse.
I refuse to become a victim, and I will not allow others to be victimized.
Ideals:
I’ll stop the spirits that haunt me or die trying.
Bonds:
There’s evil in me, I can feel it. It must never be set free.
Flaws:
I am a purveyor of doom and gloom who lives in a world without hope.
Fears:
To fall into darkness before he has completed his revenge.
For history to repeat itself, he fears to know love or friendship again and destroy it once more.
Backstory: In my old life, I had more friends than I could count. I was a good guy to know. Counterfeit artwork, forged deeds, falsified writs, you name it, I could procure it. My mentor, Khillian, trained me well, bless his soul. He's probably rotting in jail somewhere now. Anyway, If I couldn't make it myself, I knew the one who could. The money was great, too, when I had time to spend it. But the lifestyle was... well, it kept me busy. Traveling from one city to the next. I could stay in one place a while, sure, but I was sure to develop a reputation with the authorities. It was hard for a man in my position to stay committed, if you know what I mean. Even so, things were going great. Well, until I came across that Count. I had forged a deed to a lot of property, near an old abbey. Turns out, this Count didn't take kindly to someone trying to defraud him out of his platinum. Also, turns out, he was literally a monster. My mistake, I guess. One minute I'm walking home drunk from a pub, the next minute I'm fifty feet in the air over the river, my carotid being drained by a vampire. He dropped me into the river. Somehow I washed up on the land. Some drunk fishers found me in the wee hours. Now that I am recovered, I am... different. I am... changed. My skin is cold to the touch. My eyes have a strange coloration. I have new abilities and newfound... appetites. Turns out, money isn't the sweetest thing in the world. Turns out, it's something warm and red. Like I said, I used to have a lot of friends. But that was my old life, and I'm a bit lonelier now. In fact, I've grown into quite the simple man. These days, I'm just grateful for another beating heart.
Personality: 1) Flattery is my preferred trick for getting what I want. 2) I lie about almost everything, even when there’s no good reason to.
Ideals: 1) Independence. I am a free spirit—no one tells me what to do. 2) Aspiration. I’m determined to make something of myself.
Bonds: 1) I owe everything to my mentor—a horrible person who’s probably rotting in jail somewhere. 2) A powerful person killed someone I love (me). Some day soon, I’ll have my revenge.
Flaws: I can't resist a pretty face.
Fears: Running water, entering without an invitation.
hello, are you accepting new players? i would like to join, if yes, don't worry i'm a little experienced with role-playing in general, i'm just new to D&D
This post has potentially manipulated dice roll results.
Name: Gorm Diabhal
Ability Scores: Ability scores: 1415109146
Race/Subrace: Tiefling - Varient
Class/Subclass (or planned Subclass): Barbarian - Path of Wild Magic
Alignment: Neutral
Background: Urban Bounty Hunter
Backstory: Gorm Diabhal grew up on the streets always on the edge of the law. Well, the wrong side of that edge, actually. But she was good at avoiding the authorities, and good at tracking down others who were doing the same. So it came to be she started working of the shadier aspects of the city - collecting debts, breaking legs, the usual needs of the nefarious set. The money was ok... But too much of it went to the bosses when she was doing the dangerous work. So she striking out from the city, looking for work where she can be at least an equal partner.
Personality:
Always calm, no matter the situation. Even when lost to her rage, it's a cold and controlled rage.
Incredibly slow to trust but once that trust is earned it lasts a lifetime.
Ideals:
I'm loyal to my friends, not to any ideals or false rules of honor. If you are with my, I am with you... til the end.
Bonds:
I've hurt a lot of people for no other reason than money and I have grown tired of that. I now want to help people... for money.
Flaws:
Plans are for the uncreative! Life is a dance with the steps made up along the way...
Fears:
Worms! Big ones, little ones, all of them! They're creepy as crap! Seriously, things should have legs!!
In Barovia, the night is a curse. With the dying of the light, wicked souls slip from the darkened spires of Castle Ravenloft to work the will of an immortal overlord. This is the realm of the vampire Count Strahd von Zarovich, whose depravities have doomed him and countless generations to endlessly repeating cycles of obsession and despair.
The howls of wolves and shrieks of raven swarms echo through the dismal valleys and oppressive forests of Barovia. In isolated communities, superstitious villagers find the brightness in their lives smothered by dread of their aloof overlord, his baleful servants and ancient evils that fester unopposed. All the domain's residents know to fear the Mists and the long Barovian nights, as through them the Devil Strahd watches and reaches to claim whatever he desires. Yet none realize their torments have played out over and over again, all part of Strahd's plot to claim one victim who has eluded him for generations.
Greetings everyone, I'm looking for 6 people for a Domains of Dread based campaign. We'll be starting off at level 1. Please note that each domain has different elements of horror involved. That being said there is a vast difference between fun horror and upsetting horror, and I'll be avoiding the more triggering subjects that might come up. {If you have any triggers that you would like me to avoid PM them to me so I know what to avoid to make sure that the campaign can be enjoyable for everyone playing.}
- All sourcebook material is welcome, homebrew and UA/Unearthed Arcana will require review.
- We won't be starting off in the Domains, but when we do enter them we'll be starting in Barovia. {There will be a poll attached to this to decide which of the other Domains you'd like to adventure as well.}
- It's always a good idea to have a backup character ready just in case your initial character meets their untimely demise and can't be revived/resurrected. If you want you can add the second character to your submission. { If you do... just a Name, Ability Scores, Race/Subrace, Class/Subclass and background will be okay. Although if you want to do the full application for both I'm okay with that as well }
- Each character will be receiving a horror trinket that may come in handy later while traveling between dread domains (aka there is a chance that someone might get a Mist talisman) {at the end of your application, roll 1 D100 and we'll see what item you have received.}
Character Application-
Name:
Ability Scores: {Standard Array or Roll here (4d6 drop the lowest, reroll 1's always)}
Race/Subrace:
Class/Subclass (or planned Subclass):
Alignment:
Background:
Backstory:
Personality:
Ideals:
Bonds:
Flaws:
Fears:
Character Sheet Link:
Name: Boil Darkscale
Ability Scores: Ability scores: 12 10 14 10 18 9
Race/Subrace: Dragonborn
Class/Subclass (or planned Subclass):Sorcerer- draconian bloodline
Alignment:Neutral Good
Background: Anthropology
Backstory: Born into a clan of copper dragonborn, boil was treated poorly once his scales turned to mostly black as he matured. Atthe same time he manifested a talent for magic. From his earliest years he had a deep interest in foreign lands and cultures and he eventually abandoned his clan to explore and discover new places and ideas.
Personality: prefer the company of those who aren’t like me, including people of other races.
I would risk life and limb to discover a new culture or unravel the secrets of a dead one
Ideals: Knowledge. By understanding other races and cultures, we learn to understand ourselves.
Bonds: i have a trinket i believe may be key to finding a lost civilization
Flaws: I have picked up some unpleasant habits from spending time living with goblins and orcs
Fears: that his scales turning black is a dark omen or rejection of Bahamut
Trinket:7
Boil Darkscale
Name: Whisper from Shadow
Ability Scores: 12 15 11 14 17 14
Race/Subrace: Tabaxi
Class/Subclass (or planned Subclass): Ranger / (Planned Gloomstalker)
Alignment: Neutral
Background: Far Traveller
Backstory: When Whisper was a teenager he accompanied his family on a grand walkabout, travelling over long distances. His parents were the clans equivalent of diplomats, sent to explore the world at large and return with news of the clans place in it. Sadly they were tricked and waylaid, the parents killed and his younger sister taken. Left for dead, Whisper was alone in a dark and unfamiliar place, relying on his wits and learning to survive. His goal is and has been since he can remember, to track down his sister, free her and make the people who took her pay.
Personality: I have a strong code of honor or sense of propriety that others don’t comprehend. I begin or end my day with small traditional rituals that are unfamiliar to those around me.
Ideals: Suspicious. I must be careful, for I have no way of telling friend from foe here.
Bonds: Though I had no choice, I lament having to leave my loved one(s) behind. I hope to see them again one day.
Flaws:I don’t take kindly to some of the actions and motivations of the people of this land, because these folk are different from me.
Fears: That he’ll never see his sister again.
Trinket: 13
Character Link: https://ddb.ac/characters/67118843/oU94JI
Name: Terrax
Ability Scores: Ability scores: 13 10 10 11 15 15
Race/Subrace: Gem Dragonborn
Class/Subclass (or planned Subclass): Sorcerer Clockwork Soul
Alignment: Neutral
Background: NG
Backstory: Terrax doesn't remember much before his time as a smuggler, he does remember beign shipwrecked during a massive storm, the rest is all a blur. Found lost at sea by a group of smugglers, and taken in as part of their crew, and trained to smuggler. Terrax natural gift for the arcane arts and his ability to talk his way through any situation made smuggling easy, both on land and sea.
Personality: I think of everything in terms of monetary value. I never stop smiling.
Ideals: People. For all my many lies, I place a high value on friendship. (Any)
Bonds: I owe a debt that cannot be repaid in gold.
Flaws: Lying is reflexive, and I sometimes engage in it without realizing.
Fears: failing those I consider friends
Trinket: 97
https://ddb.ac/characters/67499105/NMucq2
Ability scores: 15 14 14 15 13 15
Name: Wilhelm Thule
Race/Subrace: Human ( Variant )
Class/Subclass (or planned Subclass): Bard ( College of Swords )
Alignment: Neutral Good
Background: Guild Artisan ( Cartographer )
Backstory: Having born in a family of artisans, Wilhelm grew bored within the confined spaces of the city at a young age. Torn between satisfying his wanderlust and the pressure from his family about having a profession to earn his living, Wilhelm chose the middle ground: Joining the Cartographer's Guild. Completing his apprenticeship, Wilhelm aims visiting the locations on his maps, look after himself on his own in his travels, and perhaps improve or even chart new maps of his own.
Personality: I believe that anything worth doing is worth doing right. I can't help it—I'm a perfectionist.
Ideals: Freedom. Everyone should be free to pursue his or her own livelihood
Bonds: One day I will return to my guild and prove that I am the greatest artisan of them all.
Flaws: I'm horribly jealous of anyone who can outshine my handiwork. Everywhere I go, I'm surrounded by rivals.
Fears: Wilhelm is afraid that he will die forgotten, without contributing to a great work.
Wilhelm Stallings - D&D Beyond (dndbeyond.com) - just need to add fey touched feat - charisma
Trinket 17
Ability scores: 16 14 15 12 10 9
Name: Leshanna Nightbreeze
Race/Subrace: Wood Elf
Class/Subclass (or planned Subclass): Fighter (Arcane Archer)
Alignment: NG
Background: Outlander
Backstory:
Leshanna has traveled much in her long life. She generally steers clear of cities, stopping at small villages only if absolutely needed. She prefers the untainted wilds, where she can be apart from other sentient beings as much as possible. She loves to travel though, to explore new forests, and to see new sights. Generally she is standoffish when she must venture into a village, only seeking what is absolutely needed for supplies, then getting away again.
Personality:
I’m driven by a wanderlust that led me away from home.
I feel far more comfortable around animals than people.
Ideals:
Nature. The natural world is more important than all the constructs of civilization. (Neutral)
Bonds:
An injury to the unspoiled wilderness of my home is an injury to me.
Flaws:
I am slow to trust members of other races, tribes, and societies.
Fears:
Leshanna fears failure to live up to other people's expectations, which is why she spends so much time alone, if no one depends on her, then she has no one to fail.
Character Sheet Link:
Leshanna
note: I am willing to work with DM, as this is both a homebrew race and subclass. Either way, hope thrash can join for this wonderful adventure! With that May I present:
Name: ‘Thrash’
Sharkin (thresher subrace)
Dangerous, oceanic hunters and warriors.
Age. Sharkin mature at the age of 15, and live to be around 360 years old.
Alignment. Usually any chaotic alignment, but there can be exceptions.
Speed. Your base walking speed is 30 feet. Your swim speed is 60 feet.
Darkvision. 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.
Amphibious. You can breath on land and in water.
Fearless. Everyone has a disadvantage on Intimidation checks on you.
Languages. You can read, write, and speak Common and Aquan.
Thresher Sharkin
Size. Thresher Sharkin can grow to be between 6 to 9 feet tall and weigh up too 280 to 360 lbs. Your size is medium.
Endothermy. Your modified circulatory system gives you resistance to cold damage.
Whiplash. As a bonus action, your tail can be used to stun one creature. The creature must make a DC 11 Constitution check, on a failed save it becomes stunned until their next turn.
Vicious Bite. As a standard action, you may bite one target. You are proficient with vicious bite, which does 1d6 piercing damage, 2d6 at 5th level, 3d6 at 10th level, and 4d6 at 20th level
Class: Paladin (oath of the open sea)
https://www.dndbeyond.com/subclasses/oath-of-the-open-sea
Alignment: Chaotic good
Ability scores: 14 17 17 15 10 11
background: Sailor
Backstory: born to parents that didn’t spend much time with him, thrash grew up raised by the collection of hoodlums he called his friends. Turning to a life of pirating and plundering at an early age; he has seen the worst of people, and done some heinous acts in his time.
after a life changing shipwreck, the gods of the seas seemed to punish him and his crew; only for them to each die slowly on the shores of that deserved island. After his final friend died, he reverted back to a more primitive state of his child Mind, returning to the oceans and a less humanoid and more shark way of life or subsistence hunting.
until one day, near the surface, he caught the glimpse of a sparkling wave, and going to inspect he was caught in a terrible storm of mist and wind and thunder and waves like mountains crashing on his. In the near death he head the ocean call to him to be better; to live a life of purpose, or be swallowed whole by the ocean of life itself.
a changed Sharkin man, thrash does his best to control his brash ways and point his skills towards good and freedom and trust in nature, as opposed to control and fear and the fulfillment of base desires. he genuinely wants to contribute something good to this world, for someday we all will sail away from these shores into the unknown, so why not life a life worthy of the time spent here.
Personality: trigger happy but genuinely a good person with a dark past he wishes to serve penance for.
Ideals: try to do good, try to do better, people should be freedom to go and do as they please
Bonds: forgive himself for when his temper gets the best of him; and try to think before he acts
Flaws: Quick to fight, quick to assume, willing to die for what he believes in. Hates to see others forced into lifestyles by perceived lack of choice
Fears: that he has not done enough good to make up for the bad things he’s done
trinket: 74
Name: Boomi Ironside
Ability scores:
Roll: 11 16 14 12 10 10
Standard: 17, 13, 16, 10, 12, 8
Race/Subrace: Dwarf/ Mountain
Class/Subclass (or planned Subclass): fighter (champion)
Alignment: Lawful Good
Background: Soldier
Backstory: Boomi spend his youth training to be a member of the King's Iron Guard. After years of drills, watch, and boring patrols it finally happened. Action! His protrol caught a group of Duergar raiders returning from the upper tunnels. The battle was going well tell his first Sheld mate fell. This caused him to freeze. Breaking the formation. The tide quickly turned and Boomi ran. To ashamed to return to his clan he set out on his own. Now clanless he has become an mercenary adventurer in the hope of reclaiming his honor.
Personality: Rough around the edges and very blunt, he prefers to kill first then ask questions. Because of his fear of losing more friends he is slow to trust.
Ideals: Will die for his friends or a cause he dreams worthy. Always try to do the right thing as he sees it.
Bonds: willing to die for his teammates
Flaws: His fear of freezing again in battle. Tends to make hom rush in before seeking a non violent solution. Hate to admit he was wrong and only would do so if he loses a fight.
Fears: freezing again in battle.
Character Sheet Link:
https://www.dndbeyond.com/profile/Bushawk/characters/67146291
Trinket: 90
As an aside, even though the poll only lets me vote once, I am down for any of the Domains!
Name: Álfarr
Ability scores: 9 12 9 13 16 16
Race/Subrace: Beasthide Shifter
Class/Subclass (or planned Subclass): Barbarian (Path of the Storm Herald)
Alignment: Lawful Good
Background: Outlander
Backstory: Álfarr grew up north, around the Spine of the World. He is the only shifter in his family, which caused plenty of distress in his family when he was born. No one could really decide what to do with him, and few people wanted to interact with him. He has a younger brother who received much more attention and affection, but the two of them always got along fairly well. As Álfarr got older, he became more and more disheartened with the way that he was treated. He didn't want to cause problems for his family, but it seemed that his very existence did nothing but cause problems. Realizing this, he chose to leave home and live in the wilds nearby, only keeping in contact with his brother. One day, he saw his village being attacked and went to help with his shifter abilities. He successfully helped defend the village, but they turned on him quite quickly. He looked to his brother for some sort of support, but none came. Álfarr exploded in anger and attacked his brother, nearly killing him before being driven off. Consumed with guilt from his actions, Álfarr now wanders around doing his best to help people where he can to try and ignore the feelings inside of him.
Personality: Introverted, very aware that he's not good with people but that doesn't stop him from trying to help out where he can. He does his best to be polite and courteous to everyone, and is generally averse to fighting. I’m always picking things up, absently fiddling with them, and sometimes accidentally breaking them. I watch over my friends as if they were a litter of newborn pups.
Ideals: Honor. If I dishonor myself, I dishonor my whole clan. Greater Good. It is each person’s responsibility to make the most happiness for the whole tribe. Peace. Violence should be a last resort.
Bonds: I would sacrifice my life and my soul to protect the innocent. A terrible guilt consumes me. I hope that I can find redemption through my actions.
Flaws: A people-pleaser, especially in regards to his family. Won't stand up for himself. Lets negative emotions build up before exploding.
Fears: Losing control of himself. Not being useful to the people he's around. Wide-open and empty spaces.
Character Sheet Link: https://www.dndbeyond.com/profile/Keivasuvivre/characters/67545553
Trinket: 10
Ability scores: 18 14 13 14 8 17
Name: Kosef
Race/Subrace: Half Elf
Class/Subclass (or planned Subclass): Rogue (Phantom or Soulknife)
Alignment: Neutral
Background: Custom Acolyte / Haunted One mix
Backstory: A low level functionary in service to the Temple of Kelemvor, he is often sent as an agent or avenger for the dead to administer the wishes of the departed or carrying out tasks they were unable to complete before death, especially finding and returning misplaced items or knowledge. Recently, an apparition that has haunted his family for generations now haunts him, he is not sure what it wants or how to get rid of it, but it has encouraged him to take risks and seek out danger.
Personality: He spends money freely and lives life to the fullest, knowing it may end tomorrow. Of course, he needs money to spend, so he is always looking out for items of value, or where they may be hidden. He doesn’t talk about that which torments him, he would rather not burden others
Ideals: He has a dark calling that puts him above the law
Bonds: Some of his ill-gotten gains go to support his church
Flaws: He talks to spirits that no one else can see
Fears: There is an evil inside him that the apparition is trying to unleash, it must never be set free.
Trinket: 9.
Character Sheet Link: https://ddb.ac/characters/66097510/EUptqv
Hey there! I'm excited for the opportunity to be involved in this one! I've never been in a Ravenloft campaign before so I'm going to try and make a real spooky sorta gothic horror character. Here goes...
Name: Esther of the Bog
Ability Scores: Ability scores: 13 16 14 11 13 9
Race/Subrace: Reborn (human)
Class/Subclass: Druid/Wildfire (I could also see her as a hunter ranger if a more martial character is needed)
Alignment: Chaotic good
Background: Haunted One
Backstory: Esther awoke one day in the bog. She didn’t recall how she got there or how long she had been floating. It wasn’t until she got back to town that she realized she didn’t recall much of anything. Her bare feet had taken her back to town without thinking about it. When she arrived soaking wet, her clothes rotten rags falling off her shoulders, she found no one else seemed to recall her either. This bewildered Esther, but didn’t frighten her. She seemed to be missing some crucial internal context around which fear could calcify, and so instead she simply felt bewildered, and slightly amused.
The townsfolk were kind to Esther. Two elderly gentlemen, Timothy and Nathaniel Davies, took her in and gave her her name. They gave her clothes to wear and food to eat, though Esther found she was not hungry. They told her about the goodness of community, of service, of loving one’s neighbors. At the end of the week, they took her to church, and her dread was given context.
With a gentle voice of the priest the priest described healing waters, the tranquility of baptism, the spark of life. The singing and the chanting and the strange, otherworldly serenity on the faces of the kind townsfolk shocked and appalled Esther. Something in the pageantry was uncanny and vile. She was filled with fear, and shame, and a miserable, nameless guilt that made her want to burn away to nothing. And the same muscle memory that brought Esther back to town urged her to flee. And when she interrupted the service, her terror making a scene, Timothy and Nathaniel brought her home and sat with her in the garden until she could speak again. She had no explanation. She seemed to be missing some crucial internal context.
She stayed in the garden. She sat in the garden every day, except when Timothy and Nathaniel would take her on hunting trips in the quiet forest, or when lightning storms would send her skittering inside to hide in her bedroom. And on those days, Timothy and Nathaniel would light a fire for her and sit with her and sing. She loved her garden and her fire and her family.
But Timothy and Nathaniel were old, and after only a few years together, they were gone. They left Esther the house but she found she didn’t want it. She never went back to church after that first time, and Timothy and Nathaniel stopped as well, but everyone else in town continued on. Esther didn’t like it. Kind though they were, Esther didn’t trust them. She did not attend Timothy and Nathaniel’s funeral in the church yard. She filled a pack, took Timothy’s old cavalry saber off the mantelpiece, and left. She didn’t know where she was going. But she hoped wherever it was had a garden, and warm fires, and singing, and kind faces, and no talk of peace in the hereafter.
Personality: Esther is quiet, and attentive. She tries not to rush to judgment on anyone or anything. But she has a profound distrust of anyone who claims to know too much. She knows the world is far, far stranger than anyone gives it credit for.
Ideals: I put no trust in divine beings.
Bonds: I try to help those in need, no matter the personal costs.
Flaws: A terrible guilt consumes me. I hope that I can find redemption through my actions.
Fears: Drowning, lightning storms, and churches.
Character Sheet Link: Here ya go!
D11 Roll: 39
Ability scores: 10 11 15 12 8 15
wip
Paladin - warforged - orange
Ability scores: 15 9 12 14 11 12
WIP
Ability scores: 16 10 15 14 17 15
Trinket: 97
Character name: Taceli
Race: Kobold
Class/Subclass: Sorcerer/Draconic Bloodline/ Gold Dragon
Alignment: Chaotic Good
Background: Charlatan
Backstory: One day, when she was out gathering food for her clan, she was caught in some hunter's traps. Since they didn't know what to do with her, they dropped her at the next town they stopped at, leaving her to fend for herself. She got into gambling and swindling to make money, occasionally winning big, but also losing big as well. One day, she successfully swindled a powerful businessman and had to leave town to escape what would have undoubtedly her demise.
Personality: I’m a born gambler who can’t resist taking a risk for a potential payoff. Sarcasm and insults are my weapons of choice. I pocket anything I see that might have some value.
Ideals: Independence. I am a free spirit—no one tells me what to do. (Chaotic) Aspiration. I’m determined to make something of myself. (Any) Charity. I distribute the money I acquire to the people who really need it. (Good) Creativity. I never run the same con twice. (Chaotic)
Bonds: I fleeced the wrong person and must work to ensure that this individual never crosses paths with me or those I care about.
Flaws: I hate to admit it and will hate myself for it, but I’ll run and preserve my own hide if the going gets tough. I can’t resist swindling people who are more powerful than me. I have a small addiction to gambling.
Fears: I have a nagging thought in the back of my head that the businessman will eventually find me and severely punish me more than I could handle. I'm afraid of any forest, since that was where I was abducted. I don't like being in a place completely by myself, I've grown to used to having more than two people constantly around me.
Character Sheet: Taceli
Want a place to roleplay in your spare time? Here: Lord's Rest Inn
Please don't hide your imperfections, if one part is beautiful, it all is.
I don't like rp-heavy games, I LOVE them.
Name: Harald Sturlson
Ability Scores: Ability scores: 15 12 15 13 15 14
Race/Subrace: Variant Human
Class/Subclass (or planned Subclass): Fighter / Rune Knight (I'm also very open to creating a character to fill a party role. Such as healers or support casters)
Alignment: NG
Background: Archeologist
Backstory: A bit of a bumbling archeologist, Harald was expelled from his teaching position at a university for forging evidence about runic magic. He now is on a mission to find what he needs to restore his prestige and position at his university.
Personality: Cheerful and a bit gullible
Ideals: Knowledge and the pursuit of is of the utmost importance.
Bonds: Harald is very much still attached to his previous university and desires to become it's greatest professor.
Flaws: Has some conformation bias when it comes to his research and theories.
Fears: Ridicule and falling into obscurity
Character Sheet Link: Harald
Trinket: 65
Hi! sounds great!
First I roll then I will try to create a character:
Ability scores: 16 13 11 15 16 13
Name: Lane KRanne
Ability Scores: STR 19 DEX 12 CON 14 INT 10 WIS 11 CHA 16
Race/Subrace: Dhampir (half-elf)
Class/Subclass (or planned Subclass): Paladin/ Oathbreaker
Alignment: LN
Background: Haunted One
Backstory: Len was the son of a beautiful elven woman from whom he has inherited his blond, almost white hair and sharp features. Most of the people assumed that his p ale skin was his mother's legacy too, but that was due to a more dark origin. Agalider, his mother, was bitten by a vampire when she was pregnant of him. The creature killed his father but her mother was able to escape wounded. She thought that she had dodge the curse of vampirism but soon she discovered that it was her son who had fallen to it. Or at least part of it. They spent many years traveling from one place to another, trying to hide Len's true nature. But with puberty came more drastic changes in Len's body and behaviour and the hunger started to be too strong. He has this thing for a girl in the village they were living and the young love quickly became a bloodthirsty hunger that led him to almost kill the poor girl. But her mother interrupted him when he was already feeding on the girl. He wasn't Len in that moment, the Beast that lurked inside him had taken control and wanted blood. He attacked his mother and killed her.
Since then he has heard her, whispering, always in the corner of his mind. trying to guide him in the right path... a path of revenge against all undead and particularly vampires.
Personality: Gloom and quiet. Blunt saying things but honest.
I don’t talk about the thing that torments me. I’d rather not burden others with my curse.
I refuse to become a victim, and I will not allow others to be victimized.
Ideals:
I’ll stop the spirits that haunt me or die trying.
Bonds:
There’s evil in me, I can feel it. It must never be set free.
Flaws:
I am a purveyor of doom and gloom who lives in a world without hope.
Fears:
To fall into darkness before he has completed his revenge.
For history to repeat itself, he fears to know love or friendship again and destroy it once more.
Character Sheet Link: https://ddb.ac/characters/67588371/XCWflf
Trinket roll: 19
PbP Character: A few ;)
Ability scores: 13 15 12 16 11 12
Name: Sharrack
Race/Subrace: Dhampir
Class/Subclass (or planned Subclass): Sorcerer (Shadow Magic)
Alignment: NN
Background: Charlatan
Backstory: In my old life, I had more friends than I could count. I was a good guy to know. Counterfeit artwork, forged deeds, falsified writs, you name it, I could procure it. My mentor, Khillian, trained me well, bless his soul. He's probably rotting in jail somewhere now. Anyway, If I couldn't make it myself, I knew the one who could. The money was great, too, when I had time to spend it. But the lifestyle was... well, it kept me busy. Traveling from one city to the next. I could stay in one place a while, sure, but I was sure to develop a reputation with the authorities. It was hard for a man in my position to stay committed, if you know what I mean. Even so, things were going great. Well, until I came across that Count. I had forged a deed to a lot of property, near an old abbey. Turns out, this Count didn't take kindly to someone trying to defraud him out of his platinum. Also, turns out, he was literally a monster. My mistake, I guess. One minute I'm walking home drunk from a pub, the next minute I'm fifty feet in the air over the river, my carotid being drained by a vampire. He dropped me into the river. Somehow I washed up on the land. Some drunk fishers found me in the wee hours. Now that I am recovered, I am... different. I am... changed. My skin is cold to the touch. My eyes have a strange coloration. I have new abilities and newfound... appetites. Turns out, money isn't the sweetest thing in the world. Turns out, it's something warm and red. Like I said, I used to have a lot of friends. But that was my old life, and I'm a bit lonelier now. In fact, I've grown into quite the simple man. These days, I'm just grateful for another beating heart.
Personality: 1) Flattery is my preferred trick for getting what I want. 2) I lie about almost everything, even when there’s no good reason to.
Ideals: 1) Independence. I am a free spirit—no one tells me what to do. 2) Aspiration. I’m determined to make something of myself.
Bonds: 1) I owe everything to my mentor—a horrible person who’s probably rotting in jail somewhere. 2) A powerful person killed someone I love (me). Some day soon, I’ll have my revenge.
Flaws: I can't resist a pretty face.
Fears: Running water, entering without an invitation.
Character Sheet Link: https://ddb.ac/characters/67592777/FCdsYy
Trinket: 87
hello, are you accepting new players? i would like to join, if yes, don't worry i'm a little experienced with role-playing in general, i'm just new to D&D
Name: Gorm Diabhal
Ability Scores: Ability scores: 14 15 10 9 14 6
Race/Subrace: Tiefling - Varient
Class/Subclass (or planned Subclass): Barbarian - Path of Wild Magic
Alignment: Neutral
Background: Urban Bounty Hunter
Backstory: Gorm Diabhal grew up on the streets always on the edge of the law. Well, the wrong side of that edge, actually. But she was good at avoiding the authorities, and good at tracking down others who were doing the same. So it came to be she started working of the shadier aspects of the city - collecting debts, breaking legs, the usual needs of the nefarious set. The money was ok... But too much of it went to the bosses when she was doing the dangerous work. So she striking out from the city, looking for work where she can be at least an equal partner.
Personality:
Always calm, no matter the situation. Even when lost to her rage, it's a cold and controlled rage.
Incredibly slow to trust but once that trust is earned it lasts a lifetime.
Ideals:
I'm loyal to my friends, not to any ideals or false rules of honor. If you are with my, I am with you... til the end.
Bonds:
I've hurt a lot of people for no other reason than money and I have grown tired of that. I now want to help people... for money.
Flaws:
Plans are for the uncreative! Life is a dance with the steps made up along the way...
Fears:
Worms! Big ones, little ones, all of them! They're creepy as crap! Seriously, things should have legs!!
Horror Trinket: 29
Character Sheet Link: https://ddb.ac/characters/67601126/EKqswW
We're doing one small murder-y thing for a bigger, better reason. The ends justify the means.
-- Eleanor Shellstrop