A kor sky climber nimbly makes his way across the face of a floating island, the ground thousands of feet below. His goal is to make it to a hedron situated precariously along the cliff of another floating island a few miles away, and crack it open to delve into the secrets it holds.
Whispers from the Aeons
Welcome to Whispers from the Aeons, and welcome to the plane of Zendikar! Set in the Magic the Gathering universe, this adventure path uses the D&D 5E ruleset. In this adventure path, your character will quest into ancient ruins, bargain with powerful threats, and wrestle against the very land of Zendikar! Before you set out on your adventure, there are some things you should know that will aid you in surviving the harsh terrain. In the guide provided below, you’ll find helpful tips on designing your character, and an overview of the continents and places present on Zendikar, some of which you may even set foot in! Play it safe and stay on your toes, or charge in with reckless abandon to crush your enemies. The choice is yours, brave adventurer!
While also found in the Player's Guide, a link will be provided here for Plane Shift: Zendikar.
Both of those links have everything you need to know about designing a character to participate in this adventure! All characters will be starting at level one with their starting class/background equipment. You may use whatever gold you have available to buy what you can afford. Point-buy is used for determining ability scores, and due to a seventh ability score (Sanity), you'll have 32 points instead of 27 to work with. Homebrew archetypes found within the player's guide are preferred by me, and will be preferred by you as you level up. I'm not sure just how many players I want in the campaign, but I want at least five. I'll decide based on the applications I see what the limit to the group will be. Some other points to consider:
I want everyone to be on at least once a day. But, from experience, that doesn't happen, and I won't be super strict. I know that at times, schedules get busy, and real life can quickly take over. If that's the case, please PM me to let me know ahead of time. If you are consistently missing for extended periods of time without notice or warning, I will remove you from the campaign without notice or warning as well. It's not fair to the other players when we have to wait three days for an action from your character because you disappeared without any heads up.
I'm looking for players who love to role-play, and can type well. You can call me stingy, but I have a pet peeve with run-on sentences and when people do not capitalize their I's or the first letter of names or places. If you aren't good at doing this, consider this a great opportunity to improve your English grammar and proper punctuation! In regards to role-play, I want to see good conversation between your characters and them interacting with the environment. While I would love every response to be well thought-out, I know I can't ask for perfection, so I won't. Act how they would act; not how you would act. Sure, you might know the entire history of Zendikar and the truth of the Eldrazi, but your character certainly doesn't know that information in the beginning.
Which leads me to my third point. Please keep IC and OOC separate. I'll explain what I mean. Let's say Dan loots a corpse and finds a ring. Dan doesn't tell the other characters about the ring. Suddenly, Phil is rolling Investigation, OOCly knowing that Dan has a ring, but no IC reason to suggest Phil would know (we'll say Dan rolled a natural 20 on his Sleight of Hand check to conceal it). Or one player's character's actions upset another player, who lets that upset fuel their character's IG response. Another pet peeve, if you will, but I fully believe in not letting your reactions to a situation IG impact you OOG.
We will be using Discord for out of character chat, combat rolls, and other things.
The Plot Hook:
The group of adventurers begin in Affa, a small, yet thriving, city located along the southern coast of Akoum. A vampire woman, known as Vielara of the vampire house Ghet, is a well-established figure in the city's "hierarchy", having her hands in almost everything. This has, in turn, brought her much wealth and success, a fact she flaunts with elegant parties and theatrical performances and dramas.
Wanting to expand her horizons and establish her name and reputation throughout the whole of Zendikar, she has made a great risk, deciding to begin her own expedition house, much like the famous expedition houses based in Sea Gate: the Valakut House, the Pelakka Foundation, and the Akoum, Murasa, and Bala Ged Expeditionary Houses. Several months of negotiations, construction, and under-the-table deals went into establishing the base of operations for her expedition house, Tekentlar, Vampire for "Delvers in Mystery". Once it was built and established, she sent the call out amongst all of the largest concentrations of population, recruiting daring adventurers and explorers who might seek fame, fortune, or lore.
You are one of those adventurers. For reasons of your own, you find yourself now in Affa, standing in the Pit of Cakorot, a gladiator stadium, with a large crowd of others who likewise wish to become members of the Tekentlar Expedition House.
When submitting a character idea, I'd like to see a fully-fleshed out character before approval. But if all you have time for at the moment is a character idea, then feel free to post that too, with the intention of fleshing them out when you have time. The important part is the spoilers: it makes scrolling through posts -much- easier. Here's a useable format for what I'd like to see:
Vampiric Resistance. You have resistance to necrotic damage.
Blood Thirst. You can drain blood and life energy from a willing creature, or one that is grappled by you, incapacitated, or restrained. Make a melee attack against the target. If you hit, you deal 1 piercing damage and 1d6 necrotic damage. The target’s hit point maximum is reduced by an amount equal to the necrotic damage taken, and you regain hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. A humanoid killed in this way becomes a null (see “A Zendikar Bestiary”).
Expertise. At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves’ tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.
Sneak Attack. Beginning at 1st level, you know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon. You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.
Thieves' Cant. During your rogue training you learned thieves’ cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves’ cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly. In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves’ guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.
Equipment:
List your equipment here, including currency in platinum/gold/silver/copper pieces.
Background/Backstory:
Background: Courtier
Court Functionary. Your knowledge of how bureaucracies function lets you gain access to the records and inner workings of any noble court or government you encounter. You know who the movers and shakers are, whom to go to for the favors you seek, and what the current intrigues of interest in the group are.
Personality Traits:
Ideal:
Bond:
Flaw: Please choose a flaw that you will actively play towards. Use Mike Mearls' advice and begin your character with knowing their flaw/s.
Quirk: Quirks are always fun to have, even if you're not a Mystic.
Biography:
However you want to do it, but make sure that there is a reason why they are standing in the midst of others in the Pits of Cakorot of Affa, wanting to join the Tekentlar Expedition House.
Character Description/Portrait:
Either post a picture here or give me a description, but I -will- need a picture for your icons during a battle.
I'll make my choices eventually. PM me if you have any questions; otherwise please keep the posts here limited to character submissions.
Grit: Resistance to fire damage and psychic damage. When you are wearing no armor, your AC is equal to 11 + Dexterity modifier
Grotag Tamer: You have proficiency in the Animal Handling skill.
Arcane Recovery: Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher.
Silver-tongued Orator: Double proficiency bonus in persuasion.
Utter Domination: 2 hour ritual - Can dominate creature. Bonus action - Takes control. Int 8 CR 1 Max
Spells
Int - Spell Save DC: 12 - Spell Attack Modifier: +4
Spellbook, Dagger, Component Pouch, Explorer's Pack (Includes a backpack, a bedroll, a mess kit, a tinderbox, 4 torches, 14 days of rations, 15 days of water (in bladders), 50 feet of hempen rope), A set of trappers tools, 2 sets of traveler’s clothes, and a pouch containing 23 gp, 10 darts, various scrolls, writing pen, ink, needles, a Potion of Healing
Bound Black Bear (Gnarlid) that can shift to a Brown Bear (1 action, 1 minute, 1/long rest) w/ Riding Saddle
Background:
Background: Guild Merchant for the Grotag Clan
FEATURE: GUILD MEMBERSHIP
As an established and respected member of a guild, you can rely on certain benefits that membership provides. Your fellow guild members will provide you with lodging and food if necessary, and pay for your funeral if needed. In some cities and towns, a guildhall offers a central place to meet other members of your profession, which can be a good place to meet potential patrons, allies, or hirelings.
Guilds often wield tremendous political power. If you are accused of a crime, your guild will support you if a good case can be made for your innocence or the crime is justifiable. You can also gain access to powerful political figures through the guild, if you are a member in good standing. Such connections might require the donation of money or magic items to the guild’s coffers.
You must pay dues of 5 gp per month to the guild. If you miss payments, you must make up back dues to remain in the guild’s good graces.
Traits: I always want to know how things work and what makes people tick. I believe that anything worth doing is worth doing right. I can’t help it — I’m a perfectionist.
Ideal: Generosity. My talents were given to me so that I could use them to benefit the world.
Bond: One day I will return to my clan and prove that I am the greatest tamer of them all.
Flaw: I’ll do anything to get my hands on something rare or priceless - Especially rare creatures.
Backstory
Kayn, born as Krghunne, got his name from his very first encounter with a human. He was a youngling and was fascinated with a mound of termites, far on the outskirts of his tribe's territory, surrouned by sugarcane. He honestly thought he'd be able to get them to dance if he could find their queen, assassinate her, and take her position. He was digging at the mound for what felt like an hour before the ground shook beneath him, the dirt on the mound sliding off with each heavy thump. It took him a moment, as he reared up on his knees and stared at the mound, before he realized the sun had been blotted out. Looking up, he saw the culprit. It was a huge beast that looked as if it were carved from stone. Its giant arms and hands were acting as legs and a long lizard-like tail protruded from its back in place of actual legs. This was also the first time he had seen a Hurda.
Strapped to the hurda's back were two massive sacks containing a substantial amount of food and other various goods. Next to the beast was a large human dressed in travelling clothes accented with a wide-brimmed hat. "What do we have here?" He said, staring at Krghunne. "Are you a youngling from the Grotag tribe? What're you doing all the way out here?"
Krghunne was speechless. Not at the sight of the human. He could care less about the soft-flesh pink man. Instead he scrambled atop the monstrous beast, exploring the creature in awe. "I'll take that as a yes," the man said. "Hold on tight, we're taking you home." When introductions finally came, he scoffed at Krghunne's name and said, "We'll just call you Kayn."
This was just the first beast of many that Kayn had found himself fascinated with as he got older. The man had visited more and more often through the years, and Kayn would always find himself waiting on the outskirts of town for him. He was Parleydin, a merchant that hired his tribe to collect and train any creatures they could find around their tribal area. During one visit in particular, he brought along a human woman.
Kayn didn't care much for the woman, as he was more fascinated with the stories that Parleydin would tell about the creatures and beasts he had seen in his travels. But in this particular visit, it wasn't Parleydin that was being observed by Kayn. The woman seemed to shadow Kayn and watch him as he interacted with the tribe. She observed his eating, his familial habits, and interactions with a sort of curiosity that would make any normal person feel uneasy. Before Parleydin left, he offered Kayn the opportunity to join them.
This was the start of Kayn's apprenticeship with Lillith. He spent the following years tending and training Parleydin's stock while at the same time learning the arcane arts from this mysterious teacher. She showed him how she was able to take a creature, study its behavior, and, in a ritual of enchantment, bond herself to that creature. She could even make the creature dance! Kayn knew from that moment forward that he had to learn the secrets of that art. And so he took to studying the woman's teachings feverishly, watched her in her routines, studied the way she interacted with people, and eventually found himself in the position he's in today.
He answered Vielara's call for explorers, determined to find and tame the beasts of Zendikar in his travels. When he walked into the arena, he stopped, looked around, and said, "Ummm... I tink mebe there was a mistake?" He turned to run back out, but the gates had already closed.
Skills: Acrobatics (+5) Animal Handling (+0) Arcana (+3) Athletics (+2) Deception (+2) History (+1) Insight (+0) Intimidation (+2) Investigation (+1) Medicine (+0) Nature (+1) Perception (+2) Performance (+2) Persuasion (+2) Religion (+1) Slight of Hand (+3) Stealth (+3) Survival (+2)
Senses: None Proficiency: Light Armor, simple weapons, hand crossbows, longswords, shortswords, rapiers, survival (from background), arcana (from background), athletics, acrobatics, perception, lyre (instrument; from background), lute (instrument), pan flute (instrument), dulcimer (instrument) Languages: Common, Kor Sign Language, Merfolk (from background)
Combat:
Sword Breaker - +5 to hit; 1d4+3 Piercing
Dagger - +5 to hit; 1d4+3 Piercing; Ranged (20/60)
Spells:
Cantrips: 2 Spells: 4 Slots: 1st, 2/2
Light. Evocation Cantrip. Casting Time: 1 Action; Range: Touch; Components: V, M (a firefly or phosphorescent moss); Duration: 1 hour You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action. If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell.
Thunderclap. Evocation Cantrip.Casting Time: 1 Action; Range: Self (5-foot radius); Components: S; Duration: Instantaneous You create a burst of thunderous sound, which can be heard 100 feet away. Each creature other than you within 5 feet of you must make a Constitution saving throw. On a failed save, the creature takes 1d6 thunder damage. The spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Healing Word. 1st-level Evocation. Casting Time: 1 Bonus Action; Range: 60 ft; Components: V; Duration: Instantaneous A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d4 for each slot level above 1st.
Cure Wounds. 1st-level Evocation.Casting Time: 1 Action; Range: Touch; Components: V, S; Duration: Instantaneous A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.
Earth Tremor. 1st-level Evocation. Casting Time: 1 Action; Range: Self (10-foot radius); Components: V, S; Duration: Instantaneous You cause a tremor in the ground in a 10-foot radius. Each creature other than you in that area must make a Dexterity saving throw. On a failed save, a creature takes 1d6 bludgeoning damage and is knocked prone. If the ground in that area is loose earth or stone, it becomes difficult terrain until cleared. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Sleep. 1st-level Evocation.Casting Time: 1 Action; Range: 60 feet; Components: V, S, M (a pinch of fine sand, rose petals, or a cricket) Duration: 1 minute This spell sends creatures into a magical slumber. Roll 5d8; the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures). Starting with the creature that has the lowest current hit points, each creature affected by this spell falls unconscios until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature's hit points from the total before moving on to the creaure with the next lowest hit points. A creature's hit points must be equal to or less than the remaining total for that creature to be affected. Undead and creatures immune to being charmed aren't affected by this spell. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, roll and additional 2d8 for each slot level above 1st.
Traits:
Bardic Inspiration. You can inspire others through stirring words or music. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d6. Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time. You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest. Your Bardic Inspiration die changes when you reach certain levels in this class. The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level.
Spellcasting.Cantrips.You know two cantrips of your choice from the bard spell list. You learn additional bard cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Bard table. Slots. The Bard table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. Spells. You know four 1st level spells of your choice from the bard spell list. The Spells known column of the Bard table shows when you learn more bard spells of your choice. Each of these spells must be of a level for which you have spell slots, as shown on the table. For instance, when you reach 3rd level in this calss, you can learn one new spell of 1st or 2nd level. Additionally, when you gain a level in this class, you can choose one of the bard spells you know and replace it with another spell from the bard spell list, which also must be of a level for which you have spell slots. Ability. Charisma is your spellcasting ability for your bard spells. Your magic comes from the heart and soul you pour into the performance of your music or oration. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modfier when setting the saving throw DC for a bard spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus + your Charisma modifier (12) Spell attack modifier = your proficiency bonus + your Charisma modifier (+4)
Equipment:
Leather Armor
Dagger
Sword Breaker
Dulcimer, Lyre, Pan Flute, Lute
An Entertainer's Pack
Inheritance (a piercing)
set of travelers clothes
pouch with 15g
Background: Inheritor
Inheritance. A small piercing.
Personality Traits. Nobody stays angry at me or around me for long, since I can defuse any amount of tension. (pulled from Entertainer) The best way to get me to do something is to tell me I can't do it. (pulled from Criminal) I judge people by their actions, not their words. (pulled from Folk Hero) I'm always picking things up, absently fiddling with them, and sometimes accidentally breaking them. (pulled from Outlander)
Ideal. Generosity. My talents were given to me so that I could use them to benefit the world. (Good) (pulled from Guild Artisan) Friendship. Material goods come and go. Bonds of friendship last forever. (Good) (pulled from Charlatan) Aspiration. I work hard to be the best there is at my craft. (Any) (pulled from Guild Artisan) Respect. All people, rich or poor, deserve respect. (Good) (pulled from Urchin) People. I help the people who help me--that's what keeps us alive. (Neutral) (pulled from Urchin)
Bond. Somewhere out there, I have a child who doesn't know me. I'm making the world better for him or her. (pulled from Charlatan)
Flaw. There's no room for caution in a life lived to the fullest. (pulled from Outlander) I can't resist a pretty face. (pulled from Charlatan) If there's a plan, I'll forget it. If I don't forget it, I'll ignore it. (pulled from Criminal) I have an insatiable desire for carnal pleasures. (pulled from Noble)
Quirks. Fear of small creatures Doesn't like to enter holy buildings. Fond of headbutting anyone she gets in an argument with. Unusually tall for her race. Must apologize to anything, person or animal, before she kills it. Has a non-combat pet. Only drinks one specific type of alcohol, believes all others are worthless. Has names for all her pieces of equipment and speaks to them often.
Biography:
Veythe spent most of her life traveling Gull Draz, even as a small child. Her parents sought to better society, and taught Veythe that not every person had a good heart--that words could never be trusted, but actions spoke more to a person's character than anything. On the day when Veythe turned six they pierced her brow with a family heirloom; she was told to keep it close. They died the next day. After her parents died Veythe was taken in by a local well-to-do family Nimana. They were strangers to her and the exact type of people that her parents often warned her about--on the surface one thing, but underneath another. Their actions spoke loud of their deceipt, and when she was sixteen she killed the parents in their beds in the dead of night, and fled. Veythe spent the rest of her life so far traveling, honing word and blade in equal measure. Through much trial and error she learned to entertain with her blades, and dazzle many with feats of daring action. She took to slipping into traveling troupes of entertainers and merchant groups, taking in gossip and words about the deceptive people she'd been raised on. At night Veythe would dress and hide her face with a mask and kill the people she'd found to have the double facade--who cared not for the people, or society, but for money. Who hurt others for the sake of hurting, who treated others with cruelty. Veythe has spent her entire life believing in her talents, that she is doing good for the world, and regrets that her path has taken her down a bloody one. She dislikes the killing but sees it as a necessary evil to prune back society and keep things on an even keel towards better. If she can save a person--just one person--it has to mean she's doing something good, right? To deal with the guilt of taking a life Veythe has often fallen in to amorous affairs and hard cider. She apologizes for her kills not because she feels they shouldn't die, but because she wishes they didn't have to. One of her affairs resulted in a child, forced Veythe to stay stationary for a full term of the pregnancy. She refused to terminate the child--she would not be that type of woman. She left the babe with his father after he was born and never looked back. She didn't even bother to find out the child's gender--she couldn't stand the thought of handling such an innocent life with her bloodied hands, but having born such a small thing only strengthened her resolve. To make the world better for her child, she'd tackle any challenge that came her way.
The Expedition House cropping up on Akoum caught Veythe's eye when she began to shift her travels into the area. Here she figures there is a chance to do much good. Expedition Houses take a person far and wide around the world--and into some pretty dangerous places. Dangers that Veythe could help take care of in her own way.
Languages: Common, Merfolk, Elvish, Vampire, Silent speech of Kor
Movement: Swimming & Walking speed 30ft
Combat:
Light Crossbow: +4 to hit, 1d8 + 2 piercing damage
Spear: +1 to hit, 1d6 or 1d8 -1 piercing damage
Traits:
Amphibious. You can breathe air and water
Cantrip. You know one cantrip of your choice from the wizard spell list. Intelligence is your spellcasting ability for it. (I'm choosing this later)
Mind Meld: Psionic Talent. As a bonus action, you can communicate telepathically with one willing creature you can see within 120 feet of you. The target must have an Intelligence of at least 2, otherwise this talent fails and the action is wasted. This communication can occur until the end of the current turn. You don’t need to share a language with the target for it to understand your telepathic utterances, and it understands you even if it lacks a language. You also gain access to one memory of the target’s choice, gaining perfect recall of one thing it saw or did.
Intellect Fortress Discipline.
Chronomentum Discipline.
Time's Torpidity Discipline.
Equipment:
Light Crossbow with 20 bolts
Spear
Studded Leather
An Explorer's Pack
A bottle of black ink
A set of common clothes
A quill
A small knife
Pouch with 10gp
Background & Backstory:
Background: Sage
Specialty: Researcher
FEATURE: RESEARCHER
When you attempt to learn or recall a piece of lore, if you do not know that information, you often know where and from whom you can obtain it. Usually, this information comes from a library, scriptorium, university, or a sage or other learned person or creature. Your DM might rule that the knowledge you seek is secreted away in an almost inaccessible place, or that it simply cannot be found. Unearthing the deepest secrets of the multiverse can require an adventure or even a whole campaign.
Personality Traits: There’s nothing I like more than a good mystery. I’ve read every book in the world’s greatest libraries—or I like to boast that I have.
Ideal: Self-Improvement. The goal of a life of study is the betterment of oneself.
Bond: I wish to unravel a personal mystery.
Flaw: I am easily distracted by the promise of information.
Quirk: You consume only water and raw vegetables
Biography:
Currently just a short concept, I'll flesh it out more.
Latonu Alik is a 21 y/o merfolk who wishes to unravel the mystery of her fathers death. She loves exploration and actively seeks new knowledge, which is why she wants to join the Tekentlar Expedition House.
Shortsword - +4 to hit; 1d6+2 piercing (finesse/light)
Javelin - +4 melee/+4 ranged to hit; 1d6+2 piercing; range 30/120 (thrown)
Broadspear -+4 to hit; 2d6+2 piercing (heavy/reach/two-handed/hollow/finesse)
Sneak Attack = +2d6 Damage
Racial Traits:
Amphibious. You can breathe air and water.
Cantrip. You know one cantrip of your choice from the bard spell list. Charisma is your spellcasting ability for it.
Class Traits:
Expertise. At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves’ tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.
Sneak Attack. Beginning at 1st level, you know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal an extra 2d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon. You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.
Thieves' Cant. During your rogue training you learned thieves’ cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves’ cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly. In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves’ guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.
Cunning Action. Starting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.
Trickster's Tongue. When you select this archetype at 3rd level, you gain proficiency in the Deception skill. If you are already proficient in this skill, you add double your proficiency bonus to checks you make with it.
Live the Creed. At 3rd level, Cosi's blessings begin to manifest, granting you deeper wells of mana to draw from and confound your foes or impress your allies. You gain an amount of blue mana points equal to your proficiency bonus. At 13th level, you also gain an amount of black mana points equal to your proficiency bonus. As long as you venerate Cosi and his ideals, you also gain access to a unique set of maneuvers. By spending a black or blue mana point, you are able to perform one of the maneuvers listed below: Disturbing Blow. As an action, make an attack against a creature. On a hit, you deal normal damage to the target, and the target suffers disadvantage on all attacks it makes until the end of its next turn. Half-Gone. As a reaction, make a Dexterity (Stealth) check contested by the attacker's attack roll. If you win the contest, the attack passes through you, causing the attacker to miss. Mind Games. You cast the spell Detect Thoughts.
Spells: Racial Cantrip (True Strike): CHA Spell Save DC 11, Spell Attack Modifier +3
Mana: INT Spell Save DC 12, Spell Attack Modifier +2
BLUE One -Dancing Lights, Minor Illusion, Vicious Mockery, or, as a free action, advantage on a Charisma (Deception) check. Two - Command, Disguise Self, Hideous Laughter, or, as a free action, you can telepathically speak to any creature you can see within 120 feet of you in this manner for the next 24 hours. Three - Blur, Detect Thoughts, Enthrall, Invisibility Four - Counterspell, Fear, Hypnotic Pattern, Major Image Five - As an action, you create a 20-foot cube of psychic energy within 120 feet of you. Each creature in that area must make an Intelligence saving throw. On a failed save, a target takes 8d8 psychic damage and is stunned until the end of your next turn. On a successful save, a target takes half as much damage.
Equipment: Leather armor, shortsword, two daggers, sword breaker, four javelins, broadspear (hollow), dungeoneer’s pack (backpack, crowbar, hammer, 10 pitons, 10 torches, tinderbox, 10 days of rations, waterskin, 50 feet of hempen rope), thieves’ tools, set of clothes, pouch, stone tablet, 5 rations, 10 days water, climbing claws
Treasure: GP: 43
Background & Backstory:
BACKGROUND: URBAN BOUNTY HUNTER (*characteristics bits cribbed from multiple backgrounds)
Feature: Ear to the Ground. You are in frequent contact with people in the segment of society that your 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 you visit, a person who provides information about the people and places of the local area.
Personality Traits: The first thing I do in a new place is note the locations of everything valuable—or where such things could be hidden.
Ideal: Redemption. There’s a spark of good in everyone - especially myself, I hope.
Bond: I’m guilty of a terrible crime. I hope I can redeem myself for it.
Flaw: I too often hear veiled insults and threats in every word addressed to me, and I’m quick to anger.
Quirk: ??
PHYSICAL DESCRIPTION:
Ato stands 5’8” tall, with blue mottled skin that has a sheen of scale to it. As is typical for his kind, he has fins along his shins and forearms, graduating from the bluish tinge of his body to green at the edges. Lithe and lightly muscled, he moves with a subtle, sinuous grace. He is clad in form-fitting leather armor of blue-grey that appears to crafted of sharkskin.
BACKSTORY:
Born and raised in the warren-like streets of Sea Gate, Ato discovered early in life that his outlook on life didn't exactly match up with that of most of his kind. He saw a world where nothing stayed the same of long and only the chaos of change could be relied upon. As he came of age, he fell under the influence of some of the shadier elements in the city and came to follow the creed of Cosi the trickster. All too soon, he found he might be better off living in a place with a "looser" outlook and found a ship to take him away from the only place he'd ever called home.
Like a bit of flotsam on the sea, he worked here and there for a time, before fate landed him in the Free City of Nimana on Guul Draz. Ato discovered in time, that he had a certain knack for finding things, or more specifically, finding people, and made a name for himself retaking escaped slaves trying to flee the city to freedom. Life was good for a while, or as good as can be hoped for under the thumb of the Vampires, but over time the weight of what he was doing began to take it's toll upon his conscience.
By dint of good luck, Ato heard word of the new Tekentlar Expedition House being established and hopes to be able to put his skills to another use, without needing to rob others of their freedom. He knew that no one escaped the clutches of the vampires once they became enmeshed in their scheming, but he still hoped this might be an easier thing to live with. A few favors, a few weeks time, and now Ato stood on the blood-stained floor of the Pit of Cakorot, ready to see what Cosi had in store for him next.
I'd like to play a Revised Ranger, subclass Horizon Conclave that could be suited for the setting, unfortunately I am on holiday so, I will post a complete character sheet after 4th September
Ellangril of the Adalbern Tribe of Kargan, C/G Human (Variant) Barbarian
Ellangil [Pronounced Ee – Lawn – Gil]
[Ell derived from Aljan means ‘Strength, Power’ ; Angil derived from Engel means ‘Angel’]
Description: Standing at 6’4” with deeply tanned skin, Ellangil held a daring crystalline blue-eyed stare at any who would attempt to lock eyes. His dark brown, almost black, hair pulled back into a ponytail on the top with the sides of his head shaved. The barbarian’s beard hung about 5” from his chin in a double braid. Across his back was sheathed a big bastard sword and at his side were two hand axes. To those with an eye to discern such things, he definitely knew how to use them.
In battle, you fight with primal ferocity. On Your Turn, you can enter a Rage as a Bonus Action:
1. You have advantage on Strength Checks and Strength saving throws.
2. When you make a melee weapon Attack using Strength, you gain a +2 bonus to the damage roll. This bonus increases as you level.
3. You have Resistance to bludgeoning, piercing, and slashing damage.
Unarmored Defense. While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a Shield and still gain this benefit.
Variant Human Feat: Dual Wield
You master fighting with two weapons, gaining the following benefits:
You gain a +1 bonus to AC while you are wielding a separate melee weapon in each hand.
You can use two-weapon fighting even when the one handed melee weapons you are wielding aren’t light.
You can draw or stow two one-handed weapons when you would normally be able to draw or stow only one.
Equipment:
Bastard Sword, (2) Hand Axe, (5) Javelin, Explorer's Pack (Includes a backpack, a bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations, and a waterskin, 50 feet of hempen rope), Leatherworking Tools, a shovel, an iron pot, a set of common clothes, and a belt pouch containing 10 gp
Background/Backstory:
Background: Hunter / Leatherworker of the Adalbern Tribe of Kargan (Folk Hero)
Feature: Rustic Hospitality - Since you come from the ranks of the common folk, you fit in among them with ease. You can find a place to hide, rest, or recuperate among other commoners, unless you have shown yourself to be a danger to them. They will shield you from the law or anyone else searching for you, though they will not risk their lives for you.
Defining Event: A celestial creature read my fortune and revealed a great secret.
Personality Trait: I judge people by their actions, not their words.
Ideal: Tyrants must not be allowed to oppress the people.
Bond: Nothing is more important than the other members of my Tribe.
Flaw: The tyrant who rules my tribe will stop at nothing to see me killed.
Backstory
Ellangil was raised in the Adalbern Tribe located at the Western edge of the Kargan Lands before you headed towards the Teeth of Akoum. His mother had died at child birth, and his father six years later during a hunting trip that ran into a Hellion that rose from one of the volcanic fissures in the Akoum region. His father was the tribal war commander and good friend to their Chief, Garwaeld. Chief Garwaeld ensured the tribe took good care of Ellangil, and he personally mentored him like a member of his family. Alaric was the son of Chief Garwaeld and the two children became friends that turned into a brother bond as the years went on. When the tribe would hold their varying events to test the youths in their preparation for manhood, Alaric and Ellangil were always first and second. The elders of the tribe could easily see the bonds that were once held by Chief Garwaeld and Ellangil’s father.
It was at the time of the great hunt that things changed. When the young men hit eighteen years of age, they were required to undergo the great hunt to prove they were worth of the ritual for manhood. The value of this hunt was to gain respect through a hard kill. Those who just wanted to be simple hunters or tribal tradesmen, would bring back wild boars, deer, and the like. To be considered a member of the elite warriors of the tribe, the beast needed to be vicious enough to be able to kill you.
Ellangil had been wandering the desert for the last 3 days trying to find a creature that would help him stand out. Giant scorpions and lions were stalking about, but he knew that Alaric would seek a prize beyond recognition. As he dropped down into a small ravine amidst the crags, he could hear the sounds of battle. He crept in for a closer look. He realized that it wasn’t battle sounds but the screams of men and women. Three great minotaur were tearing into some of the tribesmen who appeared to be out on a food hunt; the minotaur were seeking to rid them of the three boar that were being brought back.
Ellangil pulled out a javelin and threw it with all his might hitting the first minotaur in the leg; the tip coming through the beast’s front just above the knee. The minotaur dropped to his good knee grabbing his wound and howling that mixed of anger and pain. The other two turned towards Ellangil in shock, assessed the situation and set to a full charge before Ellangil could pull out a second javelin. Fear struck his eyes at the sight of these two massive beasts charging him, and he turned to run for a more advantageous position. Before he could arrive at a crevasse to hold up in, a horn gashed his side, under his arm. It missed being a full pierce, but damage had been done. He toppled to the ground as the two minotaur passed him from the charge, and had come to a stop about ten feet in front of him.
Adrenalin kicked in and Ellangil rose to his feet pulling his maul off his back in one smooth motion. Each of the bull men had battleaxes in their hands and were ready for a fight. They moved in, one to each side, as Ellangil raged and swung the weapon at the minotaur on the right. The giant bull tried to duck but the maul squared him at center chest. His eyes glossed over, his battle axe fell from his hands, and he dropped like a giant stone. Ellangil had no time to celebrate as the other minotaur’s shoulder rammed into his back sending Ellangil flying forward and landing on the ground; his maul flying out of his hands about five feet away.
He lay on his stomach pushing himself up with his hands when the battle axe slashed him on the left side of his back from his shoulder to his waistline. Ellangil screamed in pain as his rage subsided. He knew this would be the end. From above, a burst of white light struck the minotaur and engulfed his entire upper torso in radiant flames. It dropped dead as the smell of burnt leather rose in the air.
The tribesmen quickly came to Ellangil’s aid applying ointments and bandages to the wound on his back. Then everyone stopped as a female woman with four beautifully feathered wings landed before them. The tribesmen stepped back as she approached, knelt down, and whispered a word while touching his back. “Your wound will heal but you’ll have a scar to remember this day. For doing a good deed, I will grant you a fortune. Though you live in a world of chaos, you will bring good to your people. One day, you will sit at the head of the tribe and all will enjoy a rich life under your rule.”
Ellangil tried to look upon her, but her eyes had a glow of inner light with a glowing golden ring surrounding her head. She rose and looked upon each of the people still standing. “Remember these words for they will not come to pass until a great lie engulfs your people and hardship falls upon them for a time. Burn this truth to memory so that the lie will not take you too.” The angel spread her wings and took to flight, never to be seen again.
Ellangil returned a hero as the tribesmen carried him home along with the heads of the three minotaur (the one with the javelin through its leg could not move, and the tribesmen had circled it and watched it bleed to death). They spread the tales of Ellangil’s heroic act but chose to leave out the part with the angel. They knew no one would believe it. They claimed Ellangil tripped the minotaur into an erupting geyser causing it to burn. Since there was still a scar on Ellangil’s back, the downplayed the severity of the wound. The Chief declared Ellangil the victor of the great hunt and all celebrated except for Alaric. Alaric slayed a giant lizard and earned his way into the elite along with four other young men, but he had heard one of the tribesmen telling his woman what had fully taken place after becoming a bit inebriated.
In one evening, Alaric’s heart turned as black as a spider burrow, and he began plotting. A year had passed since that day, and the people still saw Ellangil as a hero carrying him in voice higher than they carried Alaric, the good chief’s son. Tragedy struck just as the angel had predicted. The king was dead, a green liquid around his lips, and Alaric was accusing Ellangil of the crime. He claimed Ellangil was riding off of his fame to win the people and take the chieftain’s seat for himself. Ellangil was out hunting and not there to defend himself. The deceit was laid beautifully for Alaric had placed the empty vial, with a drop of the green substance in the bottom, buried in Ellangil’s room. Everyone gasped as the thought of Ellangil stooping so low and began shouting for his head on a pike.
One of the tribesmen that Ellangil had saved snuck out of the village on horse and was lucky enough to have found Ellangil before anyone else. He spoke of what had happened and how he remembered the words of the angel. “RUN! Do not stop. Do not come back until you are in a better place to defend yourself and seek your revenge. Those of us that were there, we remember. We will be there when you need us.” He gave Ellangil the horse with a few supplies strapped to it, and watched him head off into the sunset. There would come a day that Ellangil would gain his revenge. He just needed to be patient.
Personality traits: I place no stock in wealthy or well-mannered folk. I feel far more comfortable around animals than I do humans.
Ideals: Change: Life is like the seasons, in constant change, and we must change with it.
Bonds: My tribe is the most important thing in my life.
Flaws: I am slow to trust others outside of my tribe.
Ivy is an Intersex person who highly rejects gender roles. Their tribe also rejects gender roles: they were once apart of a much bigger tribe, but a group broke off and formed their own tribe because of the rigid gender roles that the larger tribe often imposed. Ivy looks like a very masculine "female". Androgynous face, pretty smile, masculine jaw, one chin barbell that comes down in the middle looking like a soul patch beard. Broad shoulders, medium sized breasts, muscly arms, abs, thick hips, bum and thighs, muscled calves (I will do some art of them soon). Emerald eyes, 200 pounds, long pink and orange dreads, ivory skin, 5"4 height. Age 25, their weapon of choice is a scimitar that is secured to their right arm that flips out when needed to fight. A whip is curled at their waist.
Lucky. When you roll a 1 on the d20 for an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.
Brave. You have advantage on saving throws against being frightened.
Equipment:
Hide armor, an explorer’s pack, and a druidic focus
Backstory:
Background: (it’s a hack and slash of Noble, Outlander, and Inheritor.)
Personality Trait: When I set my mind to something, I follow through no matter what gets in my way. Thinking is for other people. I prefer action.
Ideal: There’s no good in pretending to be something I’m not.
Bond: Nothing is more important than my sister.
Flaw: There’s no room for caution in a life lived to the fullest. By my words and actions, I often brought shame to my family.
Backstory:
Born two and a half minutes before her sister Vasha, Vesra was the eldest child of her tribe’s chieftain. Her father had high hopes that she would one day grow into the leader of their tribe, but the young Kor could never live up to her father’s expectations of her. Vesra was no warrior, a klutz who would often find herself tangled up in her people’s infamous hooks. Of course, her father had little luck with finding an heir in Vasha. While the younger twin was clearly a gifted fighter, Vasha lacked the temperament to lead their tribe.
Vesra would run away from the lessons the Tribe Elders would teach, hiding away in the wilderness for hours on end. Eventually, someone would come out and find her, but she would always get a few hours to herself. Vesra enjoyed talking to the plants and animals, as well as feeling the mana of the plane flow around her. After years of listening to the trees (and practicing what they told her), she eventually learned how to shape the mana herself. Vesra never shared this skill with her father, although she was more than happy to show off to her sister late at night when the two were supposed to be sleeping.
While no one else in the tribe really understood her, Vesra and Vasha were always thick as thieves. Their close bond was tested when, at 14, Vasha was recruited by the Guild of the White Forge. Their father had pushed Vesra to also join them, but after doing more damage to herself than to the dummy, the Guild recruiters had laughed at the notion. The two sisters were separated, and Vesra was left to bear the brunt of her father’s disappointment alone.
Miserable without her twin, Vesra lasted less than a year before running away. Vesra tracked the Guild for almost 15 months until she found where her sister was training. She hatched an escape plan, and helped break her sister out.
The twins spent the next 8 years traveling and learning on their own. They both vowed to never return to their tribe. The two sisters grew even closer, relying heavily on each other’s skills. Vesra would use her magical talents to provide, while Vasha would protect them. When they found themselves in cities and settlements, it would often be Vesra’s job to interact with the people they met. Vesra soon found that she had a talent for talking to people, a fact she rather enjoyed.
The months on her own didn’t harden Vesra; she’s still just as soft as the day she left her tribe. She is far more talkative than most Kor, a character trait that stands in stark contrast to her sister. Positive and sweet, she enjoys seeing the best in people. Vesra is also the kind of person to leap before she looks… And get tangled up in something on the way down. The Kor is almost a trouble magnet, much to the chagrin of her younger sister.
Proficiency: Simple weapons, shortswords, stoneforge, kor windflute; Languages: Common, Kor Sign, Celestial
Combat: Kor Hooks - +5 to hit; 1d4+3/1d4 (P/F/L/R) Darts - +5 to hit; 1d4+3 (P/F/R (30'/60')) Traits: Kor Climbing: You have proficiency in the Athletics and Acrobatics skills. Climbing speed 30' Lucky: When you roll a 1 on the d20 for an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll. Brave: You have advantage on saving throws against being frightened. Unarmed Defense: Use WIS and DEX for unarmored AC Martial Arts: Make unarmed attack as bonus action, use dex or str, monk weapons. Mana
Pouch (Small hammer, pitons (10), tinder, flint), waterskin, Pouch (rations (10)), hemp rope (50'), Kor hooks, 10 darts, Eagle's Talon, Kor Clothing, Belt Pouch (10gp)
Background
Background: Outlander (Outcast)
FEATURE: 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 Trait: I place no stock in wealthy or well-mannered folk. Money and manners won’t save you from an enemy. Ideal: Glory. I must earn glory in battle, for myself and my sister. Bond: My sister is the most important thing in my life, even when she is far from me. Flaw: I am slow to trust members of other races, tribes, and societies. I also keep notes on every single person I meet.
Backstory:
Vasha, twin sister of Vesra, and while Vesra may be the older of the two, Vasha feels very protective of her clumsy twin. The daughters of the tribe chieftain, Vasha and Vesra were always held to higher standards. But between Vesra's clumsiness and Vasha's poor attitude, both were deemed disappointments by their parents, and the twins felt like outcasts among their own people.
That is, until the Guild of the White Forge came looking for recruits. Their parents thought the Guild could bring honor to their family by selecting both daughters, hopefully to straighten them out. But only Vasha was chosen, to the great disappointment of her parents, and the tribe. She was taken against her will from her sister, and feared they'd never see one another again.
Vasha spent years in the Guild, learning all she could about becoming a Stoneforge, crafting weapons from the stones of the earth, and spending time within the monastery. While she found the knowledge useful, she was miserable being forced to stay in one place, separated from her sister, and not allowed to roam free as she was raised. As time drew on, something within her told her she needed to escape. She didn't know why, but she knew she needed to follow her heart. She also knew the time wasn't right. Then one night, in the dead of the night, Vasha sat up from a deep sleep, only one thing in her head. Now. Now was the time.
Once reunited with her sister, the two began a new life together, away from the disappointment of their parents. While traveling, the sisters heard rumors of an expedition into the wilds of Zendikar, and a call for explorers. There were even more rumors of riches and honor, possibly even titles. Knowing rumors, especially ones heard in taverns, were just rumors, the twins decided to volunteer. What a better way to prove themselves better, at least in their own eyes, than their parents.
Traits: Kor Climbing: You have proficiency in the Athletics and Acrobatics skills. Climbing speed 30' Lucky: When you roll a 1 on the d20 for an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll. Brave: You have advantage on saving throws against being frightened. Sneak attack: on a successful hit with advantage you can do an additional 1d6 damage. No need for advantage if foe is facing an enemy within 5 feet.
White Mana (2): One - Light, Resistance, Thaumaturgy, or, as a free action, advantage on a Charisma (Persuasion) check. Two - Cure Wounds, Sanctuary, Shield, or, as a free action, advantage on one attack roll.
Equipment: Burglar's pack (stowed in pouches not a backpack), grappling hook, weapons/armor listed above, bedroll, thieves tools, incisors of large predatory cat on a cord, kor clothing
Background:
Outliner - Guide
Personality traits: I watch over my friends like a litter of pups. I have a lesson for every situation, drawn from the observation of nature.
Ideal: It is each person's responsibility to make the most happiness for the entire tribe.
Bond: Family/clan most important thing even when away from them.
Flaw: Slow to trust people she doesn't know even of the same race outside her clan.
Backstory:
Fimwe grew up proving her dexterity and intelligence in multiple ways. Everyone in the clan knew her ability to sneak and swipe things though she never did this with anything important. More often than not she would actually leave things in a pocket rather than remove something. Due to her honorable way of acting she became trained in order to be a recovery agent of stolen or lost goods. She also learned how to be a guide as a way to gain money and honor for her clan.
She was selected to represent the clan to obtain a position with the Tekentlar Expedition House when the call for adventurers went out across the lands. It is the clans hopes this will bring greater honor to them. They also are hoping she finds information of anyone exploiting the land or ruining the sacred sites in search of wealth. This could cause a conflict of interest, but one they are hoping she can handle.
A kor sky climber nimbly makes his way across the face of a floating island, the ground thousands of feet below. His goal is to make it to a hedron situated precariously along the cliff of another floating island a few miles away, and crack it open to delve into the secrets it holds.
Whispers from the Aeons
Welcome to Whispers from the Aeons, and welcome to the plane of Zendikar! Set in the Magic the Gathering universe, this adventure path uses the D&D 5E ruleset. In this adventure path, your character will quest into ancient ruins, bargain with powerful threats, and wrestle against the very land of Zendikar! Before you set out on your adventure, there are some things you should know that will aid you in surviving the harsh terrain. In the guide provided below, you’ll find helpful tips on designing your character, and an overview of the continents and places present on Zendikar, some of which you may even set foot in! Play it safe and stay on your toes, or charge in with reckless abandon to crush your enemies. The choice is yours, brave adventurer!
Whispers from the Aeons - The Player's Guide
While also found in the Player's Guide, a link will be provided here for Plane Shift: Zendikar.
Both of those links have everything you need to know about designing a character to participate in this adventure! All characters will be starting at level one with their starting class/background equipment. You may use whatever gold you have available to buy what you can afford. Point-buy is used for determining ability scores, and due to a seventh ability score (Sanity), you'll have 32 points instead of 27 to work with. Homebrew archetypes found within the player's guide are preferred by me, and will be preferred by you as you level up. I'm not sure just how many players I want in the campaign, but I want at least five. I'll decide based on the applications I see what the limit to the group will be. Some other points to consider:
The Plot Hook:
The group of adventurers begin in Affa, a small, yet thriving, city located along the southern coast of Akoum. A vampire woman, known as Vielara of the vampire house Ghet, is a well-established figure in the city's "hierarchy", having her hands in almost everything. This has, in turn, brought her much wealth and success, a fact she flaunts with elegant parties and theatrical performances and dramas.
Wanting to expand her horizons and establish her name and reputation throughout the whole of Zendikar, she has made a great risk, deciding to begin her own expedition house, much like the famous expedition houses based in Sea Gate: the Valakut House, the Pelakka Foundation, and the Akoum, Murasa, and Bala Ged Expeditionary Houses. Several months of negotiations, construction, and under-the-table deals went into establishing the base of operations for her expedition house, Tekentlar, Vampire for "Delvers in Mystery". Once it was built and established, she sent the call out amongst all of the largest concentrations of population, recruiting daring adventurers and explorers who might seek fame, fortune, or lore.
You are one of those adventurers. For reasons of your own, you find yourself now in Affa, standing in the Pit of Cakorot, a gladiator stadium, with a large crowd of others who likewise wish to become members of the Tekentlar Expedition House.
When submitting a character idea, I'd like to see a fully-fleshed out character before approval. But if all you have time for at the moment is a character idea, then feel free to post that too, with the intention of fleshing them out when you have time. The important part is the spoilers: it makes scrolling through posts -much- easier. Here's a useable format for what I'd like to see:
Vielara Ghet: True Neutral Vampire Rogue (Nirkana Lacerator)
Character Stats:
STR: 12 (+1) DEX: 14 (+2) CON: 14 (+2) INT: 16 (+3) WIS: 9 (-1) CHA: 14 (+2) SAN: 10 (+0) (Saves: DEX & INT)
Armor Class: 14 (12+DEX)
HP: 10/10 MP: 2/2 (1 in black, 1 in blue) PP: 3/3 (if a Mystic)
Skills: Acrobatics (+4), Athletics (+3), Intimidation (+4), etc.
Senses: Darkvision, 60 ft.; Proficiency: Rogue, background stuff; Languages: Common, Vampire
Combat:
Traits:
Equipment:
Background/Backstory:
Background: Courtier
Biography:
Character Description/Portrait:
Either post a picture here or give me a description, but I -will- need a picture for your icons during a battle.
I'll make my choices eventually. PM me if you have any questions; otherwise please keep the posts here limited to character submissions.
Kayn: Chaotic Good Grotag Goblin Wizard (Spawnbinder Mage)
Character Sheet:
Kayn
STR:08 (-1) DEX:14 (+2) CON:14 (+2) INT:15 (+2) WIS:12 (+1) CHA:14 (+2) SAN: 10 (+0) (Saves: INT & WIS)
Armor Class: 13 (11+DEX) Speed: 25' Senses: Darkvision 60'
HP: 20/20 MP: 2/0 (Red/Blue)
Skills: Arcana (+4), Insight (+3), Animal Handling (+3), Investigation (+4), Persuasion (+6)
Proficiency: Daggers, darts, slings, quarterstaffs, light crossbows, trapper's tools; Languages: Common, Goblin, Elvish
Combat:
Traits:
Spells
Int - Spell Save DC: 12 - Spell Attack Modifier: +4
Cantrips
Fire bolt, Create Bonfire, Control Flames
1st (4)
*Find Familiar*, *Sleep*, *Shield*, Charm Person, Chromatic Orb, *Feather Fall*, Burning Hands, Mage Armor
2nd (2)
Scorching Ray, Earthbind
Mana
Int - Spell Save DC: 12 - Spell Attack Modifier: +4
RED
One - Eldritch Blast, Sacred Flame, Shocking Grasp, or, as a free action, deal an extra 1d4 radiant damage on a hit.
Two - Burning Hands, Divine Favor, Guiding Bolt, Hellish Rebuke
Three - Flame Blade, Scorching Ray, Shatter, or, as a free action, deal an extra 3d10 radiant damage on a hit.
BLUE
One - Dancing Lights, Minor Illusion, Vicious Mockery, or, as a free action, advantage on a Charisma (Deception) check.
Two - Command, Disguise Self, Hideous Laughter, or, as a free action, you can telepathically speak to any creature you can see within 120 feet of you in this manner for the next 24 hours.
Three - Blur, Detect Thoughts, Enthrall, Invisibility
Equipment:
Background:
Background: Guild Merchant for the Grotag Clan
FEATURE: GUILD MEMBERSHIP
As an established and respected member of a guild, you can rely on certain benefits that membership provides. Your fellow guild members will provide you with lodging and food if necessary, and pay for your funeral if needed. In some cities and towns, a guildhall offers a central place to meet other members of your profession, which can be a good place to meet potential patrons, allies, or hirelings.
Guilds often wield tremendous political power. If you are accused of a crime, your guild will support you if a good case can be made for your innocence or the crime is justifiable. You can also gain access to powerful political figures through the guild, if you are a member in good standing. Such connections might require the donation of money or magic items to the guild’s coffers.
You must pay dues of 5 gp per month to the guild. If you miss payments, you must make up back dues to remain in the guild’s good graces.
Traits:
I always want to know how things work and what makes people tick.
I believe that anything worth doing is worth doing right. I can’t help it — I’m a perfectionist.
Ideal:
Generosity. My talents were given to me so that I could use them to benefit the world.
Bond:
One day I will return to my clan and prove that I am the greatest tamer of them all.
Flaw:
I’ll do anything to get my hands on something rare or priceless - Especially rare creatures.
Backstory
Kayn, born as Krghunne, got his name from his very first encounter with a human. He was a youngling and was fascinated with a mound of termites, far on the outskirts of his tribe's territory, surrouned by sugarcane. He honestly thought he'd be able to get them to dance if he could find their queen, assassinate her, and take her position. He was digging at the mound for what felt like an hour before the ground shook beneath him, the dirt on the mound sliding off with each heavy thump. It took him a moment, as he reared up on his knees and stared at the mound, before he realized the sun had been blotted out. Looking up, he saw the culprit. It was a huge beast that looked as if it were carved from stone. Its giant arms and hands were acting as legs and a long lizard-like tail protruded from its back in place of actual legs. This was also the first time he had seen a Hurda.
Strapped to the hurda's back were two massive sacks containing a substantial amount of food and other various goods. Next to the beast was a large human dressed in travelling clothes accented with a wide-brimmed hat. "What do we have here?" He said, staring at Krghunne. "Are you a youngling from the Grotag tribe? What're you doing all the way out here?"
Krghunne was speechless. Not at the sight of the human. He could care less about the soft-flesh pink man. Instead he scrambled atop the monstrous beast, exploring the creature in awe. "I'll take that as a yes," the man said. "Hold on tight, we're taking you home." When introductions finally came, he scoffed at Krghunne's name and said, "We'll just call you Kayn."
This was just the first beast of many that Kayn had found himself fascinated with as he got older. The man had visited more and more often through the years, and Kayn would always find himself waiting on the outskirts of town for him. He was Parleydin, a merchant that hired his tribe to collect and train any creatures they could find around their tribal area. During one visit in particular, he brought along a human woman.
Kayn didn't care much for the woman, as he was more fascinated with the stories that Parleydin would tell about the creatures and beasts he had seen in his travels. But in this particular visit, it wasn't Parleydin that was being observed by Kayn. The woman seemed to shadow Kayn and watch him as he interacted with the tribe. She observed his eating, his familial habits, and interactions with a sort of curiosity that would make any normal person feel uneasy. Before Parleydin left, he offered Kayn the opportunity to join them.
This was the start of Kayn's apprenticeship with Lillith. He spent the following years tending and training Parleydin's stock while at the same time learning the arcane arts from this mysterious teacher. She showed him how she was able to take a creature, study its behavior, and, in a ritual of enchantment, bond herself to that creature. She could even make the creature dance! Kayn knew from that moment forward that he had to learn the secrets of that art. And so he took to studying the woman's teachings feverishly, watched her in her routines, studied the way she interacted with people, and eventually found himself in the position he's in today.
He answered Vielara's call for explorers, determined to find and tame the beasts of Zendikar in his travels. When he walked into the arena, he stopped, looked around, and said, "Ummm... I tink mebe there was a mistake?" He turned to run back out, but the gates had already closed.
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Am interested. Will edit post once I have character set up and read through the links.
Veythe: Chaotic Good Human Bard (College of Blades)
Character Stats:
STR: 11 (+0) DEX: 16 (+3) CON: 14 (+2) INT: 12 (+1) WIS: 11 (+0) CHA: 15 (+2) SAN: 13 (+1) (Saves: DEX & CHA)
Armor Class: 14 (11+DEX)
HP: 10/10 MP: 2/2 (1 White, 1 Black )
Skills: Acrobatics (+5) Animal Handling (+0) Arcana (+3) Athletics (+2) Deception (+2) History (+1) Insight (+0) Intimidation (+2) Investigation (+1) Medicine (+0) Nature (+1) Perception (+2) Performance (+2) Persuasion (+2) Religion (+1) Slight of Hand (+3) Stealth (+3) Survival (+2)
Senses: None Proficiency: Light Armor, simple weapons, hand crossbows, longswords, shortswords, rapiers, survival (from background), arcana (from background), athletics, acrobatics, perception, lyre (instrument; from background), lute (instrument), pan flute (instrument), dulcimer (instrument) Languages: Common, Kor Sign Language, Merfolk (from background)
Combat:
Spells:
Cantrips: 2
Spells: 4
Slots: 1st, 2/2
You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action.
If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell.
You create a burst of thunderous sound, which can be heard 100 feet away. Each creature other than you within 5 feet of you must make a Constitution saving throw. On a failed save, the creature takes 1d6 thunder damage.
The spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d4 for each slot level above 1st.
A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.
You cause a tremor in the ground in a 10-foot radius. Each creature other than you in that area must make a Dexterity saving throw. On a failed save, a creature takes 1d6 bludgeoning damage and is knocked prone. If the ground in that area is loose earth or stone, it becomes difficult terrain until cleared.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
This spell sends creatures into a magical slumber. Roll 5d8; the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures).
Starting with the creature that has the lowest current hit points, each creature affected by this spell falls unconscios until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature's hit points from the total before moving on to the creaure with the next lowest hit points. A creature's hit points must be equal to or less than the remaining total for that creature to be affected.
Undead and creatures immune to being charmed aren't affected by this spell.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, roll and additional 2d8 for each slot level above 1st.
Traits:
Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time.
You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest.
Your Bardic Inspiration die changes when you reach certain levels in this class. The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level.
Slots. The Bard table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
Spells. You know four 1st level spells of your choice from the bard spell list.
The Spells known column of the Bard table shows when you learn more bard spells of your choice. Each of these spells must be of a level for which you have spell slots, as shown on the table. For instance, when you reach 3rd level in this calss, you can learn one new spell of 1st or 2nd level.
Additionally, when you gain a level in this class, you can choose one of the bard spells you know and replace it with another spell from the bard spell list, which also must be of a level for which you have spell slots.
Ability. Charisma is your spellcasting ability for your bard spells. Your magic comes from the heart and soul you pour into the performance of your music or oration. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modfier when setting the saving throw DC for a bard spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Charisma modifier (12)
Spell attack modifier = your proficiency bonus + your Charisma modifier (+4)
Equipment:
Background: Inheritor
The best way to get me to do something is to tell me I can't do it. (pulled from Criminal)
I judge people by their actions, not their words. (pulled from Folk Hero)
I'm always picking things up, absently fiddling with them, and sometimes accidentally breaking them. (pulled from Outlander)
Friendship. Material goods come and go. Bonds of friendship last forever. (Good) (pulled from Charlatan)
Aspiration. I work hard to be the best there is at my craft. (Any) (pulled from Guild Artisan)
Respect. All people, rich or poor, deserve respect. (Good) (pulled from Urchin)
People. I help the people who help me--that's what keeps us alive. (Neutral) (pulled from Urchin)
I can't resist a pretty face. (pulled from Charlatan)
If there's a plan, I'll forget it. If I don't forget it, I'll ignore it. (pulled from Criminal)
I have an insatiable desire for carnal pleasures. (pulled from Noble)
Doesn't like to enter holy buildings.
Fond of headbutting anyone she gets in an argument with.
Unusually tall for her race.
Must apologize to anything, person or animal, before she kills it.
Has a non-combat pet.
Only drinks one specific type of alcohol, believes all others are worthless.
Has names for all her pieces of equipment and speaks to them often.
Biography:
They died the next day.
After her parents died Veythe was taken in by a local well-to-do family Nimana. They were strangers to her and the exact type of people that her parents often warned her about--on the surface one thing, but underneath another. Their actions spoke loud of their deceipt, and when she was sixteen she killed the parents in their beds in the dead of night, and fled.
Veythe spent the rest of her life so far traveling, honing word and blade in equal measure. Through much trial and error she learned to entertain with her blades, and dazzle many with feats of daring action. She took to slipping into traveling troupes of entertainers and merchant groups, taking in gossip and words about the deceptive people she'd been raised on.
At night Veythe would dress and hide her face with a mask and kill the people she'd found to have the double facade--who cared not for the people, or society, but for money. Who hurt others for the sake of hurting, who treated others with cruelty.
Veythe has spent her entire life believing in her talents, that she is doing good for the world, and regrets that her path has taken her down a bloody one. She dislikes the killing but sees it as a necessary evil to prune back society and keep things on an even keel towards better. If she can save a person--just one person--it has to mean she's doing something good, right?
To deal with the guilt of taking a life Veythe has often fallen in to amorous affairs and hard cider. She apologizes for her kills not because she feels they shouldn't die, but because she wishes they didn't have to. One of her affairs resulted in a child, forced Veythe to stay stationary for a full term of the pregnancy. She refused to terminate the child--she would not be that type of woman.
She left the babe with his father after he was born and never looked back. She didn't even bother to find out the child's gender--she couldn't stand the thought of handling such an innocent life with her bloodied hands, but having born such a small thing only strengthened her resolve. To make the world better for her child, she'd tackle any challenge that came her way.
Character Description/Portrait:
Current:
Secrets of the Greenwold - DM | Recruiting Thread | Campaign Thread
Historic:
Dawning - A Homebrew Campaign - DMTomb of Annihilation - DM
Dragon Heist of Waterdeep - DM
Hoard of the Dragon Queen - DM | Recruiting Thread | Campaign Thread
I'll read through the links and whip up a character. Reserved for later.
Latonu Alik: Lawful Neutral Ula Merfolk Mystic ( Order of the Chronarch )
Character Stats:
STR: 9 (-1) DEX: 14 (+2) CON: 14 (+2) INT: 16 (+3) WIS: 12 (+1) CHA: 12 (+1) SAN: 14 (+2) (Saves: WIS & INT )
Armor Class: 14 (12 + DEX)
HP: 10/10 MP: 2/2 ( both blue ) PP: 4/4
Skills: Arcana ( +5 ), History ( +5 ), Nature ( +5 ), Perception ( +3 ), Survival ( +3 )
Senses: Amphibious(?). Proficiency: Navigator's Tools.
Languages: Common, Merfolk, Elvish, Vampire, Silent speech of Kor
Movement: Swimming & Walking speed 30ft
Combat:
Traits:
Equipment:
Background & Backstory:
Background: Sage
Specialty: Researcher
FEATURE: RESEARCHER
When you attempt to learn or recall a piece of lore, if you do not know that information, you often know where and from whom you can obtain it. Usually, this information comes from a library, scriptorium, university, or a sage or other learned person or creature. Your DM might rule that the knowledge you seek is secreted away in an almost inaccessible place, or that it simply cannot be found. Unearthing the deepest secrets of the multiverse can require an adventure or even a whole campaign.
Personality Traits: There’s nothing I like more than a good mystery. I’ve read every book in the world’s greatest libraries—or I like to boast that I have.
Ideal: Self-Improvement. The goal of a life of study is the betterment of oneself.
Bond: I wish to unravel a personal mystery.
Flaw: I am easily distracted by the promise of information.
Quirk: You consume only water and raw vegetables
Biography:
Currently just a short concept, I'll flesh it out more.
Latonu Alik is a 21 y/o merfolk who wishes to unravel the mystery of her fathers death. She loves exploration and actively seeks new knowledge, which is why she wants to join the Tekentlar Expedition House.
Character Description/Portrait:
I'm going to add this later as well.
Ato the Seeker: Chaotic Neutral Cosi Merfolk Rogue (Cosi's Trickser) 3
Character Sheet:
STR: 12 (+1) DEX: 15 (+2) CON: 12 (+1) INT: 14 (+2) WIS: 14 (+2) CHA: 12 (+1) SAN: 12 (+1) (Saves: DEX & INT)
Armor Class: 13 (11+DEX)
HP: 21/21 MP: 4/4 (3 blue, 1 black)
Movement: walking speed 30', swimming speed 30'
Skills: Acrobatics (+4), Athletics (+3), Deception (+5), Insight (+4), Investigation (+6 w/ expertise), Perception (+4), Sleight of Hand (+4), Stealth (+4)
Proficiency: Light armor, simple weapons, hand crossbows, longswords, rapiers, shortswords, thieves tools (Ability+4 w/ expertise), dice set, flute
Languages: Common, Merfolk, Vampire, Thieves' Cant
Combat:
Racial Traits:
Class Traits:
As long as you venerate Cosi and his ideals, you also gain access to a unique set of maneuvers. By spending a black or blue mana point, you are able to perform one of the maneuvers listed below:
Disturbing Blow. As an action, make an attack against a creature. On a hit, you deal normal damage to the target, and the target suffers disadvantage on all attacks it makes until the end of its next turn.
Half-Gone. As a reaction, make a Dexterity (Stealth) check contested by the attacker's attack roll. If you win the contest, the attack passes through you, causing the attacker to miss.
Mind Games. You cast the spell Detect Thoughts.
Spells:
Racial Cantrip (True Strike): CHA Spell Save DC 11, Spell Attack Modifier +3
Mana:
INT Spell Save DC 12, Spell Attack Modifier +2
BLUE
One -Dancing Lights, Minor Illusion, Vicious Mockery, or, as a free action, advantage on a Charisma (Deception) check.
Two - Command, Disguise Self, Hideous Laughter, or, as a free action, you can telepathically speak to any creature you can see within 120 feet of you in this manner for the next 24 hours.
Three - Blur, Detect Thoughts, Enthrall, Invisibility
Four - Counterspell, Fear, Hypnotic Pattern, Major Image
Five - As an action, you create a 20-foot cube of psychic energy within 120 feet of you. Each creature in that area must make an Intelligence
saving throw. On a failed save, a target takes 8d8 psychic damage and is stunned until the end of your next turn. On a successful save, a target takes half as much damage.
BLACK
One - Chill Touch, Poison Spray, Spare the Dying, or, as a free action, advantage on a Charisma (Intimidation) check.
Two - Bane, False Life, Inflict Wounds, or, as a reaction, impose disadvantage on an attack roll against you.
Three - Blindness/Deafness, Darkness, Ray of Enfeeblement, or, as a free action, regain hit points equal to half the amount of damage you dealt with your most recent attack.
Four - Animate Dead, Bestow Curse, Revivify, Vampiric Touch
Five - As an action, you target one creature you can see within 120 feet of you. The target must succeed on a Wisdom saving throw or be paralyzed for one minute.
Equipment:
Leather armor, shortsword, two daggers, sword breaker, four javelins, broadspear (hollow), dungeoneer’s pack (backpack, crowbar, hammer, 10 pitons, 10 torches, tinderbox, 10 days of rations, waterskin, 50 feet of hempen rope), thieves’ tools, set of clothes, pouch, stone tablet, 5 rations, 10 days water, climbing claws
Treasure:
GP: 43
Background & Backstory:
BACKGROUND: URBAN BOUNTY HUNTER (*characteristics bits cribbed from multiple backgrounds)
PHYSICAL DESCRIPTION:
Ato stands 5’8” tall, with blue mottled skin that has a sheen of scale to it. As is typical for his kind, he has fins along his shins and forearms, graduating from the bluish tinge of his body to green at the edges. Lithe and lightly muscled, he moves with a subtle, sinuous grace. He is clad in form-fitting leather armor of blue-grey that appears to crafted of sharkskin.
BACKSTORY:
Born and raised in the warren-like streets of Sea Gate, Ato discovered early in life that his outlook on life didn't exactly match up with that of most of his kind. He saw a world where nothing stayed the same of long and only the chaos of change could be relied upon. As he came of age, he fell under the influence of some of the shadier elements in the city and came to follow the creed of Cosi the trickster. All too soon, he found he might be better off living in a place with a "looser" outlook and found a ship to take him away from the only place he'd ever called home.
Like a bit of flotsam on the sea, he worked here and there for a time, before fate landed him in the Free City of Nimana on Guul Draz. Ato discovered in time, that he had a certain knack for finding things, or more specifically, finding people, and made a name for himself retaking escaped slaves trying to flee the city to freedom. Life was good for a while, or as good as can be hoped for under the thumb of the Vampires, but over time the weight of what he was doing began to take it's toll upon his conscience.
By dint of good luck, Ato heard word of the new Tekentlar Expedition House being established and hopes to be able to put his skills to another use, without needing to rob others of their freedom. He knew that no one escaped the clutches of the vampires once they became enmeshed in their scheming, but he still hoped this might be an easier thing to live with. A few favors, a few weeks time, and now Ato stood on the blood-stained floor of the Pit of Cakorot, ready to see what Cosi had in store for him next.
Ato the Seeker on GDrive
I'd like to play a Revised Ranger, subclass Horizon Conclave that could be suited for the setting, unfortunately I am on holiday so, I will post a complete character sheet after 4th September
Ellangril of the Adalbern Tribe of Kargan, C/G Human (Variant) Barbarian
Ellangil [Pronounced Ee – Lawn – Gil]
[Ell derived from Aljan means ‘Strength, Power’ ; Angil derived from Engel means ‘Angel’]
Description: Standing at 6’4” with deeply tanned skin, Ellangil held a daring crystalline blue-eyed stare at any who would attempt to lock eyes. His dark brown, almost black, hair pulled back into a ponytail on the top with the sides of his head shaved. The barbarian’s beard hung about 5” from his chin in a double braid. Across his back was sheathed a big bastard sword and at his side were two hand axes. To those with an eye to discern such things, he definitely knew how to use them.
STR: 15 (+2) DEX: 16 (+3) CON: 16 (+3) INT: 10 (0) WIS: 10 (0) CHA: 9 (-1) SAN: 10 (0) (Saves: STR & CON)
Armor Class: 16 (10+DEX+CON) Speed: 30’ Senses: N/A Alignment: C/G
HP: 15/15 MP: 2/2 (1 in Red, 1 in Green)
Skills: Athletics (+4), Perception (+2), Survival (+2), Animal Handling (+2), etc.
Proficiency: Barbarian, Leatherworking Tools, Horseback Riding Languages: Common, Draconic
Combat:
Traits:
1. You have advantage on Strength Checks and Strength saving throws.
2. When you make a melee weapon Attack using Strength, you gain a +2 bonus to the damage roll. This bonus increases as you level.
3. You have Resistance to bludgeoning, piercing, and slashing damage.
Variant Human Feat: Dual Wield
You master fighting with two weapons, gaining the following benefits:
Equipment:
Bastard Sword, (2) Hand Axe, (5) Javelin, Explorer's Pack (Includes a backpack, a bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations, and a waterskin, 50 feet of hempen rope), Leatherworking Tools, a shovel, an iron pot, a set of common clothes, and a belt pouch containing 10 gp
Background/Backstory:
Background: Hunter / Leatherworker of the Adalbern Tribe of Kargan (Folk Hero)
Feature: Rustic Hospitality - Since you come from the ranks of the common folk, you fit in among them with ease. You can find a place to hide, rest, or recuperate among other commoners, unless you have shown yourself to be a danger to them. They will shield you from the law or anyone else searching for you, though they will not risk their lives for you.
Defining Event: A celestial creature read my fortune and revealed a great secret.
Personality Trait: I judge people by their actions, not their words.
Ideal: Tyrants must not be allowed to oppress the people.
Bond: Nothing is more important than the other members of my Tribe.
Flaw: The tyrant who rules my tribe will stop at nothing to see me killed.
Backstory
Ellangil was raised in the Adalbern Tribe located at the Western edge of the Kargan Lands before you headed towards the Teeth of Akoum. His mother had died at child birth, and his father six years later during a hunting trip that ran into a Hellion that rose from one of the volcanic fissures in the Akoum region. His father was the tribal war commander and good friend to their Chief, Garwaeld. Chief Garwaeld ensured the tribe took good care of Ellangil, and he personally mentored him like a member of his family. Alaric was the son of Chief Garwaeld and the two children became friends that turned into a brother bond as the years went on. When the tribe would hold their varying events to test the youths in their preparation for manhood, Alaric and Ellangil were always first and second. The elders of the tribe could easily see the bonds that were once held by Chief Garwaeld and Ellangil’s father.
It was at the time of the great hunt that things changed. When the young men hit eighteen years of age, they were required to undergo the great hunt to prove they were worth of the ritual for manhood. The value of this hunt was to gain respect through a hard kill. Those who just wanted to be simple hunters or tribal tradesmen, would bring back wild boars, deer, and the like. To be considered a member of the elite warriors of the tribe, the beast needed to be vicious enough to be able to kill you.
Ellangil had been wandering the desert for the last 3 days trying to find a creature that would help him stand out. Giant scorpions and lions were stalking about, but he knew that Alaric would seek a prize beyond recognition. As he dropped down into a small ravine amidst the crags, he could hear the sounds of battle. He crept in for a closer look. He realized that it wasn’t battle sounds but the screams of men and women. Three great minotaur were tearing into some of the tribesmen who appeared to be out on a food hunt; the minotaur were seeking to rid them of the three boar that were being brought back.
Ellangil pulled out a javelin and threw it with all his might hitting the first minotaur in the leg; the tip coming through the beast’s front just above the knee. The minotaur dropped to his good knee grabbing his wound and howling that mixed of anger and pain. The other two turned towards Ellangil in shock, assessed the situation and set to a full charge before Ellangil could pull out a second javelin. Fear struck his eyes at the sight of these two massive beasts charging him, and he turned to run for a more advantageous position. Before he could arrive at a crevasse to hold up in, a horn gashed his side, under his arm. It missed being a full pierce, but damage had been done. He toppled to the ground as the two minotaur passed him from the charge, and had come to a stop about ten feet in front of him.
Adrenalin kicked in and Ellangil rose to his feet pulling his maul off his back in one smooth motion. Each of the bull men had battleaxes in their hands and were ready for a fight. They moved in, one to each side, as Ellangil raged and swung the weapon at the minotaur on the right. The giant bull tried to duck but the maul squared him at center chest. His eyes glossed over, his battle axe fell from his hands, and he dropped like a giant stone. Ellangil had no time to celebrate as the other minotaur’s shoulder rammed into his back sending Ellangil flying forward and landing on the ground; his maul flying out of his hands about five feet away.
He lay on his stomach pushing himself up with his hands when the battle axe slashed him on the left side of his back from his shoulder to his waistline. Ellangil screamed in pain as his rage subsided. He knew this would be the end. From above, a burst of white light struck the minotaur and engulfed his entire upper torso in radiant flames. It dropped dead as the smell of burnt leather rose in the air.
The tribesmen quickly came to Ellangil’s aid applying ointments and bandages to the wound on his back. Then everyone stopped as a female woman with four beautifully feathered wings landed before them. The tribesmen stepped back as she approached, knelt down, and whispered a word while touching his back. “Your wound will heal but you’ll have a scar to remember this day. For doing a good deed, I will grant you a fortune. Though you live in a world of chaos, you will bring good to your people. One day, you will sit at the head of the tribe and all will enjoy a rich life under your rule.”
Ellangil tried to look upon her, but her eyes had a glow of inner light with a glowing golden ring surrounding her head. She rose and looked upon each of the people still standing. “Remember these words for they will not come to pass until a great lie engulfs your people and hardship falls upon them for a time. Burn this truth to memory so that the lie will not take you too.” The angel spread her wings and took to flight, never to be seen again.
Ellangil returned a hero as the tribesmen carried him home along with the heads of the three minotaur (the one with the javelin through its leg could not move, and the tribesmen had circled it and watched it bleed to death). They spread the tales of Ellangil’s heroic act but chose to leave out the part with the angel. They knew no one would believe it. They claimed Ellangil tripped the minotaur into an erupting geyser causing it to burn. Since there was still a scar on Ellangil’s back, the downplayed the severity of the wound. The Chief declared Ellangil the victor of the great hunt and all celebrated except for Alaric. Alaric slayed a giant lizard and earned his way into the elite along with four other young men, but he had heard one of the tribesmen telling his woman what had fully taken place after becoming a bit inebriated.
In one evening, Alaric’s heart turned as black as a spider burrow, and he began plotting. A year had passed since that day, and the people still saw Ellangil as a hero carrying him in voice higher than they carried Alaric, the good chief’s son. Tragedy struck just as the angel had predicted. The king was dead, a green liquid around his lips, and Alaric was accusing Ellangil of the crime. He claimed Ellangil was riding off of his fame to win the people and take the chieftain’s seat for himself. Ellangil was out hunting and not there to defend himself. The deceit was laid beautifully for Alaric had placed the empty vial, with a drop of the green substance in the bottom, buried in Ellangil’s room. Everyone gasped as the thought of Ellangil stooping so low and began shouting for his head on a pike.
One of the tribesmen that Ellangil had saved snuck out of the village on horse and was lucky enough to have found Ellangil before anyone else. He spoke of what had happened and how he remembered the words of the angel. “RUN! Do not stop. Do not come back until you are in a better place to defend yourself and seek your revenge. Those of us that were there, we remember. We will be there when you need us.” He gave Ellangil the horse with a few supplies strapped to it, and watched him head off into the sunset. There would come a day that Ellangil would gain his revenge. He just needed to be patient.
Ellangil Character Sheet | Adventure: Zendikar - Whispers from the Aeons
Argonox Vindaine | Adventure: Beregost Blues
Ivy Dominik: Chaotic Neutral Kor Fighter
I have a pdf of my character sheet if you want to see it.
Character Stats:
Sanity 15, Strength 13, Dexterity 16, Constitution 12, Intelligence 14, Wisdom 11, Charisma 10
Background/Backstory:
Personality traits: I place no stock in wealthy or well-mannered folk. I feel far more comfortable around animals than I do humans.
Ideals: Change: Life is like the seasons, in constant change, and we must change with it.
Bonds: My tribe is the most important thing in my life.
Flaws: I am slow to trust others outside of my tribe.
Ivy is an Intersex person who highly rejects gender roles. Their tribe also rejects gender roles: they were once apart of a much bigger tribe, but a group broke off and formed their own tribe because of the rigid gender roles that the larger tribe often imposed. Ivy looks like a very masculine "female". Androgynous face, pretty smile, masculine jaw, one chin barbell that comes down in the middle looking like a soul patch beard. Broad shoulders, medium sized breasts, muscly arms, abs, thick hips, bum and thighs, muscled calves (I will do some art of them soon). Emerald eyes, 200 pounds, long pink and orange dreads, ivory skin, 5"4 height. Age 25, their weapon of choice is a scimitar that is secured to their right arm that flips out when needed to fight. A whip is curled at their waist.
TheRattieWitxh
Vesra - Kor Druid
STR: 12 (+1) DEX: 10 (+0) CON: 14 (+2) INT: 12 (+1) WIS: 16 (+3) CHA: 14 (+2) SAN: 11 (+0) (Saves: WIS & INT)
Armor Class: 12
HP: 10/10 MP: 2/2 (1 white, 1 red)
Proficiency: Athletics, Acrobatics, Nature, Survival, Animal Handling, Perception
Languages: Common, Kor, Druidic
Combat:
Spellcasting:
Attack: +5 DC: 13
Traits:
Equipment:
Backstory:
Background: (it’s a hack and slash of Noble, Outlander, and Inheritor.)
Personality Trait: When I set my mind to something, I follow through no matter what gets in my way. Thinking is for other people. I prefer action.
Ideal: There’s no good in pretending to be something I’m not.
Bond: Nothing is more important than my sister.
Flaw: There’s no room for caution in a life lived to the fullest. By my words and actions, I often brought shame to my family.
Backstory:
Born two and a half minutes before her sister Vasha, Vesra was the eldest child of her tribe’s chieftain. Her father had high hopes that she would one day grow into the leader of their tribe, but the young Kor could never live up to her father’s expectations of her. Vesra was no warrior, a klutz who would often find herself tangled up in her people’s infamous hooks. Of course, her father had little luck with finding an heir in Vasha. While the younger twin was clearly a gifted fighter, Vasha lacked the temperament to lead their tribe.
Vesra would run away from the lessons the Tribe Elders would teach, hiding away in the wilderness for hours on end. Eventually, someone would come out and find her, but she would always get a few hours to herself. Vesra enjoyed talking to the plants and animals, as well as feeling the mana of the plane flow around her. After years of listening to the trees (and practicing what they told her), she eventually learned how to shape the mana herself. Vesra never shared this skill with her father, although she was more than happy to show off to her sister late at night when the two were supposed to be sleeping.
While no one else in the tribe really understood her, Vesra and Vasha were always thick as thieves. Their close bond was tested when, at 14, Vasha was recruited by the Guild of the White Forge. Their father had pushed Vesra to also join them, but after doing more damage to herself than to the dummy, the Guild recruiters had laughed at the notion. The two sisters were separated, and Vesra was left to bear the brunt of her father’s disappointment alone.
Miserable without her twin, Vesra lasted less than a year before running away. Vesra tracked the Guild for almost 15 months until she found where her sister was training. She hatched an escape plan, and helped break her sister out.
The twins spent the next 8 years traveling and learning on their own. They both vowed to never return to their tribe. The two sisters grew even closer, relying heavily on each other’s skills. Vesra would use her magical talents to provide, while Vasha would protect them. When they found themselves in cities and settlements, it would often be Vesra’s job to interact with the people they met. Vesra soon found that she had a talent for talking to people, a fact she rather enjoyed.
The months on her own didn’t harden Vesra; she’s still just as soft as the day she left her tribe. She is far more talkative than most Kor, a character trait that stands in stark contrast to her sister. Positive and sweet, she enjoys seeing the best in people. Vesra is also the kind of person to leap before she looks… And get tangled up in something on the way down. The Kor is almost a trouble magnet, much to the chagrin of her younger sister.
PBP: DM of Titans of Tomorrow
PBP: Lera Zahuv in Whispers of Dissent
PBP: Evaine Brae in Innistrad: Dark Ascension
PBP: Cor'avin in Tomb of Annihilation
Vasha, Neutral Kor Monk
STR:12 (+1) DEX:16 (+3) CON:12 (+1) INT:10 (+0) WIS:16 (+3) CHA:12 (+1) SAN: 12 (+1) (Saves: DEX & STR)
Armor Class: 16 (10+DEX+WIS) Speed: 30' Walk, 30' Climb
HP: 9/9 MP: 2/2 (2 in White)
Skills: Acrobatics (+5), Athletics (+3), Religion (+5), Stealth (+5), Survival (+5), Perception (+5)
Proficiency: Simple weapons, shortswords, stoneforge, kor windflute; Languages: Common, Kor Sign, Celestial
Combat:
Kor Hooks - +5 to hit; 1d4+3/1d4 (P/F/L/R)
Darts - +5 to hit; 1d4+3 (P/F/R (30'/60'))
Traits:
Kor Climbing: You have proficiency in the Athletics and Acrobatics skills. Climbing speed 30'
Lucky: When you roll a 1 on the d20 for an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.
Brave: You have advantage on saving throws against being frightened.
Unarmed Defense: Use WIS and DEX for unarmored AC
Martial Arts: Make unarmed attack as bonus action, use dex or str, monk weapons.
Mana
Wisdom - Spell Save DC: 13 - Spell Attack Modifier: +5
One - Light, Resistance, Thaumaturgy, or, as a free action, advantage on a Charisma (Persuasion) check.
Two - Cure Wounds, Sanctuary, Shield, or, as a free action, advantage on one attack roll.
Three - Lesser Restoration, Prayer of Healing, Warding Bond
Four - Beacon of Hope, Daylight, Protection From Energy, or, as a reaction, cause an attack roll targetting you to miss.
Five - As a bonus action, you gain resistance to bludgeoning, piercing, and slashing damage for one minute.
Equipment:
Pouch (Small hammer, pitons (10), tinder, flint), waterskin, Pouch (rations (10)), hemp rope (50'), Kor hooks, 10 darts, Eagle's Talon, Kor Clothing, Belt Pouch (10gp)
Background
Background: Outlander (Outcast)
FEATURE: 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 Trait: I place no stock in wealthy or well-mannered folk. Money and manners won’t save you from an enemy.
Ideal: Glory. I must earn glory in battle, for myself and my sister.
Bond: My sister is the most important thing in my life, even when she is far from me.
Flaw: I am slow to trust members of other races, tribes, and societies. I also keep notes on every single person I meet.
Backstory:
Vasha, twin sister of Vesra, and while Vesra may be the older of the two, Vasha feels very protective of her clumsy twin. The daughters of the tribe chieftain, Vasha and Vesra were always held to higher standards. But between Vesra's clumsiness and Vasha's poor attitude, both were deemed disappointments by their parents, and the twins felt like outcasts among their own people.
That is, until the Guild of the White Forge came looking for recruits. Their parents thought the Guild could bring honor to their family by selecting both daughters, hopefully to straighten them out. But only Vasha was chosen, to the great disappointment of her parents, and the tribe. She was taken against her will from her sister, and feared they'd never see one another again.
Vasha spent years in the Guild, learning all she could about becoming a Stoneforge, crafting weapons from the stones of the earth, and spending time within the monastery. While she found the knowledge useful, she was miserable being forced to stay in one place, separated from her sister, and not allowed to roam free as she was raised.
As time drew on, something within her told her she needed to escape. She didn't know why, but she knew she needed to follow her heart. She also knew the time wasn't right. Then one night, in the dead of the night, Vasha sat up from a deep sleep, only one thing in her head. Now. Now was the time.
Once reunited with her sister, the two began a new life together, away from the disappointment of their parents. While traveling, the sisters heard rumors of an expedition into the wilds of Zendikar, and a call for explorers. There were even more rumors of riches and honor, possibly even titles. Knowing rumors, especially ones heard in taverns, were just rumors, the twins decided to volunteer. What a better way to prove themselves better, at least in their own eyes, than their parents.
A dwarf with a canoe on his back? What could go wrong?
Fimwe, Kor Rogue
STR:12 (+1) DEX:17 (+3) CON:12 (+1) INT:15 (+2) WIS:11 (0) CHA:10 (0) SAN: 12 (+1) (Saves: DEX & INT)
Armor Class: 14 (10+DEX+leather armor) Speed: 30' Walk, 30' Climb
HP: 9/9 MP: 2/2 (2 in White)
Skills: Acrobatics (+5), Athletics (+3), Investigation (+5), Stealth (+7), Sleight of Hand (+5) Survival (+2), Perception (+2)
Profiicencies: simple weapons, shortsword, rapier, shortbow, thieves tools, kor hooks
Weapons/Attack:
Rapier (+5) - 1d8+3 piercing
Shortbow (+5) - 1d8+3 piercing
Dagger (+5) - 1d6+3 piercing
Kor hooks (+5) - 1d4+3/1d4
Traits:
Kor Climbing: You have proficiency in the Athletics and Acrobatics skills. Climbing speed 30'
Lucky: When you roll a 1 on the d20 for an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.
Brave: You have advantage on saving throws against being frightened.
Sneak attack: on a successful hit with advantage you can do an additional 1d6 damage. No need for advantage if foe is facing an enemy within 5 feet.
White Mana (2):
One - Light, Resistance, Thaumaturgy, or, as a free action, advantage on a Charisma (Persuasion) check.
Two - Cure Wounds, Sanctuary, Shield, or, as a free action, advantage on one attack roll.
Equipment:
Burglar's pack (stowed in pouches not a backpack), grappling hook, weapons/armor listed above, bedroll, thieves tools, incisors of large predatory cat on a cord, kor clothing
Background:
Outliner - Guide
Personality traits:
I watch over my friends like a litter of pups.
I have a lesson for every situation, drawn from the observation of nature.
Ideal:
It is each person's responsibility to make the most happiness for the entire tribe.
Bond:
Family/clan most important thing even when away from them.
Flaw:
Slow to trust people she doesn't know even of the same race outside her clan.
Backstory:
Fimwe grew up proving her dexterity and intelligence in multiple ways. Everyone in the clan knew her ability to sneak and swipe things though she never did this with anything important. More often than not she would actually leave things in a pocket rather than remove something. Due to her honorable way of acting she became trained in order to be a recovery agent of stolen or lost goods. She also learned how to be a guide as a way to gain money and honor for her clan.
She was selected to represent the clan to obtain a position with the Tekentlar Expedition House when the call for adventurers went out across the lands. It is the clans hopes this will bring greater honor to them. They also are hoping she finds information of anyone exploiting the land or ruining the sacred sites in search of wealth. This could cause a conflict of interest, but one they are hoping she can handle.
PbP - Beregost Blues - Portia Starflower, Half Elf, Cleric, Life Domain
PbP - Tome of Annhilation - Vistani Mocanu, Human, Bard
Skimmed through, sounds good, I'll get started on my char! Should I post it separately or in this post?
Update: Going for a red-leaning human blacksmith-y/fighter character.
You can't wait for inspiration. You have to go after it with a club.
-Jack London
Previous post updated with all character data.
Ellangil Character Sheet | Adventure: Zendikar - Whispers from the Aeons
Argonox Vindaine | Adventure: Beregost Blues
Thank you for all of those who expressed interest, both here and by PM! I've made my decisions and sent PMs and invitations to those accepted.