The kingdom of Eoatha has been at peace for quite some time now. After conquering the wandering tribes of the South, and sealing the power of the original five sorcerer-kings of Yadrath, the land has fallen into a somewhat dull existence. Sure, there's peace and love and stuff, but who cares about that when you want to go adventuring?
Luckily for you adventurers, the land of Eoatha isn't exactly stable. On the surface, everything's sunshine and rainbows, but there's the socio-economic problems to deal with. The king's recent death seems to be a problem, too- especially since his heir went missing a week beforehand. The Council of Seven has been ruling in his absence, but a number of nobles are becoming rowdy, eager to reclaim their families' long-lost power. Tensions are rising between Underdark folk and the surface-dwellers, jepordizing trade in mountain towns. And there's a whole 'nother slew of problems, what with those grave robbers out and about. The Northern regions are getting a little out of hand, anyways.
Rules! Anything by WotC is fine, except for Plane Shift, Skill Feats, and I will have balanced homebrew versions of the Undying Light Warlock Patron and Rune Scribe. Prestige Classing will be different than the rules set out in that specific Unearthed Arcana. I will update with the link. Roll stats using dice.brainclouds.net. When rolling stats, you can roll seven stats using 4d6 drop lowest ( by inputting "4d6.takehighest(3); 4d6.takehighest(3); 4d6.takehighest(3); 4d6.takehighest(3); 4d6.takehighest(3); 4d6.takehighest(3); 4d6.takehighest(3);"), and taking the best 6 scores. Characters will start at level 3. Everyone starts with 1 feat (2 if you use variant human) and basic class equipment. You can roll for starting GP, but slap an extra 50 on that number. Weird number, but it works.
STR 7 DEX 17 CON 16 INT 16 WIS 12 CHA 12 (Saving Throws: Int & Wis) Skills: Animal Handling +3, Arcana +5, Insight +3, Medicine +3, Perception +3, Survival +3
FEATURES AND TRAITS Sunlight Sensitivity, Darkvision, Grovel, Cower & Beg Taunt, Pack Tactics
Psionics, Mystic Order (Wu Jen), Hermit's Study, Mystical Recovery, Telepathy, Elemental Attunement Proficiencies: Light armour, simple & martial weapons, Viol (musical instrument). Disciplines Known:Beastial Form, Mastery of Air, Mastery of Fire, Mastery of Light & Darkness Talents: Blind Spot, Energy Beam Languages: Common, Draconic, Infernal Equipment: Explorer's Pack, Dice set, Poorly wrought maps, Traveller's clothes, Piece of Jewellery (5gp), Belt pouch (5gp), Studded leather armour, spear, dagger Background: Far Traveller – Insight, Perception, 1 language – I gain the friendly interest of the curious. I can parley this attention into access I might not otherwise have, for me and my companions. Nobles, scholars, merchants, and guilds, might be among the interested. Personality: I have different assumptions from those around me concerning personal space, blithely invading others' space in innocence, or reacting to ignorant invasion of my own. I have a strong code of honour or sense of propriety that others don't comprehend. Ideal: Adventure: I'm far from home, and everything is strange and wonderful! (Chaotic) Bond: The gods of my people are a comfort to me so far from home. Flaw: 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.
Description: dark blue skin, a forked tail, two small horns, and a pair of not-so-small wings that casts no shadow. 19 years old, 5'3"
Background: Urban Bounty Hunter (Feature: Ear to the Ground- I am in frequent contact with people in the segment of society that my chosen quarries move through. These people might be associated with the criminal underworld, the rough-and-tumble folk of the streets, or members of high society. This connection comes in the form of a contact in any city I visit, a person who provides information about the people and places of the local area.)
Trait: I don’t pay attention to the risk in a situation- never tell me the odds.
Ideal: People: I am loyal to my friends, not any ideals, and everyone else can take a trip down the Styx for all I care. (Neutral)
Bond: I am guilty of a terrible crime. I hope I can redeem myself for it.
Flaw: I have a ‘tell’ that reveals that I’m lying.
Backstory: When she was born, Makaria had looked fairly normal, but her mother had no desire to keep the child anyways and dropped her off at a local monastery. She grew up listening to the usual religious drivel, but what kept Makaria’s attention were the tales of the tricksy heroes of the time, whose antics helped steer battles as much as the knights in shining armor did.
When she inevitably began to manifest the visual signs of her diabolic heritage at age 14, however, she was expelled from the church and left to fend for herself. This unceremonial expulsion didn’t phase her much, however, as both it and her new wings allowed her to follow in the footsteps of the noble sneaks in the world. It wasn’t long before she established herself as an effective vigilante, offing street thugs before they could do any more harm. Her recent discovery of strange runes on one person has opened new array of powers for her, which she is eagerly attempting to understand and manipulate to her ends at this time. Will they be as promising as they initially appeared?
Proficiency: Bone Dice, Vehicle (Land), smith's tools, woodcarver's tools.
Feat: Heavy Armor Master: While wearing heavy armor, bludgeoning, piercing, and slashing damage taken from nonmagical weapons is reduced by 3. [+1 Strength];
War Pick melee weapon attack +6 to hit, 1d8+4 piercing damage. Hand Axe melee/ranged weapon attack +6 to hit, range 20/60 ft. 1d6+4 slashing damage.
Mountain Dwarf (+2 Strength, +2 Constitution) Stonecunning: Whenever I make an Intelligence (History) check related to the origin of stonework, I am considered proficient in the History skill and add double my proficiency bonus to the check, instead of my normal proficiency bonus. Darkvision: Accustomed to life underground, 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. Dwarf Resilience: You have advantage on saving throws against poison, and you have resistance against poison damage.
Battle Master, level 3: ◆ Protection Fighting Style (Fighter 1, PHB 72) As a reaction, I can give disadv. on an attack made vs. someone within 5 ft of me I need to be wielding a shield and be able to see the attacker to do this ◆ Second Wind (Fighter 1, PHB 72) [1d10+3, 1× per short rest] As a bonus action, I regain 1d10 + fighter level HP; I can use this once per short rest ◆ Action Surge (Fighter 2, PHB 72) [1× per short rest] I can take one additional action on my turn on top of my normally allowed actions ◆ Combat Superiority (Battle Master 3, PHB 73) [d8, 4× per short rest] I gain a number of superiority dice that I can use to fuel special Maneuvers I regain all superiority dice after a short rest ◆ Maneuvers (Battle Master 3, PHB 73) [3 known] I can use a Maneuver by expending a superiority die (only one Maneuver per attack) ◆ Student of War (Battle Master 3, PHB 73) I have proficiency with one artisan's tool set of my choice
Maneuvers: ◆ Disarming Attack (Maneuver, PHB 74) Use after hitting a creature; I add the superiority die to my attack's damage Target makes a Strength save or drops a held object of my choice to its feet ◆ Distracting Strike (Maneuver, PHB 74) Use after hitting a creature; I add the superiority die to my attack's damage The next attack of an ally before my next turn has adv. against the creature ◆ Goading Attack (Maneuver, PHB 74) Use after hitting a creature; I add the superiority die to my attack's damage Target makes a Wis save or has disadv. vs. other targets until the end of my next turn
Equipment: Backpack with: Crowbar, Hammer, 10 Pitons, 10 Torches, Tinderbox, 10 Days of Rations, Waterskin, 50 Feet of Rope, Uniform of the Knee Breakers, Insignia of Lumberjack (Sargent), Set of Bone Dice, Belt pouch with 9 gp, Chain mail, Shield, War Axe, 2 Hand Axes Woodcarver's Tools. Carried 139 lb. Capacity 270.
Trait: Mercenary Life - I know the mercenary life well. I am able to identify mercenary company emblems, and I know a little about any such company, including the leaders, reputation, and who hired them recently. I can find the locales where mercenaries abide anywhere, as long as I speak the language. My mercenary work between adventures affords me a comfortable lifestyle.
Personal Traits: I'm full of inspiring and cautionary tales from my military experience with some relevance to almost every type of combat situation. I can stare down a owlbear without flinching.
Ideals: Our fate is to give our lives in the defense of others.
Bonds: My honor is my life.
Flaw: I'd rather eat my weapon than admit when I'm wrong.
Ivar Ironhide, son of Duggan and Yara Ironhide was born to the Shieldbearer clan of the Crystal Mines in the Mountains west of the city in which the Council of Seven now rule.
Since a young age Ivar showed aptitude for physical work, being one of the best miners in his child group and when was time to join the militia for formal training he found himself in the field.
His father was a Skullcrusher (Captain) in the Knee Breaker Company and no meter how much Ivar, Duggan would only accept his son’s enrolment by merit and nothing more.
Yara, a priestess of the Lady Truesilver was responsible for the Clan’s commercial agreements with the folk outside of the mountain and the mediator of internal conflicts, as the Lady’s wishes.
No, at the age of 56, Ivar is a Lumberjack (Sargent) in the Company and was charged of accompanying, a caravan departed from the Crystal Mines to the Capital where his mother and other leaders of the Dwarven community will try to negotiate support in defending their holdings against the Underdark incursions.
Now, being in the city for 2 days, Ivar finds himself in waiting his mother or some other dignitary command to go back or do something.
Spending his days in the One Ear John’s tavern and inn, drinking and gambling a bit, Ivar cannot wait for something, anything to happen!
Many generally believe that Yuan-Ti are evil and arrogant beings, and they would be right, but Salthes was different from the start. Though his parents tried to bring him up to be the same as the rest of his tribe but he for some reason was born with something that the other Yuan-Ti have freed themselves from: Emotion. Though his emotions are still fairly muted compared to other races, he still has them and is able to understand them unlike his kin. This, as you could imagine, caused many problems for him in the tribe. He would constantly clash with his parents and others in his community when he would refuse to participate in many of their rituals and general culture. It eventually got to the point where he had to chose to leave or be killed by those who thought he may be a threat to the tribe. So he left.
(To be continued.)
Equipment: 79gp, Dagger, Arcane Focus(crystal), Component Pouch, Scholar's Pack, Spellbook, Scholars robes, writing kit, Borrowed book on known dragons, Acid Vial(2), Paper(5), 10ft pole
Appearance: Male, 6', Dark Green Medium Length Hair, Yellow Snakes Eyes. He generally wears heavier clothing that hides many of his features, making it hard to identify him as a Yuan-Ti. He most commonly wears cloaks and facial shrouds to hide his appearance. He's also fond of the color green and wears a lot of green colored clothes.
Skills: Acrobatics: +4, Stealth: +6 (Expertise), Sleight of Hand +6 (Expertise), Perception +3, Thieves tools: +4, Deception +3, Investigation +5
Weapons: Simple Weapons, Hand Crossbows, Longswords, Rapiers, Shortswords
Passive Perception: 11
Languages: Common, Elvish
Quick to notice details o f your environment, you gain the following benefits: • Increase your Intelligence or Wisdom score by 1, to a maximum o f 20. • If you can see a creature’s mouth while it is speaking a language you understand, you can interpret what it’s saying by reading its lips. • You have a +5 bonus to your passive Wisdom (Perception) and passive Intelligence (Investigation) scores
Appearance: Ren stands at 5'3 and is 20 years old. She had medium length wavy dark hair that occasional falls in front of her tired looking hazel eyes. She has fairly tan skin due to her time in the sun and has a large scar running across her upper torso. She often wears a cloak with a hood over her leather armor. When not armored or actively adventuring she wears a comfortable white shirt and and dark green pants.
Feature: Criminal Contact: You have a reliable and trustworthy contact who acts as your liaison to a network o f other criminals. You know how to get messages to and from your contact, even over great distances; specifically, you know the local messengers, corrupt caravan masters, and seedy sailors who can deliver messages for you.
I am always calm, no matter the situation. I never raise my voice or let my emotions control me.
Chains are meant to be broken, as are those who would forge them. (Chaotic)
Something important was taken from me and i aim to steal it back.
I have a "tell" that reveals when I'm lying.
Equipment: Rapier, Shortbow and quiver of arrows (20), Burglar's Pack, Leather Armor, Two Daggers and Thieves tools, A crowbar, a set of dark common clothes including a hood. 48gp.
I'm going to say no to these, since some of them are just higher level class abilities (i.e. Mage Fighting is Valor Bard's Battle Magic) and some are unbalanced in general. Posting this for alll players to see.
"I am Power. You are free to live without chains because my people have not reached you...yet. In the end, I will dominate everything I see and crush anything that stands against my will. Not even my own people will be spared. They cast me out, but I will shatter their walls, sink their fleets, and raze their islands. Reavers feel no fear; they embrace it. I will show them there is always more to fear in this world."
Grishkar Darkmoor, Necromancer/Death Priest of Nerull the Despiser Kelvin Rabbitfoot, Diviner, con artist, always hunting for a good sale Bründir Halfshield, Valor Bard, three-time Sheercleft Drinking Competition Champion, Hometown hero Guthric, Totem Warrior Barbarian, wolf pack leader, can't decide if drinking or eating is better Valen the Blessed, War Cleric, Battlefield healer, a little too into fighting evil
Approved, I guess? As I said, anything UA is fine, as long as you're using the latest version of it. Barring Skill Feats and Plane Shift, of course. Modern Magic wouldn't make much sense in this campaign, so I felt like that went without saying.
Fey ancestor: Advantage on Saving Throws vs Charm. Magic can't put on sleep.
Trance: Only 4 hours of meditation
Ability Scores: +2 Dex, +1 Wis
Elf Weapon Training: Proficency with Longsword, Shortsword, Longbow and Shortbow
Fleet of foot: Base movemente 35 ft.
Mask of the Wild: Can attempt to hide even when obscured by natural phenomena, rain, snow, fog...
Favored Enemy: Humanoids +2 Att and Damage against it. Advantage on Survival (track) against it. Bonus Language: orc
Natural Explorer: Ignore difficult terrain. Advantage on Initiative rolls. In first round of combat, advantage against creatures that haven't acted yet.
Also after one hour traveling: Difficult terrain doesn't affect the group. The group can't became lost except by magical means. You remain alter to danger. If you are traveling alone you can move stealthy at a normal pace. When foraging, you find twice the normal food and water. When tracking other creatures, you learn the exact number, size, and how long they had passed the area.
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.
Personality: I feel far more comfortable around animals than people.
Ideal:Greater Good. It is each person’s responsibility to make the most happiness for the whole tribe.
Bond: I am the last of my tribe, and it is up to me to ensure their names enter legend.
Flaw: I am slow to trust members of other races, tribes, and societies.
(Very short sorry, running out of time)
Born and raised among the deepest of the GreenForest in the Northern Region, Cúdraug was raised without seeing any other race except wood elves, sylvan creatures and animals. He had a special bond with animals, specially with wolves, and was encouraged to train with them. By the time of his adulthood rite, he found a dead wolf who had just gave birth to a white wolf. She was murdered by an orc-arrow. He returned as quickly as he could, with the pup in his arms, to his village, but it was too late. A band of orcs had raided the village. If not for him beign away for his rite of passage he would had persihed also. He swore vengance on all the orcs he could find. He was able to hunt down some of the orcs that raided his village and killed them. But it was only the last remmants of the band.
Since then he has traveled long and far, he finds difficult to trust anyone except his wolf and doesn't like to be too much time in the cities.
Jerimiah NG Human (?) Cleric 3 (Runepriest) HP 21 AC 14 Speed 30 Initiative +1 Perception 13 Prof. +2
WEAPONS - Scythe +3 to hit, 2d4 + 1 slashing damage, heavy, two handed, special (treated as 3d4 base damage on a crit) - Dagger +3 to hit, 1d4 + 1 piercing damage
STR 12 DEX 13 CON 12 INT 12 WIS 16 CHA 11 (Saving Throws: Cha & Wis) Skills: Arcana +3, Insight +5, Investigation +3, Medicine +5, Religion +3
FEATURES AND TRAITS Nothing from his race. Nothing at all. Move along
Spellcasting, Divine Domain (Runepriest), Rune Magic, Vind Rune, Ise Rune, Bonus proficiencies (Scythe, Longsword, Warhammer), Channel Divinity (Turn Undead, Runic Ward), Proficiencies: Light & medium armour, shields, simple weapons, scythe, longsword, warhammer, thieves' tools, dragonchess. Spells Known: Hand of Radiance, Thaumaturgy, Sacred Flame Domain Spells: Featherfall, Ice knife, Dust Devil, Snilloc's snowball swarm Languages: Common, Elven, Dwarven, Draconic, Orcish, Infernal Equipment: Scythe, Chain shirt, Thieves' tools, explorers pack, Fine clothes, traveller's clothes, 48gp [Money rolled here] Background: Inquisitor – Investigation, Religion, thieves' tools – As an inquisitor of the church, I have the authority to arrest criminals. In the absence of other authorities, I am authorised to pass judgement and even carry out sentencing. If I abuse this power, however, my superiors in the church might strip it from me. Personality: I prefer to face evil with a strong group of friends in front of me. I want to see the wicked burn for the evil they've brought on us. Ideal: Piety: Devotion to the angels and the rites of the church is all that keeps the world from destruction. (Good) Bond: My dear sibling is now a werewolf. Flaw: I'll do whatever grim task must be done, for my soul is already lost.
Not all is as it seems. Backstory to come, but here is a physical description: Ginger, shoulder-length hair is pulled back to reveal a fresh, tense face. Shining grey eyes, set wickedly within their sockets, watch eagerly over the rivers they've come to love for so long. A moustache and goatee seductively compliments his eyes and cheekbones and leaves a bittersweet memory of his fortunate destiny. This is the face of Jeramiah, a true spectacle among humans. He stands easily among others, despite his fragile frame.