Fey Ancestry. You have advantage on saving throws against being charmed, and magic can’t put you to sleep
Trance. Elves don’t need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day
Mask of the Wild. You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.
Fleet of Foot. Your base walking speed increases to 35 feet.
Favored Enemy. Constructs.
Favored Terrain. Forest.
Fighting Style. Two weapon fighting
Primeval Awareness. You can use your action and expend one ranger spell slot to focus your awareness on the region around you. For 1 minute per level of the spell slot you expend, you can sense whether the following types of creatures are present within 1 mile of you (or within up to 6 miles if you are in your favored terrain): aberrations, celestials, dragons, elementals, fey, fiends, and undead. This feature doesn’t reveal the creatures’ location or number.You have an innate ability to communicate with beasts, and they recognize you as a kindred spirit. Through sounds and gestures, you can communicate simple ideas to a beast as an action, and can read its basic mood and intent. You learn its emotional state, whether it is affected by magic of any sort, its short-term needs (such as food or safety), and actions you can take (if any) to persuade it to not attack.
Colossus Slayer. Your tenacity can wear down the most potent foes. When you hit a creature with a weapon attack, the creature takes an extra 1d8 damage if it’s below its hit point maximum. You can deal this extra damage only once per turn.
Wanderer. You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.
1st Level Spells (3): cure wounds, hunter's mark, fog cloud
Namura doesn't really know who her "elven parents" are. Nor does she really care. As far as she is concerned, her parents are the tiger pack that raised her. For as long as she can remember, she had lived with the Pack in the woods near Peema. The dark-skinned elf was happy with her simple life of play, hunting, and generally enjoying life.
Of course, in a world of industry and progress, there isn't much room for forest. When she was an adolescent, Namura was sent out on a weeklong trip to search for other water supplies. Upon her return, she found her home forest had been destroyed. There were no signs of her family, only the beginnings of a settlement. Crushed, she ran away as quickly as she could. Unfortunately, she ran right into the settlement's brand new patrol.
The settlement attempted to civilize her, but Namura can hold a grudge for a long time. She abhorred everything to do with civilization, and the Consulate that had forced it upon her. As soon as she grew of age, she joined the Renegades with the hopes that she could return the world to a rightful wilderness.
Namura is head-strong, and would rather solve problems with a sword than with her words. She holds nature above people, and would call herself a fierce protector of it. The Elf does not really understand Aether, nor does she want to. Namura is curious about only a small scope of things, but she can become obsessive about topics she is passionate about. To the ranger, violence isn't always the answer, but it is definitely an answer.
Here is my submission: Azi Nemreth the elven monk.
Image I found that looks close enough to what I was thinking.
Azi was born and raised in the monastery. He has done nothing but eat, sleep, and breath the Order of the Aether. Not knowing any better as a boy he merrily went about his way learning the ways of the order. Fast forward 50 some years and Azi is well on his way to becoming a full fledged monk of the Monastery, when a monk traveling from a far off monastery in a land unknown to Azi shows up. This monk's name was Rhilni, and he was to become Azi's master though neither of them would have known this at that time.
Unlike the monks here in Ghirapur, Rhilni was trained in the way of the sword on top of the normal weapons that monks usually trained with. This was foreign to us here at Ghirapur but his long broad sword with a dangling tassel was all that Azi could think about. One night he stole into Rhilni's dorm and 'borrowed' the sword and took it out for a spin. This did not go unnoticed by Rhilni but he allowed Azi to think he was getting away with it. After observing him for some time Rhilni decided that Azi would have the drive necessary to learn the way of his art, infusing natural aether bonded with ki to normal weapons.
After years of training Rhilni one day stood up and left the monastery, claiming it was his time to return to his journey. This was sudden to Azi, so much so that he didn't even get a chance to say goodbye. But Rhilni did leave that sword behind, and has become the thing that Azi treasures most. As he concluded his training and became a man in the eyes of his peers, he opted to travel like his old friend and master Rhilni does. Though after venturing out, Azi quickly realized that that rest of the world was vastly different than he imagined. Though he had interacted with outsiders while training inside, he never spent an extended period of time outside the walls. Now living among the normal folks he doesn't understand the way they use the Aether, to them it's a tool where as to him it is life.
His nativity lead him down some dark paths as those in the dark alley ways saw his inexperience and quickly took advantage of this. Though learning a few life lessons along the way, he was certainly a bit worse off for the experience. His experiences eventually lead him to join up with the Renegade movement where he feels he can align most of his ideals with what they stand for. Maybe someday he will see Rhilni again, but after learning the hard lessons of real life he understands that may be impossible.
Azi Nemreth (Neutral Good Male Elf(Tirahar) Way of the Kensei Monk) 4
HP 33AC 17 Init. +3 Prof. +2 STR 10 DEX 18 CON 13 INT 12 WIS 16 CHA 8 ST STR; DEX Speed: 45 ft Resistance N/A Skills: Acrobatics +6, Arcana +3,Athletics +2, Insight +5, Perception +5, a calligraphy kit, Passive Perception 15, Dark-vision 60 ft.
Traits Fey Ancestry: Advantage on saving throws against being charmed, magic can't put me to sleep Mask of the wild: You can attempt to hide even when you are only lightly obscured by goliage, heavy rain, failing snow, mist, and other natural phenomena. Unarmored Defense: AC is 10 + Dex + Wis Martial Arts: Dex instead of str on attack and damage, increased unarmed damage, make an unarmed attack as bonus action after normal attack. Ki: 3/short rest. Can use ki on Flurry of blows, Patient Defense, and Step of the wind. Deflect Missle: Use reaction to reduce incoming ranged weapon attack by 1d10 + Dex + Monk Level. Kensei path: Gain 2 kensei weapons (Long Sword, Longbow), Kensei weapons count as monk weapons for all things, gain +2 AC if take Unarmed strike during attack action, bonus action to gain 1d4 on ranged attacks for a round. Slow Fall: Ignore 5 times level of falling damage.
Equipment Backpack with: Explorer's pack (a backpack, a bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations, and a waterskin). Potion of healing, Dart x10, Longbow, Quarter staff, long sword, Calligraphy kit, a small coin with the imprint of the Order of the Aether, Traveler's Clothes, Belt pouch (75 gp).
Background Feature (Temple Monk) Wanderer: I come from the Order of Aether Stream, which has a monastery in the capital city of Ghirapur. If I were to ever be there I can call on the monastery to provide help to me in the form of small favors or room and board, provided this help would not endanger the monastery itself.
Personality Trait: I am driven by the desire to see what is beyond my monastery walls. This has lead me to see the need to join the renegades, as a form of help to society. The Consulates reign over Aether is blasphemy to my teachings, even if my monastery as a whole chooses to remain neutral. Ideals: Friends and comrades are to be treasured and protected at all costs. Bonds: I carry on the will of my master who disappeared from his life as suddenly as he had appeared. Flaws: In his early time out of the monastery, he fell into trouble with a bad crowd and likely still owes on debts he didn't know he incurred.
HP: 45 (Psionic Resilence: Gain 3 Temp HP at beginning of each round)
Skills: Arcana 5, History 5, Insight 2, Perception 2
Weapons: Longsword: +5 Attack, 1d8+2 Damage
Surge of Health: Starting at 6th level, you can draw on your psychic focus to escape death’s grasp. As a reaction when you take damage, you can halve that damage against you. Your psychic focus immediately ends if it’s active, and you can’t use it until you finish a short or long rest. You can’t use this feature if you can’t use your psychic focus.
Psychic Focus. Whenever you focus on this discipline, choose one weapon you’re holding or your unarmed strike. When you attack with it while focused on this discipline, its damage is psychic and magical, rather than its normal damage type. Until you reach 6th level as a mystic, you don’t add your Strength or Dexterity modifier to the psychic attack’s damage rolls.
Ethereal Weapon (1 psi). As a bonus action, you temporarily transform one weapon you’re holding or your unarmed strike into pure psionic energy. The next attack you make with it before the end of your turn ignores the target’s armor, requiring no attack roll. Instead, the target makes a Dexterity saving throw against this discipline. On a failed save, the target takes the attack’s normal damage and suffers its additional effects. On a successful save, the target takes half damage from the attack but suffers no additional effects that would normally be imposed on a hit.
Lethal Strike (1–7 psi). As a bonus action, you imbue a weapon you’re holding or your unarmed strike with psychic energy. The next time you hit with it before the end of your turn, it deals an extra 1d10 psychic damage per psi point spent. Augmented Weapon (5 psi; conc., 10 min.). As a bonus action, touch one simple or martial weapon. Until your concentration ends, that weapon becomes a magic weapon with a +3 bonus to its attack and damage rolls.
Psychic Focus. While focused on this discipline, you gain a +1 bonus to AC.
Iron Hide (1–7 psi). As a reaction when you are hit by an attack, you gain a +1 bonus to AC for each psi point you spend on this ability. The bonus lasts until the end of your next turn. This bonus applies against the triggering attack.
Steel Hide (2 psi). As a bonus action, you gain resistance to bludgeoning, piercing, and slashing damage until the end of your next turn.
Iron Resistance (7 psi; conc., 1 hr.). As an action, you gain resistance to bludgeoning, piercing, or slashing damage (your choice), which lasts until your concentration ends.
Mastery of Force
Psychic Focus. While focused on this discipline, you have advantage on Strength checks.
Push (1–7 psi). As an action, choose one creature you can see within 60 feet of you. The target must make a Strength saving throw. On a failed save, it takes 1d8 force damage per psi point spent and is pushed up to 5 feet per point spent in a straight line away from you. On a successful save, it takes half as much damage.
Move (2–7 psi). Choose one object you can see within 60 feet of you that isn’t being worn or carried by another creature and that isn’t secured in place. It can’t be larger than 20 feet on a side, and its maximum weight depends on the psi points spent on this ability, as shown below. As an action, you move the object up to 60 feet, and you must keep the object within sight during this movement. If the object ends this movement in the air, it falls. If the object would fall on a creature, the creature must succeed on a DC 10 Dexterity saving throw or take damage as listed on the table below.
Inertial Armor (2 psi). As an action, you sheathe yourself in an intangible field of magical force. For 8 hours, your base AC is 14 + your Dexterity modifier, and you gain resistance to force damage. This effect ends if you are wearing or don armor.
Telekinetic Barrier (3 psi; conc., 10 min.). As an action, you create a transparent wall of telekinetic energy, at least one portion of which must be within 60 feet of you. The wall is 40 feet long, 10 feet high, and 1 inch thick. The wall lasts until your concentration ends. Each 10-foot section of the wall has an AC of 10 and 10 hit points.
Grasp (3 psi; conc., 1 min.). You attempt to grasp a creature in telekinetic energy and hold it captive. As an action, choose one creature you can see within 60 feet of you. The target must succeed on a Strength saving throw or be grappled by you until your concentration ends or until the target leaves your reach, which is 60 feet for this grapple. The grappled target can escape by succeeding on a Strength (Athletics) or Dexterity (Acrobatics) check contested by your psionic ability plus your proficiency bonus. When a target attempts to escape in this way, you can spend psi points to boost your check, abiding by your psi limit. You gain a +1 bonus per psi point spent. While a target is grappled in this manner, you create one of the following effects as an action: Crush (1–7 psi). The target takes 1d6 bludgeoning damage per psi point spent. Move (1–7 psi). You move the target up to 5 feet per psi point spent. You can move it in the air and hold it there. It falls if the grapple ends
Equipment: A bottle of black ink, a quill, a small knife, a letter from a dead colleague posing a question you have not yet been able to answer, a set of common clothes, and a pouch containing 160 gp
Duncan Eld was a young boy when his psionic powers first manifested. He was from a prominent family loyal to the Consulate for they owned a few Aether synthesizing plants. One day as he was at one of the buildings he had a reaction to the white Aether which caused his psionic abilities to manifest causing an explosion. Many people had died during the explosion, because of this Duncan will always cover his face as best he can. Fearing what the Cosulate might do, Kyra and Deschen Eld gave their only son to a group of Renegades that promised to help Duncan control his abilities.
True to their word the Renegades took the Duncan deep within the plains and open fields where he honed his skills turning him into a living weapon. After years of training, Duncan was finally able to return home. Only to find that his parents had died in a similar accident at a different plant. Later evidence was brought forth that the Consulate had staged the whole thing in order to take control of his parent’s industry.
Feeling nothing but contempt Duncan’s sole purpose in life is to attack the Consulate. Taking no prisoners he became an assassin for the Renegades. Taking any and all missions that were assigned to him and never asking more than 2 questions. Who was he attacking and When.
Alright! I think I've received enough character sheets both through here and PM haha. I've sent out PMs to those who I've accepted, for a grand total of seven! This should be exciting! Congratulations to those, and welcome aboard the Rising Aether!
Please do not be upset if you were not selected. We have many PbPs here, and more pop up every week! Most are not as stingy as I am, so take hope! PbPs are a fine method to improve your imagination, creativity, writing, and expand your knowledge of D&D, so keep on trying.
And I know my campaign might show up someday in PbP before it goes into Roll20 due to the fact I'm not prepped to digitize it that far. I'm hand drawing things because that is more fun and easier on my hands, let alone my depleted pocketbook at this time. ;)
Thanks for having me here, looking forward to when we get to the IC side of things and see how things blow up or don't with Buama around. =)
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PbP - Beregost Blues - Portia Starflower, Half Elf, Cleric, Life Domain PbP - Tome of Annhilation - Vistani Mocanu, Human, Bard
4 daggers, Component Pouch, Explorer's Pack (Ditched the leather armor for an additional 10 gp)
A crowbar, a set of dark common clothes including a hood, and a belt pouch containing 25 gp
Aether Wings (Broom of Flying, refluffed)
Belt of Useful Items (Robe of Useful Items, refluffed)
Personality: I don’t pay attention to the risks in a situation. Never tell me the odds; I would rather make a new friend than a new enemy.
Ideals: Freedom. Chains are meant to be broken, as are those who would forge them. (Chaotic); Redemption. There’s a spark of good in everyone. (Good)
Bond: Someone I loved died because of I mistake I made. That will never happen again.
Flaw: An innocent person is in prison for a crime that I committed. I’m okay with that.
Quill witnessed a fellow Aetherborn die a few short months after he was created, unnaturally. The loss of his friend shocked him to the point that he swore to never let such a thing happen to himself. As such, Quill withdrew for months on end, sacrificing the pleasures Aetherborn are accustommed to partaking in while he began his research. He delved into forbidden necromatic works, scanned through ancient sigils, and even considered the forbidden Gift of the Aetherborn. However, he instead found a sigil that granted him contact with another being from a world beyond this one. With this being, Quill made a contract- So long as Quill lived, he would be a Blade of this creature, and so long as Quill was a Blade, he would be granted an extended lifespan. Quill and the creature accepted these terms, and so he gained the powers of a Hexblade. His contractor guided him down the path to Renegade, which he was halfway towards for researching life-extending techniques. Quill was ready to fight for his master, just to stay alive.