Feeper Bobstopper: A 25 year old gnome who loves pranking people. He's a child at heart and loves to have fun. Some of his pranks can include sneaking small animals into random people's backpacks. He loves using Prestidigitation on others. He is well known to the locals who tend to just let him have his fun. His fun spirit can bring smiles on people's
Dude he is still totally a child by gnomish standards, not even sure they are considered adults until like 50. Still a fun one.
Murtha Battleless, a daughter of the lead family of a noble clan, they are well known for producing exceptional male wizards, and exceptional female silver draconic sorcerers. What they don't want people to know is that they manufacture their sorceress' with the blood of a captive silver dragon and dark wizardry. They are somewhat of a mercenary group lending out their people to the highest bidder.
Muretha though was somewhat of a failure by their standards. She had no natural talent towards sorcery (low charisma, all stats between 11 and 13 base), and she saw much torment and abuse from her fellow family members because of it. She developed her abilities in secret, focusing on magic that would help her survive in her cutthroat family and gathering magic items to fortify herself (lots of plus to saving throws). After finally becoming a sorceress her family has allowed her to at least leave the estate as she is no longer a total embarrassment, though she keeps her true capabilities quiet.
She discovered the source of her families powers and has plans to move upward in the social classes and crush her family at any cost. She resents their treatment of her and has plans to marry a higher ranking noble lord while leading the most powerful members of her house into a trap to eliminate them. Making deals with any powerful groups or entities is something she strives for with almost no regard for her personal safety. Though she never learned any feats, she has focused on improving her charisma continuously.
Planned her for a big baddie in a small campaign but, well people moved away and we never got around to doing it online. I would love if you would use some variation of her for your campaign. I have something like a little short story written in for her. If you want it.
"Where words fail, swords prevail. Where blood is spilled, my cup is filled" -Cartaphilus
"I have found the answer to the meaning of life. You ask me what the answer is? You already know what the answer to life is. You fear it more than the strike of a viper, the ravages of disease, the ire of a lover. The answer is always death. But death is a gentle mistress with a sweet embrace, and you owe her a debt of restitution. Life is not a gift, it is a loan."
Feeper Bobstopper: A 25 year old gnome who loves pranking people. He's a child at heart and loves to have fun. Some of his pranks can include sneaking small animals into random people's backpacks. He loves using Prestidigitation on others. He is well known to the locals who tend to just let him have his fun. His fun spirit can bring smiles on people's
Dude he is still totally a child by gnomish standards, not even sure they are considered adults until like 50. Still a fun one.
Murtha Battleless, a daughter of the lead family of a noble clan, they are well known for producing exceptional male wizards, and exceptional female silver draconic sorcerers. What they don't want people to know is that they manufacture their sorceress' with the blood of a captive silver dragon and dark wizardry. They are somewhat of a mercenary group lending out their people to the highest bidder.
Muretha though was somewhat of a failure by their standards. She had no natural talent towards sorcery (low charisma, all stats between 11 and 13 base), and she saw much torment and abuse from her fellow family members because of it. She developed her abilities in secret, focusing on magic that would help her survive in her cutthroat family and gathering magic items to fortify herself (lots of plus to saving throws). After finally becoming a sorceress her family has allowed her to at least leave the estate as she is no longer a total embarrassment, though she keeps her true capabilities quiet.
She discovered the source of her families powers and has plans to move upward in the social classes and crush her family at any cost. She resents their treatment of her and has plans to marry a higher ranking noble lord while leading the most powerful members of her house into a trap to eliminate them. Making deals with any powerful groups or entities is something she strives for with almost no regard for her personal safety. Though she never learned any feats, she has focused on improving her charisma continuously.
Planned her for a big baddie in a small campaign but, well people moved away and we never got around to doing it online. I would love if you would use some variation of her for your campaign. I have something like a little short story written in for her. If you want it.
I would very much want to see the short story you wrote!
Andante, my first NPC Bard, is a member of the Diplomatic Corps. He is level 7 when I created him and he tours a province on the frontier of the empire (kingdom, whatever you want to call it). He is the emissary to the Dwarves to the north in the Sword Mountains so his travels usually take him from the capitol to his 'province' and then to the Dwarves and then back. He relays messages between the three and assesses the 'health' of the land trying to determine if something is amiss that needs to be investigated. In addition to his contacts in the government circles where he travels, and his contacts throughout the diplomatic corps, he is a secret member of the Ivy Leaf, a group of Rangers sworn to defend the kingdom from orcs. Several rangers in this organization operate along the frontier where Andante travels.
Andante has risen to a level in the Corps where he now mentors new members of the Corps. He is currently training a new Bard that has risen to level 3, Bene Timber. Andante is a human, but Bene Timber is a Half-Elf that was raised near a great Elven wood. Andante believes Bene Timber would be an ideal replacement in this area because he is a capable woodsman and can understand the habits of the rangers in the area. Andante is preparing to take Bene Timber on a trip to meet the Dwarves for the first time. Bene Timber has other special talents particularly with calligraphy and forgery. Andante recognized his talent for fine writing, which Bene learned growing up near Elves, and asked him to copy a few things. When Bene did a very good job of imitating the other handwriting, Andante gave him a few pointers of the things to look for in a forgery and asked him to practice not making those mistakes. So when Bene is in a civilized place, he spends a portion of his afternoon learning lore by reading or talking with folks about their legends -or- he spends an hour or two practicing his forgery skills.
Andante travels on horseback. He attempts to travel in the company of others instead of alone. This helps him survive, but also affords him an opportunity to talk to and learn from others about their lore and traditions. He learns information about places he has never visited. And his presence improves the safety of the company he travels with as well because he can use his party buff abilities to help them if the situation calls for it. His diplomatic credentials also allow him to enter towns and cities with ease, and usually he is able to let the merchants he travels with skip the formalities at the gates too. In the evenings he will play his lute and sing around a campfire and this lightens the mood of all the company.
Andante is a flashy dresser. He wears a padded garment with Elven Chain over that, and he wears a ruffled shirt over the Elven Chain. Usually he wears a fine vest over his shirt unless it is very hot or he is wearing traveling clothes because of the bad weather. He wears fine pants and fine boots that have a broad cuff just below the knee. He usually wears a rapier at his side and carries a dagger at his side as well as a Main Gauche in the small of his back on a wide black leather belt. The rapier is supported by a baldric (a wide leather belt that goes over the shoulder across the chest) and the baldric contains a leather pouch in the middle of his chest holding his favorite wooden flute, his spell casting focus. To top it off, he wears a broad rimed black hat (think Zoro the sowrd fighter) with a black plume. When he bows in greeting, he removes his hat with a flourish and a broad smile. He keeps his lt brown hair carefully trimmed and his beard and mustache are tightly cropped and likewise carefully maintained. He exhibits exemplary manners and grooming even when he is traveling between towns and cities.
If he ever has a cross word, it is quite memorable because he almost always attempts to charm his way into everyone's good graces. The public officials that have dealt with Andante know that he is going much further in the Diplomatic Corps and they are eager to do him favors when he asks. But Andante is gracious when others offer to help, not giving the first indication that he expects their assistance. Women often find themselves under his spell and the men around can see this. But Andante is very careful not to take advantage of women because that would complicate his ability to manage his diplomatic responsibilities. He has had to learn to 'break the spell' he has over women in a way to keep them from feeling embarrassed that they fell under his spell in the first place. But the same women will often find themselves under his spell again and again. The men that know Andante realize he manages these difficult situations with dignity so they don't worry about Andante and the women. But men that meet him for the first time are often weary of Andante in these circumstances so Andante has to watch them as close as they watch him.
Very few people know of Andante's successes in combat. He wants to maintain the mystery so that he has an advantage in negotiations. He wants to appear as purely the gentlemen but he wants his foes to be unsure of his abilities. Only a few of his superiors in the Diplomatic Corps in the capitol know of all his exploits because he must make a full account of his travels when he returns from every trip. These reports are always handled in person and there are no 'complete' written records of the affairs of the diplomats.
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Cum catapultae proscriptae erunt tum soli proscript catapultas habebunt
GR-55, A Warforged Gunslinger with a penchant for firearms and mayhem, has the same temperament and mannerisms as HK-47 from Knights of the Old Republic. Has a long cylinder body with a chimney at the top (Think IG-88 but Steampunk). Has a habit of blasting his way out of situations and has no idea why people have emotions. Typically filled with corny one liners calling people meat bags or flesh sacks. Would be kind of hilarious as an NPC with the most non-violent job possible, like a vet or shopkeep. Just an idea.
Devin "Da Poop": a young, street urchin notorious for being a little butt. He is the leader of a small street gang of children. often hated by other street children for being " a poop," he employs his talents and that of his group to steal from the party. Likely to pull petty tricks (such a pantsing, tripping, switching out your drinkables for something nasty, ect.) Obsessed with stealing mostly worthless objects that are kind of inconvenient to no longer have. (ie buttons on clothing, cork stoppers on potions, belt buckles, fantasy shoe laces.)
Devin is a scrawny lil human boy no older than ten. he wears a dirty once-white shirt, has dirt smears on his face, short dark hair he cut himself, and freckles. Devin Da Poop and his growing gang have their secret hideout atop the roofs of some old abandoned buildings. They use old clotheslines and stolen rope to make bridges between buildings that can only hold the weight of a child. Devin is a master of secret passages, often using his small size to escape into the walls of old buildings, down into sewers, or scramble up trees or lampposts to escape.
If he has been successfully stealing from the group, he may have fashioned himself some "kingly attire" out of whatever junk he took from them.
***
Aura Eloquent
A blue tiefling woman who is a tad bit full of herself who owns a pawn shop that is only *a little* shady. Aura grew up on the streets after being abandoned. She has little to no memories of her mother and no idea who her father was. To survive she got involved with organized crime, often acting as a scout or thief- eventually being sent to kill a few people in her teenage years before escaping that life and being taken in by the original owner of the pawn shop. (who has now died of old age)
Having known little of her parents, Aura has convinced herself that she is lost nobility and that the gang she was forced to serve had basically kidnapped her for a ransom that could not be paid. she is adamant that she was meant for high society and is always trying to get the local authority to recognize her name/blood as noble and help her discover the long lost family that must be looking for her. She can often be found trying to rub elbows with the high society folk who look down on her.
But the truth is, she was just the unplanned child of a night escort and was abandoned because her mother did not want her. But being a young child she couldn't really comprehend why someone wouldn't want her, so she invented a fantastical story for why her parents were not around and kept repeating it until she believed it was true.
Swiftsight Dirgesinger. A tabaxi performer who sings very sad songs, but no one takes him seriously because of how cute he is. And he resents them for it. He seems to be a kind soul, and will help adventurers if it doesn’t put him in risk, but if you call him cute he will be angry at you to the point of avoiding you for months.
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she/it pronouns
I watch. I wait. I listen. I like roleplaying games. Avid fan of messed up homebrew and horror rpgs. Lancer>dnd5e, go read Kill Six Billion Demons. I will shoot you with my transgenderification beam pew pew
Taryn Swansong. He is the local Grave cleric. He runs the town cemetery and funeral home. He is young and very Charismatic. Taryn would love to be married but the locals just don't consider a Grave cleric a good prospect. He is committed to his diety, but is seriously looking for a mate. so now he hangs out at taverns....if there is a female PC, Taryn will likely hit on her - in a polite way of course.
Failure at this town will prompt Tayrn to seek adventure. the PCs will meet him again, striking out in another city.
sorry been a bit busy, I will send it in a pm at some point, I swear.
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"Where words fail, swords prevail. Where blood is spilled, my cup is filled" -Cartaphilus
"I have found the answer to the meaning of life. You ask me what the answer is? You already know what the answer to life is. You fear it more than the strike of a viper, the ravages of disease, the ire of a lover. The answer is always death. But death is a gentle mistress with a sweet embrace, and you owe her a debt of restitution. Life is not a gift, it is a loan."
You see a group of Prisoners in shackles being guarded by 5 Drow Guards and being led by one Drow Priestess named Ilvara, they seem to be travelling to the Underdark, while you watch them being escorted you feel a minor tremor in the ground.
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REMEMBER: Wizards Of The Coast does not own DDB, they are two different companies. When you buy a physical book, WotC receives the money you bought it for, not DDB and vice versa. If you want a digital key to get an online book for free because you have the hardcopy book then DDB makes no money because you don't buy off DDB you buy off WotC, so please stop making threads about this issue. DDB needs money to continue helping people and servers aren't cheap.
Intense male tiefling lawyer. Although he tries to keep it a secret, Villus is actually a sorcerer with a pact with a devil (which one is up to the GM, but should imply some kind of future doom). The reason he is such a good lawyer is due to his remarkable ability with contracts — understandable, since to him, the matter of contracts is also a matter of life and death.
The best use of this NPC is of a distrusted and even hated person in his community. His race and profession ought to see to that. Perhaps he has had some unfavorable interaction with the characters. At any rate, he will represent the characters in an hour of need and save them from imprisonment, or worse. His is a life he sees as ultimately doomed, due to his dealings with dark powers; however, this is his incentive to do right in the world, even though that world sees him as evil.
Rugby (Stallin Tempo) Treehawk: Wood elf Ranger, inclined to use a crossbow and maintain safe distances from opponents
Appropriate proficiency in Deception, Acrobatics, Stealth, Sleight of Hand (Very Roguish Ranger, I know)
Main Character traits: Thief, Liar, Confident, Brash, Impulsive, Charismatic, Moderately Wise, Adventurous
Rugby Treehawk exclusively uses the name Stallin Tempo to put distance from himself and his family (Though he loves his family he worries about his parents becoming keen on his actions). He is a kleptomaniac and an avid liar about it but otherwise is a morally upstanding character; He has a disdain for killers. He is a friendly character whose skills mostly revolve around theft, and quick escapes. He is of high confidence and is trustworthy with many things, but will flee from any overtly dangerous encounter (In my campaign he eventually grows out of this and becomes extremely reliable when asked to do something by the actual Party). Prefers to meditate in the mornings, and has grown to be capable of meditating on a running horse if properly secured to a rider.
Xander Duskwalker: Wood elf Bard (College of swords), inclined to use a rapier and well-thought out tactics to better the odds
Appropriate profiency in Medicine, Persuasion, Perception, Insight
Main Character Traits: Confident, Overly friendly, Drug user and seller, Criminal Contact, Charismatic
Xander Duskwalker is heavily interested in primarily partying. He works as a form of leader to other criminals in the area while also maintaining ties to nobility in whatever city he is in. He comes off as very energetic and has a genuine joy in meeting adventurers. He may come off as an unintelligent elf at times but actually puts in a lot of thought into anything he does, simply behaving as a fool often to lower others' guards and to gently get information from them or to make himself appear un-threatening. Though he is a criminal contact and assists in dishing out jobs for people with less savory characters he is actually not a hostile person generally. He believes in letting people do as they wish and in such helps enable drug users as he is one himself. He also is a fan of throwing large parties at his own expense for his associates and anyone else who wishes to join.
Loxodon Druid. Tends to a royal garden, has no respect for anyone that disrespects nature.
Tiefling Shopkeeper. Runs a prestigious custom clothing shop. Known for their minor illusion enchantments that enhance the fashion (such as glowing trimming or clothes that change color).
Orc librarian who is the classic trope of the old lady that spends all their time behind the counter telling people to SHHH.
Roaming band of Changeling and Kenku bards that put on plays of epic stories.
Tavros Sinder: Ancient Half-Elven alchemist and potioneer. Tall, thin, with Doc Brown crazy white hair and twitchy, half crazed demeanor. Sells potions with powerful effects...and unknown side effects:
Example potions :
Sentience Salve: This thick red paste can be applied over one minute to an inanimate object of up to large size, according to the following table. At the completion of its application, the object animates as if you had cast the Animate Objects spell on it.
Unintended Effect: “Im a chair, I’m not used to being alive!”…The animated creature gains the following feature: When the creature takes damage, roll a d4. On a 4 the creature goes berserk. On each of its turns while berserk, the creature attacks the nearest creature it can see. If no creature is near enough to move to and attack, the animated creature attacks an object, with preference for an object of its own size or smaller. It continues to do so until it is destroyed or its controller succeeds on a DC 17 Charisma (Persuasion) check as an action to calm it.
Champions Coffee: This clear potion is dark brown and tastes extremely bitter. As an action, you can drink this potion to gain a +10 bonus to your speed, and a +2 bonus to hit and damage made with melee and ranged weapon attacks over the next hour.
Unintended Effect: That went right through you! At the end of the hour, make a DC 17 Constitution Saving Throw. On a failure, you immediately soil yourself. You and all creatures within 10 feet of you take 7 (2d6) poison damage, and you have disadvantage on Charisma Checks and Saving Throws until you spend one hour cleaning yourself and your armor/clothing. On a success, you (and those around you) take no damage, but you have disadvantage on Charisma Checks and Saving Throws until you spend one hour cleaning yourself and your armor/clothing. You can clean yourself and your armor during a short rest.
Wonderous Water: This potion is colorless, odorless, and tasteless. You can drink this potion as an action, gaining immunity to non-magical damage for one minute.
Unintended Effect: “Its ordinary water….with a hint of LSD”. The above effect is an illusion cast in the mind of the user. Whenever the user takes damage, they can make a DC 17 Wisdom Saving throw to recognize the illusion. On a failure, they justify the damage by assuming the creatures attacks are magical. On a success, they realize the potion is ordinary water spiked with hallucinogenic drugs and the illusion ends.
(that last one he gives to people he doesn't like)
A very, very old wizard.Their whole gist being that they carry different keys all over their body. These tied to strings hanging over their neck, arms, and rest of body. (There's a lot of these keys.) Each key corresponds to a certain door inside of this Wizard's home, and behind each door lies something special.
I could see multiple potential comedic moments with this person. Such as, them opening a wrong door while trying to show the party something, whereupon a large fist punches out of the door and hits the Wizard. Or, the NPC could have a mental breakdown over losing one of their keys. I feel like it could be a wonderful character.
Skeggy the red: A Goblin samurai who has ended up in your homebrew world while fighting his dreaded enemy, Hadgar Greystone. He is now searching for a way back, back to the past. Think Samurai Jack...but as a goblin.
Hadgar Greystone: A Death Cleric Duergar with a small army of skeleton warriors with him. Arch-nemesis of Skeggy the Red. Worships Laduguer so he may or may not be cu off from his power depending on your setting. Think a more evil version of Skeletor from He-Man.
Every campaign needs a NPC who is common folk. Hubert is human farmer who lives seven miles away from town. Hubert grows cabbage in his small farm. Hubert has wife and two children.
Karic Windiver CG a human Druid the leader of a bandit clan, mostly uses them to keep monsters from causing problems. He is calm and if needs to fight the party argues that what he is doing is justified
Dogger LE a human a human thief a Lieutenant of the clan, he is looking for a way to remove karic from power and take his place. He smuggles and sells what the clan steals. Could work with the party
Norok fron LN Dragonborn veteran a lieutenant of the clan, after his mercenaries were unable to find work in the area they joined the clan, he has the loyalty of most of the clan and trains the fighters. Most likely to die but can be convinced that he should leave the area
the clan is made of 30 people, 5 thugs, 5 scouts , 12 bandits, 5 commoners, Karic (Druid), Dogger (master thief), and Norok (champion)
it has two bases a road that they placed a road block on and a abandoned shrine
Dude he is still totally a child by gnomish standards, not even sure they are considered adults until like 50. Still a fun one.
https://ddb.ac/characters/828938/7I5siI
Murtha Battleless, a daughter of the lead family of a noble clan, they are well known for producing exceptional male wizards, and exceptional female silver draconic sorcerers. What they don't want people to know is that they manufacture their sorceress' with the blood of a captive silver dragon and dark wizardry. They are somewhat of a mercenary group lending out their people to the highest bidder.
Muretha though was somewhat of a failure by their standards. She had no natural talent towards sorcery (low charisma, all stats between 11 and 13 base), and she saw much torment and abuse from her fellow family members because of it. She developed her abilities in secret, focusing on magic that would help her survive in her cutthroat family and gathering magic items to fortify herself (lots of plus to saving throws). After finally becoming a sorceress her family has allowed her to at least leave the estate as she is no longer a total embarrassment, though she keeps her true capabilities quiet.
She discovered the source of her families powers and has plans to move upward in the social classes and crush her family at any cost. She resents their treatment of her and has plans to marry a higher ranking noble lord while leading the most powerful members of her house into a trap to eliminate them. Making deals with any powerful groups or entities is something she strives for with almost no regard for her personal safety. Though she never learned any feats, she has focused on improving her charisma continuously.
Planned her for a big baddie in a small campaign but, well people moved away and we never got around to doing it online. I would love if you would use some variation of her for your campaign. I have something like a little short story written in for her. If you want it.
"Where words fail, swords prevail. Where blood is spilled, my cup is filled" -Cartaphilus
"I have found the answer to the meaning of life. You ask me what the answer is? You already know what the answer to life is. You fear it more than the strike of a viper, the ravages of disease, the ire of a lover. The answer is always death. But death is a gentle mistress with a sweet embrace, and you owe her a debt of restitution. Life is not a gift, it is a loan."
I would very much want to see the short story you wrote!
Andante, my first NPC Bard, is a member of the Diplomatic Corps. He is level 7 when I created him and he tours a province on the frontier of the empire (kingdom, whatever you want to call it). He is the emissary to the Dwarves to the north in the Sword Mountains so his travels usually take him from the capitol to his 'province' and then to the Dwarves and then back. He relays messages between the three and assesses the 'health' of the land trying to determine if something is amiss that needs to be investigated. In addition to his contacts in the government circles where he travels, and his contacts throughout the diplomatic corps, he is a secret member of the Ivy Leaf, a group of Rangers sworn to defend the kingdom from orcs. Several rangers in this organization operate along the frontier where Andante travels.
Andante has risen to a level in the Corps where he now mentors new members of the Corps. He is currently training a new Bard that has risen to level 3, Bene Timber. Andante is a human, but Bene Timber is a Half-Elf that was raised near a great Elven wood. Andante believes Bene Timber would be an ideal replacement in this area because he is a capable woodsman and can understand the habits of the rangers in the area. Andante is preparing to take Bene Timber on a trip to meet the Dwarves for the first time. Bene Timber has other special talents particularly with calligraphy and forgery. Andante recognized his talent for fine writing, which Bene learned growing up near Elves, and asked him to copy a few things. When Bene did a very good job of imitating the other handwriting, Andante gave him a few pointers of the things to look for in a forgery and asked him to practice not making those mistakes. So when Bene is in a civilized place, he spends a portion of his afternoon learning lore by reading or talking with folks about their legends -or- he spends an hour or two practicing his forgery skills.
Andante travels on horseback. He attempts to travel in the company of others instead of alone. This helps him survive, but also affords him an opportunity to talk to and learn from others about their lore and traditions. He learns information about places he has never visited. And his presence improves the safety of the company he travels with as well because he can use his party buff abilities to help them if the situation calls for it. His diplomatic credentials also allow him to enter towns and cities with ease, and usually he is able to let the merchants he travels with skip the formalities at the gates too. In the evenings he will play his lute and sing around a campfire and this lightens the mood of all the company.
Andante is a flashy dresser. He wears a padded garment with Elven Chain over that, and he wears a ruffled shirt over the Elven Chain. Usually he wears a fine vest over his shirt unless it is very hot or he is wearing traveling clothes because of the bad weather. He wears fine pants and fine boots that have a broad cuff just below the knee. He usually wears a rapier at his side and carries a dagger at his side as well as a Main Gauche in the small of his back on a wide black leather belt. The rapier is supported by a baldric (a wide leather belt that goes over the shoulder across the chest) and the baldric contains a leather pouch in the middle of his chest holding his favorite wooden flute, his spell casting focus. To top it off, he wears a broad rimed black hat (think Zoro the sowrd fighter) with a black plume. When he bows in greeting, he removes his hat with a flourish and a broad smile. He keeps his lt brown hair carefully trimmed and his beard and mustache are tightly cropped and likewise carefully maintained. He exhibits exemplary manners and grooming even when he is traveling between towns and cities.
If he ever has a cross word, it is quite memorable because he almost always attempts to charm his way into everyone's good graces. The public officials that have dealt with Andante know that he is going much further in the Diplomatic Corps and they are eager to do him favors when he asks. But Andante is gracious when others offer to help, not giving the first indication that he expects their assistance. Women often find themselves under his spell and the men around can see this. But Andante is very careful not to take advantage of women because that would complicate his ability to manage his diplomatic responsibilities. He has had to learn to 'break the spell' he has over women in a way to keep them from feeling embarrassed that they fell under his spell in the first place. But the same women will often find themselves under his spell again and again. The men that know Andante realize he manages these difficult situations with dignity so they don't worry about Andante and the women. But men that meet him for the first time are often weary of Andante in these circumstances so Andante has to watch them as close as they watch him.
Very few people know of Andante's successes in combat. He wants to maintain the mystery so that he has an advantage in negotiations. He wants to appear as purely the gentlemen but he wants his foes to be unsure of his abilities. Only a few of his superiors in the Diplomatic Corps in the capitol know of all his exploits because he must make a full account of his travels when he returns from every trip. These reports are always handled in person and there are no 'complete' written records of the affairs of the diplomats.
Cum catapultae proscriptae erunt tum soli proscript catapultas habebunt
Playing a character currently, maybe a giggle.
GR-55, A Warforged Gunslinger with a penchant for firearms and mayhem, has the same temperament and mannerisms as HK-47 from Knights of the Old Republic. Has a long cylinder body with a chimney at the top (Think IG-88 but Steampunk). Has a habit of blasting his way out of situations and has no idea why people have emotions. Typically filled with corny one liners calling people meat bags or flesh sacks. Would be kind of hilarious as an NPC with the most non-violent job possible, like a vet or shopkeep. Just an idea.
Devin "Da Poop": a young, street urchin notorious for being a little butt. He is the leader of a small street gang of children. often hated by other street children for being " a poop," he employs his talents and that of his group to steal from the party. Likely to pull petty tricks (such a pantsing, tripping, switching out your drinkables for something nasty, ect.) Obsessed with stealing mostly worthless objects that are kind of inconvenient to no longer have. (ie buttons on clothing, cork stoppers on potions, belt buckles, fantasy shoe laces.)
Devin is a scrawny lil human boy no older than ten. he wears a dirty once-white shirt, has dirt smears on his face, short dark hair he cut himself, and freckles. Devin Da Poop and his growing gang have their secret hideout atop the roofs of some old abandoned buildings. They use old clotheslines and stolen rope to make bridges between buildings that can only hold the weight of a child. Devin is a master of secret passages, often using his small size to escape into the walls of old buildings, down into sewers, or scramble up trees or lampposts to escape.
If he has been successfully stealing from the group, he may have fashioned himself some "kingly attire" out of whatever junk he took from them.
***
Aura Eloquent
A blue tiefling woman who is a tad bit full of herself who owns a pawn shop that is only *a little* shady. Aura grew up on the streets after being abandoned. She has little to no memories of her mother and no idea who her father was. To survive she got involved with organized crime, often acting as a scout or thief- eventually being sent to kill a few people in her teenage years before escaping that life and being taken in by the original owner of the pawn shop. (who has now died of old age)
Having known little of her parents, Aura has convinced herself that she is lost nobility and that the gang she was forced to serve had basically kidnapped her for a ransom that could not be paid. she is adamant that she was meant for high society and is always trying to get the local authority to recognize her name/blood as noble and help her discover the long lost family that must be looking for her. She can often be found trying to rub elbows with the high society folk who look down on her.
But the truth is, she was just the unplanned child of a night escort and was abandoned because her mother did not want her. But being a young child she couldn't really comprehend why someone wouldn't want her, so she invented a fantastical story for why her parents were not around and kept repeating it until she believed it was true.
Swiftsight Dirgesinger. A tabaxi performer who sings very sad songs, but no one takes him seriously because of how cute he is. And he resents them for it. He seems to be a kind soul, and will help adventurers if it doesn’t put him in risk, but if you call him cute he will be angry at you to the point of avoiding you for months.
she/it pronouns
I watch. I wait. I listen. I like roleplaying games. Avid fan of messed up homebrew and horror rpgs. Lancer>dnd5e, go read Kill Six Billion Demons. I will shoot you with my transgenderification beam pew pew
Taryn Swansong. He is the local Grave cleric. He runs the town cemetery and funeral home. He is young and very Charismatic. Taryn would love to be married but the locals just don't consider a Grave cleric a good prospect. He is committed to his diety, but is seriously looking for a mate. so now he hangs out at taverns....if there is a female PC, Taryn will likely hit on her - in a polite way of course.
Failure at this town will prompt Tayrn to seek adventure. the PCs will meet him again, striking out in another city.
sorry been a bit busy, I will send it in a pm at some point, I swear.
"Where words fail, swords prevail. Where blood is spilled, my cup is filled" -Cartaphilus
"I have found the answer to the meaning of life. You ask me what the answer is? You already know what the answer to life is. You fear it more than the strike of a viper, the ravages of disease, the ire of a lover. The answer is always death. But death is a gentle mistress with a sweet embrace, and you owe her a debt of restitution. Life is not a gift, it is a loan."
You see a group of Prisoners in shackles being guarded by 5 Drow Guards and being led by one Drow Priestess named Ilvara, they seem to be travelling to the Underdark, while you watch them being escorted you feel a minor tremor in the ground.
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Villus Bloodscribe
Intense male tiefling lawyer. Although he tries to keep it a secret, Villus is actually a sorcerer with a pact with a devil (which one is up to the GM, but should imply some kind of future doom). The reason he is such a good lawyer is due to his remarkable ability with contracts — understandable, since to him, the matter of contracts is also a matter of life and death.
The best use of this NPC is of a distrusted and even hated person in his community. His race and profession ought to see to that. Perhaps he has had some unfavorable interaction with the characters. At any rate, he will represent the characters in an hour of need and save them from imprisonment, or worse. His is a life he sees as ultimately doomed, due to his dealings with dark powers; however, this is his incentive to do right in the world, even though that world sees him as evil.
Rugby (Stallin Tempo) Treehawk: Wood elf Ranger, inclined to use a crossbow and maintain safe distances from opponents
Appropriate proficiency in Deception, Acrobatics, Stealth, Sleight of Hand (Very Roguish Ranger, I know)
Main Character traits: Thief, Liar, Confident, Brash, Impulsive, Charismatic, Moderately Wise, Adventurous
Rugby Treehawk exclusively uses the name Stallin Tempo to put distance from himself and his family (Though he loves his family he worries about his parents becoming keen on his actions). He is a kleptomaniac and an avid liar about it but otherwise is a morally upstanding character; He has a disdain for killers. He is a friendly character whose skills mostly revolve around theft, and quick escapes. He is of high confidence and is trustworthy with many things, but will flee from any overtly dangerous encounter (In my campaign he eventually grows out of this and becomes extremely reliable when asked to do something by the actual Party). Prefers to meditate in the mornings, and has grown to be capable of meditating on a running horse if properly secured to a rider.
Xander Duskwalker: Wood elf Bard (College of swords), inclined to use a rapier and well-thought out tactics to better the odds
Appropriate profiency in Medicine, Persuasion, Perception, Insight
Main Character Traits: Confident, Overly friendly, Drug user and seller, Criminal Contact, Charismatic
Xander Duskwalker is heavily interested in primarily partying. He works as a form of leader to other criminals in the area while also maintaining ties to nobility in whatever city he is in. He comes off as very energetic and has a genuine joy in meeting adventurers. He may come off as an unintelligent elf at times but actually puts in a lot of thought into anything he does, simply behaving as a fool often to lower others' guards and to gently get information from them or to make himself appear un-threatening. Though he is a criminal contact and assists in dishing out jobs for people with less savory characters he is actually not a hostile person generally. He believes in letting people do as they wish and in such helps enable drug users as he is one himself. He also is a fan of throwing large parties at his own expense for his associates and anyone else who wishes to join.
Some loose ideas:
Loxodon Druid. Tends to a royal garden, has no respect for anyone that disrespects nature.
Tiefling Shopkeeper. Runs a prestigious custom clothing shop. Known for their minor illusion enchantments that enhance the fashion (such as glowing trimming or clothes that change color).
Orc librarian who is the classic trope of the old lady that spends all their time behind the counter telling people to SHHH.
Roaming band of Changeling and Kenku bards that put on plays of epic stories.
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Gnome who thinks she is a short elf.
Aaracofra and Elf dating (you think human and elf is a tragical couple? Aaracofra die at 30)
A family of red dragons that wish to substitute the currency for their scales, so they will be the richest in the world.
A demon that is in love with an angel and needs to find some kind of magic that could turns her into a celestial.
A turquiose dragon born of the union between a green dragon and a blue dragon.
A albino golden dragon that is confused with a white dragon.
A drow cleric of the god of the sun.
Hmmm. a Kenku bard. Wouldn't that be a Mime?
No, it would be a living gramophone!
Tavros Sinder: Ancient Half-Elven alchemist and potioneer. Tall, thin, with Doc Brown crazy white hair and twitchy, half crazed demeanor. Sells potions with powerful effects...and unknown side effects:
Example potions :
Sentience Salve: This thick red paste can be applied over one minute to an inanimate object of up to large size, according to the following table. At the completion of its application, the object animates as if you had cast the Animate Objects spell on it.
Unintended Effect: “Im a chair, I’m not used to being alive!”…The animated creature gains the following feature: When the creature takes damage, roll a d4. On a 4 the creature goes berserk. On each of its turns while berserk, the creature attacks the nearest creature it can see. If no creature is near enough to move to and attack, the animated creature attacks an object, with preference for an object of its own size or smaller. It continues to do so until it is destroyed or its controller succeeds on a DC 17 Charisma (Persuasion) check as an action to calm it.
Champions Coffee: This clear potion is dark brown and tastes extremely bitter. As an action, you can drink this potion to gain a +10 bonus to your speed, and a +2 bonus to hit and damage made with melee and ranged weapon attacks over the next hour.
Unintended Effect: That went right through you! At the end of the hour, make a DC 17 Constitution Saving Throw. On a failure, you immediately soil yourself. You and all creatures within 10 feet of you take 7 (2d6) poison damage, and you have disadvantage on Charisma Checks and Saving Throws until you spend one hour cleaning yourself and your armor/clothing. On a success, you (and those around you) take no damage, but you have disadvantage on Charisma Checks and Saving Throws until you spend one hour cleaning yourself and your armor/clothing. You can clean yourself and your armor during a short rest.
Wonderous Water: This potion is colorless, odorless, and tasteless. You can drink this potion as an action, gaining immunity to non-magical damage for one minute.
Unintended Effect: “Its ordinary water….with a hint of LSD”. The above effect is an illusion cast in the mind of the user. Whenever the user takes damage, they can make a DC 17 Wisdom Saving throw to recognize the illusion. On a failure, they justify the damage by assuming the creatures attacks are magical. On a success, they realize the potion is ordinary water spiked with hallucinogenic drugs and the illusion ends.
(that last one he gives to people he doesn't like)
A very, very old wizard.Their whole gist being that they carry different keys all over their body. These tied to strings hanging over their neck, arms, and rest of body. (There's a lot of these keys.) Each key corresponds to a certain door inside of this Wizard's home, and behind each door lies something special.
I could see multiple potential comedic moments with this person. Such as, them opening a wrong door while trying to show the party something, whereupon a large fist punches out of the door and hits the Wizard. Or, the NPC could have a mental breakdown over losing one of their keys. I feel like it could be a wonderful character.
I have no personality.
Every campaign needs a NPC who is common folk. Hubert is human farmer who lives seven miles away from town. Hubert grows cabbage in his small farm. Hubert has wife and two children.
Karic Windiver CG a human Druid the leader of a bandit clan, mostly uses them to keep monsters from causing problems. He is calm and if needs to fight the party argues that what he is doing is justified
Dogger LE a human a human thief a Lieutenant of the clan, he is looking for a way to remove karic from power and take his place. He smuggles and sells what the clan steals. Could work with the party
Norok fron LN Dragonborn veteran a lieutenant of the clan, after his mercenaries were unable to find work in the area they joined the clan, he has the loyalty of most of the clan and trains the fighters. Most likely to die but can be convinced that he should leave the area
the clan is made of 30 people, 5 thugs, 5 scouts , 12 bandits, 5 commoners, Karic (Druid), Dogger (master thief), and Norok (champion)
it has two bases a road that they placed a road block on and a abandoned shrine
Mostly nocturnal
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