Looking to take part in an adventure unfettered by the DnD norms? Want to explore a city where demons and angels live side by side while shopkeepers you bump into can vary from being beholders to being a pixie dragon? If yes, then Turn of Fortune's Wheel is the adventure for you! This campaign takes place in the Outlands and Sigil, the plane of existence in the center of the multiverse. Creatures from all the planes live side by side in tentative peace within the floating city of Sigil which is the thriving metropolis heart of the multiverse.
Turn of Fortune's Wheel is a campaign where anything is possible. It will take you from levels 3-10 and 17. If you want to get a feel for what the setting will be like, read the spoilers below
Intro to Planescape
The multiverse is everything known and everything beyond. Encompassing worlds planes, life, and death, the multiverse’s infinite infinities brim with wonder, terror, secrets, and—above all—possibility. Every D&D adventure takes place in the multiverse. Beyond the lone worlds of the Material Plane are countless other realities and the paths and portals that connect every edge of eternity. Those who seek the wonders of the planes take their first step into the endless possibilities of a Planescape campaign.
What Is Planescape?
Planescape is the D&D multiverse and so much more. Beyond the Great Wheel cosmology (detailed in the Dungeon Master’s Guide), Planescape focuses on reality-bending adventures and aesthetics unbound from those of mortal worlds. Just as other D&D settings highlight certain concepts but can host any genre of adventure or style of play, the same is true of Planescape. Adventures in Planescape campaigns often focus on the following themes:
Backstage of Reality. Planescape adventures provide glimpses of the daily lives of unfathomable beings—like gods, angels, and demons—and how they act (and interact) when mortals aren’t their primary concern. The mysteries of life and the afterlife are widely known to these creatures.
Everywhere at Once. Planescape adventures span worlds, planes, and possibilities. Travel between incredible realms is common, especially via portal-rich locales like Sigil and the Outlands. Adventurers are likely to see multiple impossible sights every day.
Multiversal Scale. In Planescape adventures, dangers might threaten countless worlds, or the fate of the multiverse might hang in the balance. By the same token, wonders are commonplace, and true marvels are often wild in the extreme.
No Single Truth. The multiverse makes room for everything, and beliefs manifest as fantastic creatures. Planescape adventures often pit philosophies against one another and highlight subjective views. Situations might encourage characters to reexamine their beliefs in the face of plane-spanning philosophies, conflicts, and revelations.
Power and Possibility. The planes are home to beings of phenomenal power, yet the smallest things make a difference. Although adventurers might seem insignificant in the grand scheme of the multiverse, their choices hold the power to change reality.
Stage of Contradictions. In Planescape adventures, Celestials might be evil, Fiends might be apathetic, and yetis might sell snow cones. What you do defines you, not what others assume about you.
Everything D&D. Anything from any D&D setting and anything you can imagine might appear in Planescape adventures. Characters might encounter D&D’s greatest characters and monsters in situations where they’re not pitted against one another.
What is Sigil?
Sigil is the crossroads of the multiverse, a city at the center of the Great Wheel. Connected to every plane of existence and the infinite worlds among them, the City of Doors brims with commerce, travel, schemes, and adventure. Sigil is commonly referred to as the Cage because the only way into or out of the city is through one of its countless portals—pathways controlled by the enigmatic Lady of Pain.
Where Is Sigil?
Sigil simultaneously exists at the center of the Great Wheel and nowhere. In the middle of the Outlands, an impossibly tall needle of a mountain, the Spire, rises into the sky. Sigil floats above the apex of the Spire, barely visible from the ground, constructed on the inside of a massive stone torus. Attempts to ascend to the city by climbing or flight are futile, as are efforts to reach the top of the Spire.
Sigil at a Glance
Once inside the city, a visitor is greeted by a vast urban tangle of bladed buildings in a wild array of architectural styles. Built within a great ring, the city curves before and behind observers, as if they stood in a bowl or valley, stretching upward and disappearing into an industrial haze. On a clear day, a creature that looks upward sees the other side of the city, curving far overhead. Visitors can find this reality unsettling. There are no suns, moons, stars, or other celestial bodies in the sky above Sigil, though city lights twinkle above in the darkest hours.
Sigil is built to the edges of the ring, forming a wall of structures along its border. Anyone who climbs atop this outer wall of buildings can look out over the edge into an empty sky. Few who cross the edge are ever heard from again. Those who pass over the edge don’t end up in the Outlands; rather, they are flung to random corners of the planes.
Life in Sigil
Creatures from every corner of the planes live and toil in the City of Doors, bringing fragments of their cultures to the multiversal hub. Over eons, these cultural tenets have blended and evolved into a unique way of life made possible by the myriad portals that exist at the Lady of Pain’s sufferance.
Inhabitants
Sigil is the backstage of the multiverse. Celestials and Fiends share drinks in genie-owned taverns, agents of evil gods trot through the streets astride nightmares, and hags stable faerie steeds alongside pegasi and beasts of living stone. As a result of this mingling, fundamentally incompatible parts of the multiverse come into direct contact. They don’t always clash, but when they do, authorities maintain order and stifle cosmic peril. Only when these eruptions threaten the city on a grand scale does the Lady of Pain intervene.
Humans are the earliest known inhabitants of the City of Doors. Some sages track the existence and spread of humans back to Sigil itself, rather than to a deity or its creations.
Various factions handle the day-to-day governance of Sigil, enforcement of laws, and maintenance of civic infrastructure. These groups each follow a philosophy inspired by a cosmic aspect of the multiverse, and they actively recruit visitors and citizens into their ranks.
Gods and godlike figures—including archdevils and demon lords—can’t enter Sigil by any means. However, their schemes and influence still find their way into the city through their agents.
Currency and Trade
Neither port nor proximity dictates trade in the City of Doors, granting its merchants and artisans access to the planes and their wondrous offerings. Woodcarvers whittle toys from golden trees toppled in Arborea, blacksmiths forge weapons from infernal ingots, and tavern chefs cook halfling recipes passed down on worlds of the Material Plane. With enough time, connections, and coin, one can find anything in Sigil’s markets.
A dizzying array of coinage flows through Sigil. It doesn’t matter where a coin was minted—if it’s made of precious metal and the weight is right, the money is usually good. However, some traders are particular about the currencies they accept. An efreeti merchant selling instruments from the City of Brass might accept only rainbow sapphires from the Elemental Plane of Earth. Perhaps a night hag hawking rare spell components refuses all currency but fresh larvae from Hades, while a bone devil might siphon years off the buyer’s life as payment for a diabolical blade.
What are the Outlands?
The Outlands are a plane of concordant opposition—a disk-shaped plane of perfect neutrality at the center of the Outer Planes. Anything and everything can flourish on the impartial and balanced canvas of the Outlands: a broad region whose boundless terrain blends to match the extreme forces that shape it. Arid, flame-scarred plains give way to heroic mountain ranges sculpted in the likenesses of gods, moldy caverns ruled by sapient fungi, bottomless seas, and anything else that makes for great adventures.
Cosmic Realignment
Save for the domains of gods, realms in the Outlands are subject to a planar phenomenon known as cosmic realignment. When a location embodies the nature of one of the Outer Planes too closely, that plane absorbs the location and its inhabitants, restoring balance to the Outlands and expanding that plane. Some creatures combat cosmic realignment by acting in direct opposition to the linked plane’s temperament, while others gladly welcome this fate or pursue it outright.
Currency and Trade
Bartering is common in the vast and varied realms of the Outlands. When money exchanges hands, it often takes the form of a lodestar—a weakly magnetic, cobalt coin stamped on both sides with a five-point star. Minted in the gate-town of Tradegate (detailed later in this chapter), a lodestar is valued at 1 gp elsewhere.
Language
Like Sigil, the Outlands are home to speakers of every language, but creatures generally speak Common. Still, certain locations attract those who favor a particular tongue. For example, residents of towns with high concentrations of devils tend to also speak Infernal, while those in locales frequented by angels prefer to trumpet their holy praise in Celestial.
Religion and the Gods
Creatures in the Outlands revere gods as folk do anywhere else. At the center of the Great Wheel, faiths are as diverse as their worshipers, who hail from neighboring planes and distant Material Plane worlds. The Outlands contain the domains of several gods, such as the hidden tower of Annam the All-Father, creator of giants, and the gaseous realm of the beholder god Gzemnid. Devout worshipers, whether alive or dead, gravitate to their gods and carry out their will.
Time and Directions
Though the plane has no apparent suns, moons, or stars, the Outlands experience day and night cycles, sometimes referred to as peak and antipeak, respectively. In the morning, the sky gradually brightens, darkening to night 12 hours later. In the absence of clearly visible celestial bodies, travelers orient themselves based on the direction of the Spire, known as spireward. The opposite of spireward is brinkward.
If you are interested, feel free to fill out the application listed below
-Character Name
-Race
-Class and Sublass (start at level three, no multiclass until you reach level 5)
-Ability Scores (4d6, reroll 1's once. If you don't like what you get, you may reroll again or use point buy or standard array)
-Background
-Backstory (Please read the spoiler below)
This is a campaign of self-discovery. The characters all begin with amnesia, and they will be questing to partly discover who you were. You could have been a conquering warlord, a peaceful prince, a simple peasant, or a scholar with a dizzying intellect. You could have been anything, good or evil!
As such, your character backstory is up to your imagination. You could have been anything before you ended up in Sigil with no memories. Try to put some effort into your character concept, but I will warn you, character death is quite common in this setting. Fortunately, through reasons that will be revealed later, characters coming back to life is very easy and simple.
As you create your backstory, please answer the following as well:
What was the greatest decision or turning point in your character’s life? If your character made a different decision, how might their life be different? How would they be different if they made choices based on others’ expectations?
What is something your character wishes they could change about themselves? How would the best version of themselves be different?
What is your character’s signature possession or physical trait? What makes you certain that your character would retain this no matter what could have happened in their life?
-Your choice of a feat or uncommon magic item (please specify)
-An RP sample of your character in their previous life before winding up in Sigil (This will be the primary thing I look at when selecting players. I'm looking for people who are investing in storytelling because this campaign is very sandboxy. It will be up to the players to drive the story forward. Make it juicy!)
If there already weren't enough words to read, here's some more!
I expect at least one post a day from the players. You can expect one from me as well. However, I understand if life gets busy and you can't post for a bit. When this happens, please let us know in advance or as soon as possible. I am currently a college student who is working two jobs, so there may be periods when I post every other day. I will let you know when this happens.
I will be running this campaign on Discord. I have found that Discord does a very good job at keeping things organized. While I may not be the best at Avrae yet, I like it better than how DnDBeyond runs things.
I'm looking for 4-6 players that love telling and crafting stories. If you're in this just for combat, this isn't the campaign for you. This campaign has heavy exploration and social aspects.
This post has potentially manipulated dice roll results.
Ability scores: 101214181412
Do you allow multiclassing in your campaign? If it's permitted, I'd like to explore a Tiefling Sorcerer/Warlock or a Dragonborn Paladin/Warlock combination.
Do you allow multiclassing in your campaign? If it's permitted, I'd like to explore a Tiefling Sorcerer/Warlock or a Dragonborn Paladin/Warlock combination.
As was mentioned in the original post, you can multiclass at level five, but not until then.
Do you allow multiclassing in your campaign? If it's permitted, I'd like to explore a Tiefling Sorcerer/Warlock or a Dragonborn Paladin/Warlock combination.
As was mentioned in the original post, you can multiclass at level five, but not until then.
Name: Race: Fairy Class: Cleric (tbd) Background: Rune Carver Backstory: He served the high priest to the fairy royal family. He last act was to defend as they were caught in the firefight to overthrow the royal family. He died defending the prince and princesses.
Backstory| Before losing her memory Flynt was a hunter of considerable potential. Her youth was spent tracking and hunting aberrations, beasts and other ill-meaning threats that encroached the surrounding forest territories of her homelands. Her talents were noticed by an elite faction of inter-planer bounty hunters who offered to train her talents further. She accepted. After years of grueling trials Flynt was ready for her first mission. She eventually arrives in Sigil only to forget her mission and mark.
What was the greatest decision or turning point in your character’s life?
Flynt often wonders what it would have been like if she had stayed in her homelands. Her people were experiencing a time of relative peace and she had trained enough young hunters to leave without worry for her people. Should she have stayed to enjoy that peace? The temptations of the multi-verse drew her otherwise.
What is something your character wishes they could change about themselves?
Flynt wishes the hunt didn’t feel so good.
What is your character’s signature possession or physical trait?
Like other members of the inter-planer bounty hunter faction, Flynt has a thin-lined circle tattoo on the palm of her left hand.
Feat/Weapon|
Planer Wanderer feat (although there is overlap with subclass abilities, I like the flavour.) As for weapon: Quiver of Ehlonna.
RP Sample|
Landing prone, skin stinking of sulphur , hair singed and soot across her brow, Flynt raises her head refusing failure, spits a mouthful of blood to the ground.
“Again.” A deep voice echoes disembodied in the dark.
Behind her, Flynt could still feel flames flicker out the mouth of the faintly shimmering umber tear in space and time. In front of her unfolds nothing but an endless constellation of portals flickering in spectral hues and intensity.
Flynt picks herself up and launches toward the next closest gateway into the unknown. Silence. Moments later, a soggy halfling flings through an azure window somewhere else in the liminal cavern, this time landing staunch and unfazed, moving forward with wilful momentum.
“Again!” The voice booms again. “Resilience!”
And again, Flynt hurls through pockets of the multiverse tempering her grit. And again, and again until suddenly no faint light of cosmic bridges and the worlds between them, only darkness.
“It’s time to find your own way.”
There, in a void built to make her the horizon walker she was born to be, Flynt steps forward into the future. [I cast find portal]
Looking to take part in an adventure unfettered by the DnD norms? Want to explore a city where demons and angels live side by side while shopkeepers you bump into can vary from being beholders to being a pixie dragon? If yes, then Turn of Fortune's Wheel is the adventure for you! This campaign takes place in the Outlands and Sigil, the plane of existence in the center of the multiverse. Creatures from all the planes live side by side in tentative peace within the floating city of Sigil which is the thriving metropolis heart of the multiverse.
Turn of Fortune's Wheel is a campaign where anything is possible. It will take you from levels 3-10 and 17. If you want to get a feel for what the setting will be like, read the spoilers below
Intro to Planescape
The multiverse is everything known and everything beyond. Encompassing worlds planes, life, and death, the multiverse’s infinite infinities brim with wonder, terror, secrets, and—above all—possibility. Every D&D adventure takes place in the multiverse. Beyond the lone worlds of the Material Plane are countless other realities and the paths and portals that connect every edge of eternity. Those who seek the wonders of the planes take their first step into the endless possibilities of a Planescape campaign.
What Is Planescape?
Planescape is the D&D multiverse and so much more. Beyond the Great Wheel cosmology (detailed in the Dungeon Master’s Guide), Planescape focuses on reality-bending adventures and aesthetics unbound from those of mortal worlds. Just as other D&D settings highlight certain concepts but can host any genre of adventure or style of play, the same is true of Planescape. Adventures in Planescape campaigns often focus on the following themes:
Backstage of Reality. Planescape adventures provide glimpses of the daily lives of unfathomable beings—like gods, angels, and demons—and how they act (and interact) when mortals aren’t their primary concern. The mysteries of life and the afterlife are widely known to these creatures.
Everywhere at Once. Planescape adventures span worlds, planes, and possibilities. Travel between incredible realms is common, especially via portal-rich locales like Sigil and the Outlands. Adventurers are likely to see multiple impossible sights every day.
Multiversal Scale. In Planescape adventures, dangers might threaten countless worlds, or the fate of the multiverse might hang in the balance. By the same token, wonders are commonplace, and true marvels are often wild in the extreme.
No Single Truth. The multiverse makes room for everything, and beliefs manifest as fantastic creatures. Planescape adventures often pit philosophies against one another and highlight subjective views. Situations might encourage characters to reexamine their beliefs in the face of plane-spanning philosophies, conflicts, and revelations.
Power and Possibility. The planes are home to beings of phenomenal power, yet the smallest things make a difference. Although adventurers might seem insignificant in the grand scheme of the multiverse, their choices hold the power to change reality.
Stage of Contradictions. In Planescape adventures, Celestials might be evil, Fiends might be apathetic, and yetis might sell snow cones. What you do defines you, not what others assume about you.
Everything D&D. Anything from any D&D setting and anything you can imagine might appear in Planescape adventures. Characters might encounter D&D’s greatest characters and monsters in situations where they’re not pitted against one another.
What is Sigil?
Sigil is the crossroads of the multiverse, a city at the center of the Great Wheel. Connected to every plane of existence and the infinite worlds among them, the City of Doors brims with commerce, travel, schemes, and adventure. Sigil is commonly referred to as the Cage because the only way into or out of the city is through one of its countless portals—pathways controlled by the enigmatic Lady of Pain.
Where Is Sigil?
Sigil simultaneously exists at the center of the Great Wheel and nowhere. In the middle of the Outlands, an impossibly tall needle of a mountain, the Spire, rises into the sky. Sigil floats above the apex of the Spire, barely visible from the ground, constructed on the inside of a massive stone torus. Attempts to ascend to the city by climbing or flight are futile, as are efforts to reach the top of the Spire.
Sigil at a Glance
Once inside the city, a visitor is greeted by a vast urban tangle of bladed buildings in a wild array of architectural styles. Built within a great ring, the city curves before and behind observers, as if they stood in a bowl or valley, stretching upward and disappearing into an industrial haze. On a clear day, a creature that looks upward sees the other side of the city, curving far overhead. Visitors can find this reality unsettling. There are no suns, moons, stars, or other celestial bodies in the sky above Sigil, though city lights twinkle above in the darkest hours.
Sigil is built to the edges of the ring, forming a wall of structures along its border. Anyone who climbs atop this outer wall of buildings can look out over the edge into an empty sky. Few who cross the edge are ever heard from again. Those who pass over the edge don’t end up in the Outlands; rather, they are flung to random corners of the planes.
Life in Sigil
Creatures from every corner of the planes live and toil in the City of Doors, bringing fragments of their cultures to the multiversal hub. Over eons, these cultural tenets have blended and evolved into a unique way of life made possible by the myriad portals that exist at the Lady of Pain’s sufferance.
Inhabitants
Sigil is the backstage of the multiverse. Celestials and Fiends share drinks in genie-owned taverns, agents of evil gods trot through the streets astride nightmares, and hags stable faerie steeds alongside pegasi and beasts of living stone. As a result of this mingling, fundamentally incompatible parts of the multiverse come into direct contact. They don’t always clash, but when they do, authorities maintain order and stifle cosmic peril. Only when these eruptions threaten the city on a grand scale does the Lady of Pain intervene.
Humans are the earliest known inhabitants of the City of Doors. Some sages track the existence and spread of humans back to Sigil itself, rather than to a deity or its creations.
Various factions handle the day-to-day governance of Sigil, enforcement of laws, and maintenance of civic infrastructure. These groups each follow a philosophy inspired by a cosmic aspect of the multiverse, and they actively recruit visitors and citizens into their ranks.
Gods and godlike figures—including archdevils and demon lords—can’t enter Sigil by any means. However, their schemes and influence still find their way into the city through their agents.
Currency and Trade
Neither port nor proximity dictates trade in the City of Doors, granting its merchants and artisans access to the planes and their wondrous offerings. Woodcarvers whittle toys from golden trees toppled in Arborea, blacksmiths forge weapons from infernal ingots, and tavern chefs cook halfling recipes passed down on worlds of the Material Plane. With enough time, connections, and coin, one can find anything in Sigil’s markets.
A dizzying array of coinage flows through Sigil. It doesn’t matter where a coin was minted—if it’s made of precious metal and the weight is right, the money is usually good. However, some traders are particular about the currencies they accept. An efreeti merchant selling instruments from the City of Brass might accept only rainbow sapphires from the Elemental Plane of Earth. Perhaps a night hag hawking rare spell components refuses all currency but fresh larvae from Hades, while a bone devil might siphon years off the buyer’s life as payment for a diabolical blade.
What are the Outlands?
The Outlands are a plane of concordant opposition—a disk-shaped plane of perfect neutrality at the center of the Outer Planes. Anything and everything can flourish on the impartial and balanced canvas of the Outlands: a broad region whose boundless terrain blends to match the extreme forces that shape it. Arid, flame-scarred plains give way to heroic mountain ranges sculpted in the likenesses of gods, moldy caverns ruled by sapient fungi, bottomless seas, and anything else that makes for great adventures.
Cosmic Realignment
Save for the domains of gods, realms in the Outlands are subject to a planar phenomenon known as cosmic realignment. When a location embodies the nature of one of the Outer Planes too closely, that plane absorbs the location and its inhabitants, restoring balance to the Outlands and expanding that plane. Some creatures combat cosmic realignment by acting in direct opposition to the linked plane’s temperament, while others gladly welcome this fate or pursue it outright.
Currency and Trade
Bartering is common in the vast and varied realms of the Outlands. When money exchanges hands, it often takes the form of a lodestar—a weakly magnetic, cobalt coin stamped on both sides with a five-point star. Minted in the gate-town of Tradegate (detailed later in this chapter), a lodestar is valued at 1 gp elsewhere.
Language
Like Sigil, the Outlands are home to speakers of every language, but creatures generally speak Common. Still, certain locations attract those who favor a particular tongue. For example, residents of towns with high concentrations of devils tend to also speak Infernal, while those in locales frequented by angels prefer to trumpet their holy praise in Celestial.
Religion and the Gods
Creatures in the Outlands revere gods as folk do anywhere else. At the center of the Great Wheel, faiths are as diverse as their worshipers, who hail from neighboring planes and distant Material Plane worlds. The Outlands contain the domains of several gods, such as the hidden tower of Annam the All-Father, creator of giants, and the gaseous realm of the beholder god Gzemnid. Devout worshipers, whether alive or dead, gravitate to their gods and carry out their will.
Time and Directions
Though the plane has no apparent suns, moons, or stars, the Outlands experience day and night cycles, sometimes referred to as peak and antipeak, respectively. In the morning, the sky gradually brightens, darkening to night 12 hours later. In the absence of clearly visible celestial bodies, travelers orient themselves based on the direction of the Spire, known as spireward. The opposite of spireward is brinkward.
If you are interested, feel free to fill out the application listed below
-Character Name
-Race
-Class and Sublass (start at level three, no multiclass until you reach level 5)
-Ability Scores (4d6, reroll 1's once. If you don't like what you get, you may reroll again or use point buy or standard array)
-Background
-Backstory (Please read the spoiler below)
This is a campaign of self-discovery. The characters all begin with amnesia, and they will be questing to partly discover who you were. You could have been a conquering warlord, a peaceful prince, a simple peasant, or a scholar with a dizzying intellect. You could have been anything, good or evil!
As such, your character backstory is up to your imagination. You could have been anything before you ended up in Sigil with no memories. Try to put some effort into your character concept, but I will warn you, character death is quite common in this setting. Fortunately, through reasons that will be revealed later, characters coming back to life is very easy and simple.
As you create your backstory, please answer the following as well:
What was the greatest decision or turning point in your character’s life? If your character made a different decision, how might their life be different? How would they be different if they made choices based on others’ expectations?
What is something your character wishes they could change about themselves? How would the best version of themselves be different?
What is your character’s signature possession or physical trait? What makes you certain that your character would retain this no matter what could have happened in their life?
-Your choice of a feat or uncommon magic item (please specify)
-An RP sample of your character in their previous life before winding up in Sigil (This will be the primary thing I look at when selecting players. I'm looking for people who are investing in storytelling because this campaign is very sandboxy. It will be up to the players to drive the story forward. Make it juicy!)
If there already weren't enough words to read, here's some more!
I expect at least one post a day from the players. You can expect one from me as well. However, I understand if life gets busy and you can't post for a bit. When this happens, please let us know in advance or as soon as possible. I am currently a college student who is working two jobs, so there may be periods when I post every other day. I will let you know when this happens.
I will be running this campaign on Discord. I have found that Discord does a very good job at keeping things organized. While I may not be the best at Avrae yet, I like it better than how DnDBeyond runs things.
I'm looking for 4-6 players that love telling and crafting stories. If you're in this just for combat, this isn't the campaign for you. This campaign has heavy exploration and social aspects.
Look forward to seeing your applications!
DM- Azalin's Doom
DM- Surviving the Unsurvivable
Ability scores: 15 17 18 11 14 16
I'll put a placeholder here with my ability rolls.
Ability scores: 15 12 16 17 14 14
I just saw the discord portion of this so disregard. I'm out.
**This Space for Rent**
Name: Daryan Seltiyel
Race: Half-Elf
Class: Hexblade
Background: Criminal
Backstory: WIP
Ability scores: 14 9 14 17 7 16
Sorry whenever I reload the page it rerolls the scores
my abilities scores were 12 14 10 15 17 14
Ability scores: 10 12 14 18 14 12
Do you allow multiclassing in your campaign? If it's permitted, I'd like to explore a Tiefling Sorcerer/Warlock or a Dragonborn Paladin/Warlock combination.
As was mentioned in the original post, you can multiclass at level five, but not until then.
DM- Azalin's Doom
DM- Surviving the Unsurvivable
Oh I missed that part. I'm sorry.
Oh I missed that part. I'm sorry.
Ability scores: 8 11 9 13 12 14
Coriana - Company of the Grey Chain
Wagner - Dragon Heist: Bards.
DM - The Old Keep
Ability scores: 12 14 13 12 10 17
D&D since 1984
Name:
Race: Fairy
Class: Cleric (tbd)
Background: Rune Carver
Backstory: He served the high priest to the fairy royal family. He last act was to defend as they were caught in the firefight to overthrow the royal family. He died defending the prince and princesses.
D&D since 1984
Ooooooh, this sounds amazing. I am in love with the premise! Will roll for ability scores now and will post again later with the full application :)
Ability scores: 12 13 16 12 13 16
Ro Aleron (Ro the Red) -> Illithid, Wizard 8 (Chronugist) // AURYN
A 9, 10, 11 and 12. Not a fan of that, so I'll reroll ability scores as allowed. Oh, RNG gods, I beseech thee: bless thou humble servant.Ability scores: 15 12 14 11 14 12Edit: Sorry some real-life things came up so I'll be revoking my application. Good luck everyone else :)
Ro Aleron (Ro the Red) -> Illithid, Wizard 8 (Chronugist) // AURYN
Ability scores: 8 14 14 15 9 13
About Your Character:
Name| Flynt Nightshine
Race| Lotusden Halfling or Ghostwise
Class| Horizon Walker Ranger
Background| Faction Agent
Backstory| Before losing her memory Flynt was a hunter of considerable potential. Her youth was spent tracking and hunting aberrations, beasts and other ill-meaning threats that encroached the surrounding forest territories of her homelands. Her talents were noticed by an elite faction of inter-planer bounty hunters who offered to train her talents further. She accepted. After years of grueling trials Flynt was ready for her first mission. She eventually arrives in Sigil only to forget her mission and mark.
What was the greatest decision or turning point in your character’s life?
Flynt often wonders what it would have been like if she had stayed in her homelands. Her people were experiencing a time of relative peace and she had trained enough young hunters to leave without worry for her people. Should she have stayed to enjoy that peace? The temptations of the multi-verse drew her otherwise.
What is something your character wishes they could change about themselves?
Flynt wishes the hunt didn’t feel so good.
What is your character’s signature possession or physical trait?
Like other members of the inter-planer bounty hunter faction, Flynt has a thin-lined circle tattoo on the palm of her left hand.
Feat/Weapon|
Planer Wanderer feat (although there is overlap with subclass abilities, I like the flavour.) As for weapon: Quiver of Ehlonna.
RP Sample|
Landing prone, skin stinking of sulphur , hair singed and soot across her brow, Flynt raises her head refusing failure, spits a mouthful of blood to the ground.
“Again.” A deep voice echoes disembodied in the dark.
Behind her, Flynt could still feel flames flicker out the mouth of the faintly shimmering umber tear in space and time. In front of her unfolds nothing but an endless constellation of portals flickering in spectral hues and intensity.
Flynt picks herself up and launches toward the next closest gateway into the unknown. Silence. Moments later, a soggy halfling flings through an azure window somewhere else in the liminal cavern, this time landing staunch and unfazed, moving forward with wilful momentum.
“Again!” The voice booms again. “Resilience!”
And again, Flynt hurls through pockets of the multiverse tempering her grit. And again, and again until suddenly no faint light of cosmic bridges and the worlds between them, only darkness.
“It’s time to find your own way.”
There, in a void built to make her the horizon walker she was born to be, Flynt steps forward into the future. [I cast find portal]
Rollin'.
12 14 10 12 15 13
“The brighter they shine, the darker the shadow grows.” - Makino Fumito
👑 King of Junior Year 👑
DND Amateur and boxing nerd.
Extended Signature.
Ability scores: 13 13 13 13 14 14
Ability Scores as a placeholder
Seeing how the dice gods feel about this...
Ability scores: 13 15 9 12 15 15
sorry for the short notice, i only noticed that it was taking place on discord now