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message 1: by Austin (last edited Feb 12, 2024 08:34PM) (new)

Austin | 1126 comments Mod
Name:
Age:
Gender:
Race:
Class:
Level: 2
Alignment:
Background:

Initiative:
HP: (0/0)
Speed: 30ft.
AC:
Hit Dice:
Prof. Bonus
Spell Attack:
Spell DC:

Strength: 10 (+0) Save: (+0)
Dexterity: 10 (+1)Save: (+0)
Constitution: 10 (+0) Save: (+0)
Intelligence: 10 (+3)Save: (+0)
Wisdom: 10 (+3)Save: (+0)
Charisma: 10 (+1)Save: (+0)

Attacks:


Proficient Skills:

Proficient Tools:


Languages:


Equipment:


Spells:


Appearance:
Personality:
History:

Race Features:

Background Feature:

Class Features:


message 2: by Austin (new)

Austin | 1126 comments Mod
I would prefer if you did standard array or point buy.


message 3: by Cecelia (Kiss kiss fall in love) (last edited Apr 07, 2022 10:40AM) (new)

Cecelia (Kiss kiss fall in love) Stromberg (theawesomebookworm) Alright, finally we have our beautiful Master of life:

Name: Markandeya Nirnasha
Age: 23
Gender: male
Race: human, Greek, Roman
Class: cleric
Level: 2
Alignment: N/A
Background: hermit

Initiative: 0
HP: (17/17)
Speed: 30ft.
AC: 13 (leather armor+ shield)
Hit Dice: 2d8
Prof. Bonus +2
Spell Attack:+5
Spell DC: 13

Strength: 15 (+2) Save: (+2)
Dexterity: 11 (0)Save: (0)
Constitution: 14 (+2) Save: (+2)
Intelligence: 9 (-1)Save: (-1)
Wisdom: 16 (+3)Save: (+5)
Charisma: 13 (+1)Save: (+3)

Attacks:
Mace +4 to hit d6+4 bludgeoning.
Dagger +2 to hit d4+2 piercing

Proficient Skills: History, Insight, Medicine, Religion


proficiencies: Armor: Light armor, medium armor, heavy armor, shields
Weapons: All simple weapons

Languages:
Latin
Greek

Equipment:
mace
• leather armor
• dagger
• a priest’s pack
• A shield and a holy symbol
A scroll case stuffed full of notes from your
studies or prayers, a winter blanket, a set of common
clothes, an herbalism kit, and 5 gold pieces


Appearance: 
Personality: Though he is strong willed, he knows when to compromise and when to stay quiet. He wants peace and every one to be happy, but that is proving very diffilcult. He had some triggers but he tries to hide them. Hes calm most the time, but stay the right thing and he'll blow up in a second.
History:He grew up with monks in a mountain knowing nothing of who his parents are

Race Features: normal human, if not a bit smarter. Oh, and is a healer.

Spells:
cantrips: Light, Mending and spare of dying.
1st level spells
Cure wounds, bless, guiding bolt, detect poison and disease and healing word!

Background Feature:
Tool Proficiencies: Herbalism kit


Class Features:

L i f e D o m a i n
The Life domain focuses on the vibrant positive
energy—one o f the fundamental forces of the universe—
that sustains all life. The Clerics of life promote vitality
and health through healing the sick and wounded,
caring for those in need, and driving away the forces of
death and undeath.
Life D o m a i n S p e l l s
Cleric Level Spells
1st bless, cure wounds

D i s c i p l e o f L if e
Also starting at 1st level, your healing spells are more
effective. Whenever you use a spell o f 1st level or higher
to restore hit points to a creature, the creature regains
additional hit points equal to 2 + the spell’s level.
C h a n n e l D i v i n i t y : P r e s e r v e L if e
Starting at 2nd level, you can use your Channel Divinity
to heal the badly injured.
As an action, you present your holy symbol and
evoke healing energy that can restore a number of hit
points equal to five times your cleric level. Choose any
creatures within 30 feet of you, and divide those hit
points among them. This feature can restore a creature
to no more than half of its hit point maximum. You can’t
use this feature on an undead or a construct.

C h a n n e l D i v i n i t y : T u r n U n d e a d
As an action, you present your holy symbol and speak a
prayer censuring the undead. Each undead that can see
or hear you within 30 feet of you must make a Wisdom
saving throw. If the creature fails its saving throw, it is
turned for 1 minute or until it takes any damage.
A turned creature must spend its turns trying to move
as far away from you as it can, and it can’t willingly
move to a space within 30 feet of you. It also can’t take
reactions. For its action, it can use only the Dash action
or try to escape from an effect that prevents it from
moving. If there’s nowhere to move, the creature can use
the Dodge action.




(BTW, imma just say this because I'm proud of it. the Name Markandeya means the one who conquers death and Nirnasha means Deathless or the boy who never dies.)


message 4: by Cat (last edited Aug 23, 2022 10:19PM) (new)

Cat | 612 comments Mod
Name: Lady Marion Adela Enfield of Essex
Age: 25
Gender: female
Race: human
Class: princess
Level: 4
Alignment: neutral good
Background: noble

Initiative: +2
HP: (32/32)
Speed: 30ft.
AC: 12
Hit Dice: 2d6
Prof. Bonus: +2
Spell Attack: +3
Spell DC: 11

Strength: 9 (-1) Save: (-1)
Dexterity: 16 (+3)Save: (+3)
Constitution: 14 (+2) Save: (+2)
Intelligence: 11 (+0)Save: (+0)
Wisdom: 14 (+2)Save: (+4) Charisma: 16 (+3)Save: (+5)
Attacks: dagger: +2 (prof. bonus) 1d4 piercing damage


Proficient Skills: History (+5), Persuasion (+3), Performance (+3)

Tools: scholar's pack, a history book (technically supposed to be a book of lore but I think a history book makes more sense)


Languages: French, Latin, and Greek


Equipment: a set of fine clothes, signet ring, riding horse, saddle, scroll of pedigree, 25 gp


Spells: suggestion (used in charismatic instruction feat)


Appearance: https://images.app.goo.gl/ogCzR4wSNTo...
Personality: polite, will speak her opinion even if it's controversial to others, won't hesitate to do what she wants
History: She has lived a very good childhood and grew up with 3 other siblings. They all bonded very well, however as the eldest more pressure has always been put-on her to live up past expectations. Though Marion likes to feel responsible she wishes she could just live and make her own decisions and not have to worry about her future every moment of the day, specifically who she is going to have to marry since she is the eldest.
Race Features: +1 to every stat

Background Feature: Position of Privilege

Class Features: Inspiring Call (1d4), Inspiring Touch, Majesty Points (6), Majestic Talents (All Eyes on Me, My Hero, You know me, Aura of Protection)

princess type: fairytale princess

fairytale woe: forever sleepy-
You are subject to sleep spells and effects even if you have immunities from other feats or abilities. Whenever you are the target of a sleep spell, you count yourself as having half your current hp as you already have. Additionally, choose one creature. That creature is your soulmate or savior. Whenever you are the subject of a magical sleep, you fall asleep permanently and may not awaken until your soulmate kisses you on your forehead or lips. Should your soulmate ever die, you awaken by the next creature that kisses your forehead or lips. Once you are permanently under the effects of a sleep spell or effect, you cannot be so again in a permanent way for one year after you are awakened. You are still vulnerable to the effects, however, and have reduced hit points.

Body of magic and grace: hair of gold (if needed i can message you the info for this)



backstory as to why marion has magic powers: When Marion was 4 years old serious attacks were made on her family and her mother wanted to protect Marion so she took her to a witch who placed a protection spell on her in exchange for Marion to have magical powers later in her life. Her mother agreed even though she did not want Marion to become a witch it was what she had to do to protect her daughter.

Cantrips-Eldritch Blast (1d10 damage) and Thunder Clap (on failed constitution saving throw 1d6 damage to target)
1st level-Charm person and Cause Fear (both are wisdom saves on chosen target)


message 5: by Austin (new)

Austin | 1126 comments Mod
Cat wrote: "also i forgot abt the noble background lol"

That and the noble background gives you three languages. So I would suggest that you know French, Latin and Greek.

French because it is the land where you came from
Latin to communicate with priests
Greek to communicate with the romans.


message 6: by smile (last edited May 15, 2023 08:42PM) (new)

smile (smileyfox) | 269 comments


Name: Akilah Hakim
Age: 21
Gender: Female
Race: Human [Arab]
Class: Rogue
Level: 5
Alignment: Chaotic Good
Background: Urchin

Initiative: +3
HP: (30/38)
Speed: 30ft.
AC: 14 [leather armor]
Hit Dice: 5d8
Prof. Bonus: +3

Strength: 9 (-1) Save: (-1)
Dexterity: 16 (+3) Save: (+6)
Constitution: 14 (+2) Save: (+2)
Intelligence: 16 (+3) Save: (+6)
Wisdom: 12 (+1) Save: (+1)
Charisma: 13 (+1) Save: (+1)

Attacks:
- short sword +5 to hit 1d6+3 piercing
- short bow +5 to hit 1d6+3 piercing

Proficient Skills: Acrobatics, Deception, Insight, Perception

Armor: Light Armor
Weapons: Simple Weapons: Hand Crossbows, Longswords, Rapiers, Shortswords
Tools: Thieves’ Tools

Languages: Arabic, some Greek, as well as bits and pieces of various others that she’s picked up on her travels

Equipment:
- shortsword
- shortbow with 20-arrow quiver
- explorer’s pack
- leather armor
- two daggers
- thieves’ tools

Appearance:

(ignore the fluffy white thing — no idea what that’s for XD)

Personality: Akilah is a fiery girl who doesn’t take no for an answer. Now that she’s on her own, she plays by her own rules and does her own thing. She used to be a timid, fairly quiet and calm child, but not anymore. That all has dropped away and now Akilah is anything but calm. She has a seemingly never-ending supply of energy and finds it hard to sit still. She’s a daredevil and thrill-seeker, always doing things because “it looks fun” and often gets in trouble from it. Akilah is a testy character, one who never backs down from a challenge and doesn’t easily submit to authority. But beyond all that, she is intensely loyal and once you win her respect, you’ve found a lasting friend and ally. Unfortunately, it’s hard to earn that respect…

History: Having grown up in a large family, Akilah has always been surrounded by people almost 24/7. She is the youngest with seven older siblings, and yet is an introvert who doesn’t really like people. On and on her family would give her a hard time or just completely ignore her, among other things. Long story short, a lot of things slowly added up until Akilah was beyond the boiling point…and she let loose the cannon and left her home. Ever since, she has been on the move. Not quite sure where to go or what to do, Akilah decided to get out of Arabia and explore the surrounding lands. Having visited many countries and major cities so far, now she has set her eyes on Rome, for various reasons though none of which she’ll share. Let’s see what happens, shall we?

Race Features: she’s a human- XP

Background Feature: Urchin
Skill Proficiencies: Sleight of Hand, Stealth
Tool Proficiencies: Disguise Kit, Thieves’ Tools
Equipment: a small knife, a map of the city you
grew up in, a pet mouse, a token to remember your
parents by, a set of common clothes, and a belt pouch
containing 10 gp
explorer’s pack: (view spoiler)

Class Features:
- E x p e r t i s e
Perception, Thieves’ Tools

T h i e f
You hone your skills in the larcenous arts. Burglars,
bandits, cutpurses, and other criminals typically follow
this archetype, but so do rogues who prefer to think of
themselves as professional treasure seekers, explorers,
delvers, and investigators. In addition to improving your
agility and stealth, you learn skills useful for delving into
ancient ruins, reading unfamiliar languages, and using
magic items you normally couldn’t employ.
F a s t H a n d s
Starting at 3rd level, you can use the bonus action
granted by your Cunning Action to make a Dexterity
(Sleight of Hand) check, use your thieves’ tools to
disarm a trap or open a lock, or take the Use an
Object action.
S e c o n d - S t o r y W o r k
W hen you choose this archetype at 3rd level, you gain
the ability to climb faster than normal; climbing no
longer costs you extra movement.
In addition, when you make a running jump, the
distance you cover increases by a number of feet equal
to your Dexterity modifier.

S n e a k A t t a c k
- Beginning at 1st level, you know how to strike subtly
and exploit a foe’s distraction. Once per turn, you can
deal an extra 3d6 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.
- T h i e v e s ’ C a n t
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.
- C u n n i n g A c t i o n
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
- U n c a n n y D o d g e
Starting at 5th level, when an attacker that you can see
hits you with an attack, you can use your reaction to
halve the attack’s damage against you.




message 7: by Austin (new)

Austin | 1126 comments Mod
also here is a good video of your girl's homeland:
https://www.youtube.com/watch?v=07OsS...


message 8: by Austin (new)

Austin | 1126 comments Mod
Inish will establish the order and while we are under inish then we wait for everyone.


message 9: by Austin (last edited Apr 10, 2022 06:01PM) (new)

Austin | 1126 comments Mod
Name: Castor Aetos
Age: 18
Gender: male
Race: Greek
Class: Warlock
Level: 2
Alignment:
Background: arctician

Initiative: +2
HP: (17/17)
Speed: 30ft.
AC: 13 (leather armor)
Hit Dice: 2d8
Prof. Bonus +2
Spell Attack: +5
Spell DC: 13

Strength: 9 (-1) Save: (-1)
Dexterity: 13 (+2)Save: (+2)
Constitution: 15 (+2) Save: (+2)
Intelligence: 11 (0)Save: (0)
Wisdom: 14 (+2)Save: (+4)
Charisma: 16 (+3)Save: (+5)

Attacks:
crossbow +4 to hit 1d8+2 piercing damage
daggers +4 to hit 1d4+2 piercing

Proficient Skills: History, Nature, Insight, Persuasion

P r o f i c i e n c i e s
Armor: Light armor
Weapons: Simple weapons


Languages: Greek and Latin and Hebrew


Equipment:
a light crossbow and 20 bolts
• an arcane focus
• scholar’s pack
• Leather armor, any simple weapon, and two daggers
A set o f artisan’s tools (one of your choice),
a letter of introduction from your guild, a set of
traveler’s clothes, and a belt pouch containing 15 gp

Spells: 3 known
2 cantrips:
Elderage blast, Mage hand
2 level 1:
dissonant whispers, Tasha's hideous laughter, Hellish rebuke, witch bolt

Occupation/Apprenticeship: He is not too sure about what he wants to be doing in life, but is currently apprenticing under a poet's guild in the higher grounds of the city.

Appearance: Castor's skin has a softly tanned tone from living in the countryside of the city that he had grown up in, the bridge of his nose and cheekbones usually a light, sunburn tint when he sits out in the courtyard. He has freckles nearly everywhere, sparsely strewn across his nose, cheeks, shoulders, arms, and collarbone. A few darker freckles can be found on his face, near his eye, and corner of his mouth. His hair is messier and unruly, a large halo of bronzed, golden locks around his head, golden frizz adding even more volume, can tuck behind his ears. Castor's face is quite angled and sturdy, with a smaller face shape, though his features are almost soft and feminine. He has sparse, light brown eyebrows, tawny brown eyes in a wide shape, framed by thick blonde lashes, his gaze almost always far-away or lost in his thoughts, and his nose is a slim, strong shape. His top lip is much thinner than his bottom one, giving him a permanent pout if it is not already pulled into a soft, dreamy smile, which sometimes reveals the small gap that he has between his front teeth. When embarrassed, Castor's tanned skin can flush easily, giving him a blotchy, pink undertone along his collarbone, shoulders, arms, and knuckles. He stands around 5'8, his build lanky, but much more feminine, with small rounded shoulders, not much definition in his chest, sharp collarbones, and wide hips. Calloused fingers and hands that look slightly out of place on him.

Personality: Soft-spoken, a dreamer, appears to be constantly lost in his thoughts rendering him appear like an airhead. Soulful, artistic, and creative, a hopeless romantic. Introverted by nature, softly charismatic, doesn't enjoy speaking up often but has no problem giving his opinion. Quite sedentary, enjoys lounging and quiet conversation, getting to know people beyond the surface. Believes strongly in karma, is peaceful, can trust people too easily, and falls in love often. Careful with his wording and likes to keep everyone around him happy.

Race Features:

Background Feature:
Tool Proficiencies: One type of artisan’s tools
Languages: One of your choice


Class Features:
A w a k e n e d M in d
Starting at 1st level, your alien knowledge gives you
the ability to touch the minds of other creatures. You
can com m unicate telepathically with any creature you
can see within 30 feet of you. You don’t need to share
a language with the creature for it to understand your
telepathic utterances, but the creature must be able to
understand at least one language.

A r m o r o f S h a d o w s
You can cast mage armor on yourself at will, without
expending a spell slot or material components.
B e a s t S p e e c h
You can cast speak with animals at will, without
expending a spell slot.


message 10: by Austin (new)

Austin | 1126 comments Mod
Name: logen ninefingers
Age: 27
Gender: male
Race: Old Roman
Class: Fighter
Level: 4
Alignment:
Background: Soldier

Initiative:+2
HP: (36/36)
Speed: 30ft.
AC: 18
Hit Dice: 4d10+con
Prof. Bonus +2
Spell Attack: +5
Spell DC: 13

Strength: 16 (+3) Save: (+5)
Dexterity: 14 (+2)Save: (+0)
Constitution: 14 (+2) Save: (+4)
Intelligence: 16 (+3)Save: (+0)
Wisdom: 9 (-1)Save: (+0)
Charisma: 11 (+0)Save: (+0)

Attacks:
Light crossbow +4 d8+2 piercing
Short sword +5 d6+3 slashing

Proficient Skills:
Athletics, Intimidation, perception, survival

Tool Proficiencies: One type of gaming set,
vehicles (land)
Armor: All armor, shields
Weapons: Simple weapons, martial weapons
Saving Throws: Strength, Constitution



Languages:
Greek, Latin

Equipment:
Chainmail, short sword, shield, light crossbow, 20 bolts
Dungeoneer’s Pack (12 gp). Includes a backpack, a crowbar,
a hammer, 10 pitons, 10 torches, a tinderbox, 10 days
of rations, and a waterskin. The pack also has 50 feet of
hempen rope strapped to the side of it.
An insignia of rank, a trophy taken from
a fallen enemy (a dagger, broken blade, or piece of a
banner), a set of bone dice or deck o f cards, a set of
com m on clothes, and a belt pouch containing 10 gp

Spells:
Cantrip:
massage
true strike
1st level:
Detect Magic
Disguise Self
Expeditious Retreat

Appearance:
Personality:
History:

Race Features:

Background Feature:
F e a t u r e : M i l i t a r y R a n k
You have a military rank from your career as a soldier.
Soldiers loyal to your former military organization
still recognize your authority and influence, and they
defer to you if they are of a lower rank. You can invoke
your rank to exert influence over other soldiers and
requisition simple equipment or horses for temporary
use. You can also usually gain access to friendly
military encampments and fortresses w here your
rank is recognized.

Class Features:

P r o t e c t i o n
W hen a creature you can see attacks a target other
than you that is within 5 feet of you, you can use your
reaction to impose disadvantage on the attack roll. You
must be wielding a shield.

S e c o n d W i n d
You have a limited well of stamina that you can draw on
to protect yourself from harm. On your turn, you can use
a bonus action to regain hit points equal to 1d 10 + your
fighter level.
O nce you use this feature, you must finish a short or
long rest before you can use it again.
A c t i o n S u r g e
Starting at 2nd level, you can push yourself beyond your
normal limits for a moment. On your turn, you can take
one additional action on top of your regular action and a
possible bonus action.
O nce you use this feature, you must finish a short or
long rest before you can use it again.

W e a p o n B o n d
At 3rd level, you learn a ritual that creates a magical
bond between yourself and one weapon. You perform
the ritual over the course of 1 hour, which can be done
during a short rest. The weapon must be within your
reach throughout the ritual, at the conclusion of which
you touch the weapon and forge the bond.
Once you have bonded a weapon to yourself, you
can’t be disarmed of that weapon unless you are
incapacitated. If it is on the same plane of existence,
you can sum m on that weapon as a bonus action on your
turn, causing it to teleport instantly to your hand.
You can have up to two bonded weapons, but can
sum m on only one at a time with your bonus action.
If you attempt to bond with a third weapon, you must
break the bond with one of the other two


message 11: by Austin (last edited Apr 28, 2024 06:13AM) (new)

Austin | 1126 comments Mod
Name: Petros
Age: 27
Gender: Male
Race: Satyr
Class: bard
Level: 4
Alignment:
Background: sage

Initiative: +3
HP: (31/31)
Speed: 35ft.
AC: 13
Hit Dice: 4 d8
Prof. Bonus +2
Spell Attack: +5
Spell DC: 13

Strength: 10 (+0) Save: (+1)
Dexterity: 16 (+3)Save: (+5)
Constitution: 13 (+1) Save: (+2)
Intelligence: 12 (+1)Save: (+2)
Wisdom: 10 (+0)Save: (+1)
Charisma: 16 (+3)Save: (+5)

Attacks:
Ram. You can use your head and horns to make unarmed strikes. If you hit with them, you deal bludgeoning damage equal to 1d4 + your Strength modifier.

Proficient:
Armor: Light armor
Weapons: Simple weapons, hand crossbow s,
longswords, rapiers, shortswords
Saving Throws: Dexterity, Charisma

Proficient Skills:
Skills: Performance, Persuasion, Arcana, history +3 more
Tools:
Panpipes, Lute, Dulcimer

Languages:
Greek, fey +2 of your choice


Equipment:
Quarterstaff
• Entertainer's pack
• Panpipes
• Wooden bark armor
A bottle of ink, a quill, a small knife, a letter from a dead colleague posing a question you have not yet been able to answer, a set of common clothes, and a pouch containing 10gp

Spells:
3 cantrips
• Blade Ward
• Message
• Prestidigitation
(4) first level
• Cure Wounds
• Charm Person
• Sleep
•Sense Emotion
(3) second level
•Zone of Truth
•Aid
•Nathair's Mischief

Appearance: Shaggy near-black-dark-brown hair and beard streaked with silver, pale skin, dark brown eyes with a faint bit of gold and rectangular pupils. Goat-like ears and hooves. Small gold hoop earrings (2 on the left, one on the right.) He wears loose, colorful clothing from whomever he he is currently living with.
Personality: Naturally nervous, but tries hard to be friendly. He doesn't quite understand social morays, which, paired with a tendency to keep secrets, can work against him.
Personality:
Petros has developed a tendency to keep secrets, although he can't lie. He dislikes iron, which burns at a touch.
History:
History: Petros is a nomadic satyr who believes himself to be an agent of the gods, aiding heroes on their quests like in the stories. He often settles with families of roaming gypsies whenever he can. He is sensitive to dreams and can cross the threshold into people's thoughts. This can be uncomfortable and lead him to finding things people don't wish to think about or share, and so Petros has developed a tendency to keep secrets, although he can't lie. He dislikes iron, which burns at a touch.

Race Features:
Magic Resistance. You have advantage on saving throws against spells and other magical effects.
Mirthful Leaps. Whenever you make a long or high jump, you can roll a d8 and add the number to the number of feet you cover, even when making a standing jump. This extra distance costs movement as normal.

Background Feature: ?

Class Features:
B a r d i c I n s p i r a t i o n
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 minim um of once). You
regain any expended uses when you finish a long rest.

J a c k o f A l l T r a d e s
Starting at 2nd level, you can add half your proficiency
bonus, rounded down, to any ability check you make that
doesn’t already include your proficiency bonus.
S o n g o f R e s t
Beginning at 2nd level, you can use soothing music or
oration to help revitalize your wounded allies during
a short rest. If you or any friendly creatures who can
hear your performance regain hit points at the end of
the short rest, each of those creatures regains an extra
1d6 hit points.
B a r d C o l l e g e
https://preview.redd.it/v7onmeg96nc61...

E x p e r t i s e
At 3rd level, choose two of your skill proficiencies. Your
proficiency bonus is doubled for any ability check you
make that uses either of the chosen proficiencies.



message 12: by [deleted user] (last edited Apr 20, 2023 09:00PM) (new)

Name: Phala Grey
Age:18
Gender: Female
Race: Halfling
Class: Sorcerer
Level: 4
Alignment: Chaotic neutral
Background: urchin

Ideals
Freedom. Chains are meant to be broken, as are those who would forge them.
People. I’m loyal to my friends, not to any ideals, and everyone else can take a trip down the Styx for all I care.

Bonds
Someone I loved died because of a mistake I made. That will never happen again.

Flaws
If there’s a plan, I’ll forget it. If I don’t forget it, I’ll ignore it.

Initiative:
HP: (28/28)
Speed: 25ft.
AC: 10
Hit Dice: D6
Prof. Bonus +2
Spell Attack: 7
Spell DC: 15

Strength: 13 (+1) Save: (-1)
Dexterity:12 (+2)Save: (+2) ~Racial bonus: (+2)
Constitution: 15 (+2) Save: (+4)
Intelligence: 11 (0)Save: (+1)
Wisdom: 11 (0)Save: (+1)
Charisma: 15 (+3)Save: (+5) ~Racial Bonus: (+1)
Attacks:
Daggers - can be thrown, range 20/60 - 1 D4 piercing - attack bonus +2
Quarterstaff - 1 D6 bludgeoning
Light crossbow - 1 D8 piercing - range, 80/320

Proficient Skills:
Survival
Stealth

Tools:
Thieve’s tools
Dungeoneers pack
Map

Languages:
Greek, Latin

Equipment:
Quarterstaff
Arcane Focus
Dagger x2
Pet Mouse~ Servius
Family token
Common clothes

Spells:


Cantrips-
Firebolt 1 D10
Acid splash 1 D6
Mage hand
Prestidigitation


Spell level 1
Mage Armor
Thunderwave 2 D8 damage *on a failed save, on a successful save, the creature takes half as much damage and isn't pushed*

Appearance:
https://i.pinimg.com/564x/da/ca/b2/da...

Personality:
bubbly, caring, and loyal, but loves a good fight and doesn’t like to take prisoners

Race Features: The Latins, Western Roman, Italy


message 13: by Austin (last edited Aug 20, 2023 07:27AM) (new)

Austin | 1126 comments Mod
Name: Geralt
Age: 21
Gender: male
Race: Norwegian
Class: Barbarian
Level: 4
Alignment: True Neutral
Background: Haunted

Initiative: +4
HP: (37/37)
Speed: 30ft.
AC: 15
Hit Dice: 4?
Prof. Bonus +3
Spell Attack: ?
Spell DC: ?

Strength: 20 (+5) Save: (+7)
Dexterity: 19 (+4)Save: (+4)
Constitution: 12 (+1) Save: (+4)
Intelligence: 15 (+2)Save: (+2)
Wisdom: 12 (+1)Save: (+1)
Charisma: 14 (+2)Save: (+2)
Skills

DEXAcrobatics+4
WISAnimal Handling+1
INTArcana+4
STRAthletics+7
CHADeception+2
INTHistory+2
WISInsight+1
CHAIntimidation+2
INTInvestigation+2
WISMedicine+1
INTNature+2
WISPerception+3
CHAPerformance+2
CHAPersuasion+2
INTReligion+2
DEXSleight of Hand+4
DEXStealth+4
WISSurvival+3
Attacks:

ATTACK
RANGE
HIT / DC
DAMAGE
NOTES
Upvote/Downvote
R
Handaxe
Melee Weapon
20
(60)
+
7
1d6+5
Simple, Light, Thrown, Range (20/60)
Upvote/Downvote
R
Handaxe
Melee Weapon
20
(60)
+
7
1d6+5
Simple, Light, Thrown, Range (20/60)
Upvote/Downvote
R
Javelin
Melee Weapon
30
(120)
+
7
1d6+5
Simple, Thrown, Range (30/120)
Upvote/Downvote
R
Whip
Melee Weapon
10ft.
Reach
+
7
1d4+5
Martial, Finesse, Reach
Unarmed Strike
Melee Attack
5ft.
Reach
+
7
6
Actions in Combat
Attack,
Cast a Spell,
Dash,
Disengage,
Dodge,
Grapple,
Help,
Hide,
Improvise,
Ready,
Search,
Shove,
Use an Object
Grappling Pin
You can use your action to try to pin a creature grappled by you by making another grapple check. If you succeed, you and the creature are both restrained until the grapple ends.

Unarmed Strike
You can punch, kick, head-butt, or use a similar forceful blow and deal bludgeoning damage equal to 1 + STR modifier

BONUS ACTIONS
Actions in Combat
Two-Weapon Fighting
Frenzy Attack
While in a frenzy, you can make a single melee weapon attack as a bonus action on each of your turns after this one.

Rage
As a bonus action enter a rage for up to 1 minute (10 rounds).

You gain advantage on STR checks and saving throws (not attacks), +2 melee damage with STR weapons, resistance to bludgeoning, piercing, slashing damage. You can't cast or concentrate on spells while raging.

Your rage ends early if you are knocked unconscious or if your turn ends and you haven’t attacked a hostile creature since your last turn or taken damage since then. You can also end your rage as a bonus action.

Proficient Skills:
ARMOR
Light Armor, Medium Armor, Shields
WEAPONS
Martial Weapons, Simple Weapons
LANGUAGES
Greek, Custom Language 1, Draconic, German, Norse

Equipment:
18lb.
Clothes, Common
3lb.
Qty(1
$0.5
Handaxe
2lb.
--
$5
Simple, Light, Thrown, Range (20/60)
Handaxe
2lb.
--
$5
Simple, Light, Thrown, Range (20/60)
Javelin
8lb.
Qty(4
$2
Simple, Thrown, Range (30/120)
Whip
3lb.
--
2
Martial, Finesse, Reach
BACKPACK (17)
79.5lb.
(74.5/30 lb)
Bedroll
7lb.
Qty(1
$1
Crowbar
5lb.
Qty(1
$2
Hammer
3lb.
Qty(1
$1


Holy Water (flask)
1lb.
Qty(1
$25
Manacles
6lb.
Qty(1
$2
Mess Kit
1lb.
Qty(1
$0.2
Mirror, Steel
0.5lb.
Qty(1
$5
Oil (flask)
1lb.
Qty(1
$0.1
Rations (1 day)
20lb.
Qty(10
$5
Rope, Hempen (50 feet)
10lb.
Qty(1
$1
Stake (Wooden)
Qty(9
Tinderbox
1lb.
Qty(2
$0.5
Torch
10lb.
Qty(13
$0.1
Torch
Waterskin
5lb.
Qty(1
$0.2

Appearance:
Personality:
History:

FEAT:
Grappler BR, pg. 167
You have advantage on attack rolls against a creature you are grappling. You can use your action to try to pin a creature grappled by you by making another grapple check. If you succeed, you and the creature are both restrained until the grapple ends.

Grappling Pin: 1 Action

Background Feature:
?
Class Features:
RageDamage +2PHB, pg. 48
As a bonus action enter a rage for up to 1 minute (10 rounds).

You gain advantage on STR checks and saving throws (not attacks), +2 melee damage with STR weapons, resistance to bludgeoning, piercing, slashing damage. You can't cast or concentrate on spells while raging.

Your rage ends early if you are knocked unconscious or if your turn ends and you haven’t attacked a hostile creature since your last turn or taken damage since then. You can also end your rage as a bonus action.

Rage: 1 Bonus Action
Uses:
/
Long Rest
Unarmored DefensePHB, pg. 48
While not wearing armor, your AC equals 10 + DEX modifier + CON modifier + any shield bonus.

Reckless AttackPHB, pg. 48
When you make your first attack on your turn, you can decide to attack recklessly, giving you advantage on melee weapon attack rolls using STR during this turn, but attack rolls against you have advantage until your next turn.

Danger SensePHB, pg. 48
You have advantage on DEX saving throws against effects that you can see while not blinded, deafened, or incapacitated.

Primal PathPHB, pg. 48
Path of the Berserker
FrenzyPHB
While raging, you can choose to frenzy. You can make a single melee weapon attack as a bonus action on each of your turns after this one. When your rage ends, you suffer one level of exhaustion.

Frenzy Attack: 1 Bonus Action
Ability Score ImprovementPHB, pg. 49
Ability Score Improvement
Strength Score
Dexterity Score


message 14: by ... (last edited Jan 14, 2024 06:36AM) (new)

... (midnightbutterfly23) | 55 comments ✨️Euterpe Galanis✨️

(view spoiler)

✨️ To be updated ✨️


message 15: by All Might (last edited Dec 05, 2023 09:14PM) (new)

All Might (thesymbolofpeace) | 26 comments
I'm literally going to get canceled the more groups I join, I swear.

[ELORUS RE-INSTATED!]

[https://docs.google.com/document/d/e/...]



message 16: by All Might (last edited Dec 05, 2023 10:06PM) (new)

All Might (thesymbolofpeace) | 26 comments ❝I still have the vestige template- If you want it.❞

T̠̠h̠̠e̠ ̠O̠̠l̠̠d̠ ̠M̠a̠̠n̠'̠s̠ ̠C̠̠h̠a̠̠r̠a̠̠c̠̠t̠̠e̠̠r̠ ̠V̠̠e̠̠s̠̠t̠̠i̠̠g̠̠e̠ (view spoiler)




message 17: by All Might (last edited Dec 12, 2023 04:29PM) (new)

All Might (thesymbolofpeace) | 26 comments Elorus Ephestus! PT1 (view spoiler)


message 18: by All Might (last edited Dec 12, 2023 04:33PM) (new)

All Might (thesymbolofpeace) | 26 comments Elorus Ephestus! PT2 (view spoiler)


message 19: by All Might (last edited Dec 12, 2023 04:41PM) (new)

All Might (thesymbolofpeace) | 26 comments Elorus Ephestus! PT3(view spoiler)


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