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Name: Henry of Skalitz
Level: 1
Class: Paladin
Race: Human
Background: Folk hero
Appearance:
Alignment:
Personality Traits: If someone is in trouble, I’m always ready to lend help.
Ideals: Respect. People deserve to be treated with dignity and
respect. (Good)
Bonds: My tools are symbols of my past life, and I carry them
so that I will never forget my roots.
Flaws: I’m convinced of the significance of my destiny, and
blind to my shortcomings and the risk of failure
HP: 12/12
AC: 18
Inish: +1
Speed: 30 ft
passive perception: 11
Weapons:
a long sword +5 to hit d8+3 (versitiled10) and a shield
(5) javelins +5 d6+3 (30/120)
Str: 16 (+3)
Dex: 13 (+1)
Con: 14 (+2)
Int: 11 (+0)
Wis: 9 (-1)
Cha: 15 (+2)
Proficient skills: +2
Animal Handling, Medicine, Survival and Persuasion
tools: black smith tools, and vehicles (land)
Armor: All armor, shields
Weapons: Simple weapons, martial weapons
Saving Throws:
Str: +3
Dex: +1
Con: +2
Int: +0
Wis: +1 (proficiency)
Cha: +4 (proficiency)
Languages: Common, Halfling
Equipment: A set of artisan’s tools (one of your choice),
a shovel, an iron pot, a set of com m on clothes, and a
belt pouch containing 10 gp
Explorer’s Pack. Includes a backpack, a bedroll,
a mess kit, a tinderbox, 10 torches, 10 days of rations, and
a waterskin. The pack also has 50 feet of hempen rope
strapped to the side of it.
• Chain mail, shield and a holy symbol
14 gold, 2 silver, and a bent copper
Background feature:
F e a t u r e : R u s t ic H o s p i t a l it y
Since you com e from the ranks of the com m on folk,
you fit in am ong them with ease. You can find a place
to hide, rest, or recuperate am ong other com m oners,
unless you have show n yourself to be a danger to
them. They will shield you from the law or anyone
else searching for you, though they will not risk
their lives for you.
Class feature:
D i v i n e S e n s e
The presence of strong evil registers on your senses like
a noxious odor, and powerful good rings like heavenly
m usic in your ears. As an action, you can open your
awareness to detect such forces. Until the end of your
next turn, you know the location of any celestial, fiend,
or undead within 60 feet of you that is not behind total
cover. You know the type (celestial, fiend, or undead) of
any being w hose presence you sense, but not its identity
(the vampire Count Strahd von Zarovich, for instance).
Within the sam e radius, you also detect the presence
o f any place or object that has been consecrated or
desecrated, as with the hallow spell.
You can use this feature a num ber of times equal to
1 + your Charisma modifier. W hen you finish a long rest,
you regain all expended uses.
L a y o n H a n d s
Your blessed touch can heal wounds. You have a pool
o f healing pow er that replenishes when you take a long
rest. With that pool, you can restore a total number of
hit points equal to your paladin level x 5.
As an action, you can touch a creature and draw
pow er from the pool to restore a num ber of hit points
to that creature, up to the maximum amount remaining
in your pool.
Alternatively, you can expend 5 hit points from your
pool of healing to cure the target of one disease or
neutralize one poison affecting it. You can cure multiple
diseases and neutralize multiple poisons with a single
use o f Lay on Hands, expending hit points separately
for each one.
This feature has no effect on undead and constructs.
Backstory: Henry was a bastard son of a local noble man. But he was adopted by the local black smith. He spent his youth helping his father with work and his mother raising his many half siblings. Until eventually one day his small castle was attacked and sacked by the enemy of his true father. He fought well and helped many people escape, making him a local folk hero. He met Nerissa on their travels and became fast friends as he developed a crush on her.
Level: 1
Class: Paladin
Race: Human
Background: Folk hero
Appearance:

Alignment:
Personality Traits: If someone is in trouble, I’m always ready to lend help.
Ideals: Respect. People deserve to be treated with dignity and
respect. (Good)
Bonds: My tools are symbols of my past life, and I carry them
so that I will never forget my roots.
Flaws: I’m convinced of the significance of my destiny, and
blind to my shortcomings and the risk of failure
HP: 12/12
AC: 18
Inish: +1
Speed: 30 ft
passive perception: 11
Weapons:
a long sword +5 to hit d8+3 (versitiled10) and a shield
(5) javelins +5 d6+3 (30/120)
Str: 16 (+3)
Dex: 13 (+1)
Con: 14 (+2)
Int: 11 (+0)
Wis: 9 (-1)
Cha: 15 (+2)
Proficient skills: +2
Animal Handling, Medicine, Survival and Persuasion
tools: black smith tools, and vehicles (land)
Armor: All armor, shields
Weapons: Simple weapons, martial weapons
Saving Throws:
Str: +3
Dex: +1
Con: +2
Int: +0
Wis: +1 (proficiency)
Cha: +4 (proficiency)
Languages: Common, Halfling
Equipment: A set of artisan’s tools (one of your choice),
a shovel, an iron pot, a set of com m on clothes, and a
belt pouch containing 10 gp
Explorer’s Pack. Includes a backpack, a bedroll,
a mess kit, a tinderbox, 10 torches, 10 days of rations, and
a waterskin. The pack also has 50 feet of hempen rope
strapped to the side of it.
• Chain mail, shield and a holy symbol
14 gold, 2 silver, and a bent copper
Background feature:
F e a t u r e : R u s t ic H o s p i t a l it y
Since you com e from the ranks of the com m on folk,
you fit in am ong them with ease. You can find a place
to hide, rest, or recuperate am ong other com m oners,
unless you have show n yourself to be a danger to
them. They will shield you from the law or anyone
else searching for you, though they will not risk
their lives for you.
Class feature:
D i v i n e S e n s e
The presence of strong evil registers on your senses like
a noxious odor, and powerful good rings like heavenly
m usic in your ears. As an action, you can open your
awareness to detect such forces. Until the end of your
next turn, you know the location of any celestial, fiend,
or undead within 60 feet of you that is not behind total
cover. You know the type (celestial, fiend, or undead) of
any being w hose presence you sense, but not its identity
(the vampire Count Strahd von Zarovich, for instance).
Within the sam e radius, you also detect the presence
o f any place or object that has been consecrated or
desecrated, as with the hallow spell.
You can use this feature a num ber of times equal to
1 + your Charisma modifier. W hen you finish a long rest,
you regain all expended uses.
L a y o n H a n d s
Your blessed touch can heal wounds. You have a pool
o f healing pow er that replenishes when you take a long
rest. With that pool, you can restore a total number of
hit points equal to your paladin level x 5.
As an action, you can touch a creature and draw
pow er from the pool to restore a num ber of hit points
to that creature, up to the maximum amount remaining
in your pool.
Alternatively, you can expend 5 hit points from your
pool of healing to cure the target of one disease or
neutralize one poison affecting it. You can cure multiple
diseases and neutralize multiple poisons with a single
use o f Lay on Hands, expending hit points separately
for each one.
This feature has no effect on undead and constructs.
Backstory: Henry was a bastard son of a local noble man. But he was adopted by the local black smith. He spent his youth helping his father with work and his mother raising his many half siblings. Until eventually one day his small castle was attacked and sacked by the enemy of his true father. He fought well and helped many people escape, making him a local folk hero. He met Nerissa on their travels and became fast friends as he developed a crush on her.
Name: Brooklyn (Brooke)
Age: 17
Gender: Female
Race: Half elf
Class: Rogue
Level: 1
Alignment:
Background: outlander
Initiative: +5
HP: (9/9)
Speed: 30ft.
AC: 14
Hit Dice: d8 per level
Prof. Bonus +2
Spell Attack:
Spell DC:
Strength: 8 (-1) Save: (-1)
Dexterity: 16 (+3)Save: (+5)
Constitution: 12 (+1) Save: (+1)
Intelligence: 14 (+2)Save: (+4)
Wisdom: 10 (+0)Save: (+0)
Charisma: 16 (+3)Save: (+3)
Attacks:
dagger +5 to hit d4+3 dmg
rapier +5 to hit d8+3 dmg
short bow +5 to hit d6+3 dmg
Proficient Skills:
Athletics, Survival, Acrobatics, Intimidation, Deception, Persuasion, Sleight of
Hand, and Stealth
Proficient Tools:
Tool Proficiencies: One type of musical instrument
Armor: Light armor
Weapons: Simple weapons, hand crossbow s,
longswords, rapiers, shortswords
Tools: Thieves’ tools
Languages:
One of your choice (background)+ You can speak, read, and write Common,
Elvish, and one extra language of your choice.
Equipment:
A staff, a hunting trap, a trophy from an
animal you killed, a set of traveler’s clothes, and a belt
pouch containing 10 gp
rapier
short bow
burglar's pack
leather armor
2 daggers
Spells:
Appearance:
Personality:
History:
Race Features:
Darkvision. Thanks to your elf blood, you have
superior vision in dark and dim conditions. You can
see in dim light within 60 feet of you as if it w ere bright
light, and in darkness as if it were dim light. You can’t
discern color in darkness, only shades of gray.
Fey Ancestry. You have advantage on saving throws
against being charmed, and magic can’t put you to sleep.
Background Feature:
Class Features:
E x p e r t i s e
At 1st level, choose two of your skill proficiencies, or
one of your skill proficiencies and your proficiency with
thieves’ tools. Your proficiency bonus is doubled for any
ability check you make that uses either of the chosen
proficiencies.
At 6th level, you can choose two m ore of your
proficiencies (in skills or with thieves’ tools) to gain
this benefit.
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 1d6 damage to one creature you hit with
an attack if you have advantage on the attack roll. The
attack must use a finesse or a ranged weapon.
You don’t need advantage on the attack roll if another
enemy of the target is within 5 feet of it, that enemy
isn’t incapacitated, and you don’t have disadvantage on
the attack roll.
The amount of the extra damage increases as you
gain levels in this class, as show n in the Sneak Attack
column of the Rogue table.
T h i e v e s ’ C a n t
During your rogue training you learned thieves’ cant, a
secret m ix of dialect, jargon, and code that allows you to
hide messages in seemingly norm al 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 m arks or will provide a safe
house for thieves on the run.
Age: 17
Gender: Female
Race: Half elf
Class: Rogue
Level: 1
Alignment:
Background: outlander
Initiative: +5
HP: (9/9)
Speed: 30ft.
AC: 14
Hit Dice: d8 per level
Prof. Bonus +2
Spell Attack:
Spell DC:
Strength: 8 (-1) Save: (-1)
Dexterity: 16 (+3)Save: (+5)
Constitution: 12 (+1) Save: (+1)
Intelligence: 14 (+2)Save: (+4)
Wisdom: 10 (+0)Save: (+0)
Charisma: 16 (+3)Save: (+3)
Attacks:
dagger +5 to hit d4+3 dmg
rapier +5 to hit d8+3 dmg
short bow +5 to hit d6+3 dmg
Proficient Skills:
Athletics, Survival, Acrobatics, Intimidation, Deception, Persuasion, Sleight of
Hand, and Stealth
Proficient Tools:
Tool Proficiencies: One type of musical instrument
Armor: Light armor
Weapons: Simple weapons, hand crossbow s,
longswords, rapiers, shortswords
Tools: Thieves’ tools
Languages:
One of your choice (background)+ You can speak, read, and write Common,
Elvish, and one extra language of your choice.
Equipment:
A staff, a hunting trap, a trophy from an
animal you killed, a set of traveler’s clothes, and a belt
pouch containing 10 gp
rapier
short bow
burglar's pack
leather armor
2 daggers
Spells:
Appearance:
Personality:
History:
Race Features:
Darkvision. Thanks to your elf blood, you have
superior vision in dark and dim conditions. You can
see in dim light within 60 feet of you as if it w ere bright
light, and in darkness as if it were dim light. You can’t
discern color in darkness, only shades of gray.
Fey Ancestry. You have advantage on saving throws
against being charmed, and magic can’t put you to sleep.
Background Feature:
Class Features:
E x p e r t i s e
At 1st level, choose two of your skill proficiencies, or
one of your skill proficiencies and your proficiency with
thieves’ tools. Your proficiency bonus is doubled for any
ability check you make that uses either of the chosen
proficiencies.
At 6th level, you can choose two m ore of your
proficiencies (in skills or with thieves’ tools) to gain
this benefit.
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 1d6 damage to one creature you hit with
an attack if you have advantage on the attack roll. The
attack must use a finesse or a ranged weapon.
You don’t need advantage on the attack roll if another
enemy of the target is within 5 feet of it, that enemy
isn’t incapacitated, and you don’t have disadvantage on
the attack roll.
The amount of the extra damage increases as you
gain levels in this class, as show n in the Sneak Attack
column of the Rogue table.
T h i e v e s ’ C a n t
During your rogue training you learned thieves’ cant, a
secret m ix of dialect, jargon, and code that allows you to
hide messages in seemingly norm al 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 m arks or will provide a safe
house for thieves on the run.

Age: 19
Gender: male
Race: human
Class: artificer
Level:1
Alignment: chaotic neutral
Background: criminal/spy
Initiative:
HP: (9/9)
Speed: 30ft.
AC: 14
Hit Dice: ??
Prof. Bonus +2
Spell Attack: ??
Spell DC:??
Strength: 9 (-1) Save: (-1)
Dexterity: 15 (+2)Save: (+2)
Constitution: 13 (+1) Save: (+1)
Intelligence: 16 (+3)Save: (+3)
Wisdom: 14 (+2)Save: (+2)
Charisma: 11 (+0)Save: (+0)
Attacks:
shotgun hit +4 damage 2d6+2
pistol hit +4 damage 2d6+2
Proficient Skills: arcana, deception, and investigation
Proficient Tools: alchemist supplies, dice set, disguise kit, thieves, tools, tinker's tool
Languages: common and elvish
Equipment: clothes common, crossbow, crowbar, light hammer, pistol, shotgun, sickle, studded leather, thieves tools, backpack mostly starter equipment
Spells: prepared spells spare the dying and identify (didn't know if i had to add known spells)
Appearance: (will add)
Personality: chaotic, dense, willing to take risks, very petty, observant, intelligent, mischievous, sly, smart, clever
History:(will add)
Race Features: languages
Background Feature: criminal contact
Class Features: proficiencies, magical tinkering, spellcasting

Age: 21
Gender: Female/Non-Binary
Race: Aasimar
Class: Bard
Level: 1
Stats:
~Initiative: +2
~HP: 9/9
~Speed: 30ft.
~AC: 12
~Hit Dice: 1d8
~Prof. Bonus: +2
~Spell Attack: +8
~Spell DC: 16
~Strength: 10 (+0) Save (+0)
~Dexterity: 15 (+2) Saves (+4)
~Constitution: 12 (+1) Saves (+1)
~Intelligence: 17 (+3) Saves (+3)
~Wisdom: 15 (+2) Saves (+2)
~Charisma: 19 (+4) Saves (+6)
~Proficient in: Dexterity Saves, Charisma Throws, Persuasion, Investigation, Sleight of Hand, Dulcimer, Flute, Hand drums
Looks:

Personality:
Anwen is a very intelligent young woman. She is skilled not only socially but musically and in business. With a special set of musical skills, she is always eager to serenade others. Anwen also understands the trade market and does know how to get what she needs or wants, though she does not enjoy taking advantage of others.
A kind and curious soul, Anwen is always in the pursuit of knowledge and better well-being of herself and others. While she grew up traveling, she was somewhat sheltered due to her appearance so this impromptu adventuring and searching has open her eyes to a much wider world.
History:
Anwen was born to a merchant family. Her parents, Lorane and Arwin, had a traveling caravan. Anwen grew up on the road, not belonging to any one city or town or state. She helped her parents sell clothing, learning to sew when she was old enough to do so and helping create intricate designs.
It had been apparent from birth that somewhere down her ancestral line, on either side, was celestial blood or a tie. What it was and with who, it was unknown, but it was there. It had come as a surprise to the lovely couple, having a daughter with silver hair and golden eyes and pale skin. Most people who saw the family assumed the girl to be adopted considering her parents brown and black hair, their blue and hazel eyes, and slightly tanned skin.
But they loved her just the same. So Anwen grew up in a loving home and when she expressed interest in the musical trade, her parents did what they could to afford instruments and occasional lessons.
But Anwen learned very quickly on her own, picking up the flute, then the drums, then the dulcimer. She used her skills in music to attract customers and increase sales.
But a part of her always wondered why she looked so different than her parents. Why she knew a language they did not, without even learning it. But, no matter how curious she was, she could not bring herself to leave her family.
Until one day, her caravan had been attacked. In the middle of the night, as they were settling, rogues or scoundrels or mercenaries, something of the like, ambushed them.
At first, they appeared to only want the goods but they soon commandeered the whole caravan, locking the family inside. Without a thought to their wellbeing, Lorane and Arwin managed to gather some of the supplies left in the caravan with them as they were being driven along, and packed a small bag for Arwen. After making sure she had what she needed, they wished her well and hugged her and gently kissed her forehead before opening the floor hatch.
Despite her protests, they ushered Arwen out onto the slowly passing ground and told her to run. Without much choice, as soon as she hit the ground, she scrambled out and ran into the woods.
Since then, Arwen has been looking for signs of her parents and searching for connections to her heritage. Alas, the only clue she had about the thugs that attacked and kidnapped her family was a simply two-faced brooch on their cloaks.
Weapon of choice: Bardic spells but can use swords/daggers
Spells:
Cantrip ~ Light, Prestidigitation, Minor Illusion
Level 1 (2 slots) ~ Detect Magic, Identify
Other:
Darkvision. You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.
Celestial Resistance. You have resistance to necrotic damage and radiant damage.
Healing Hands. As an action, you can touch a creature and roll a number of d4s equal to your proficiency bonus. The creature regains a number of hit points equal to the total rolled. Once you use this trait, you can’t use it again until you finish a long rest.
Speaks/writes/reads Common and Celestial.
Bardic Inspiration 1d6.
Eve O. Spellman wrote: "And history and personality finished!! Does it still work?"
All good! Feel free to jump in when you're ready.
All good! Feel free to jump in when you're ready.
Level: 1
Class: Bard
Race: Hafling
Background: Entertainer
Appearance: 3'2, tan skin, red bob cut wavy hair, purple eyes, usually wears a worn down flowy skirt and shirt with a cloak and boots, 21
Alignment: Chaotic Good
Personality Traits:
-hoarder, gets attached to material things easily
-naturally curious and inquisitive
-self sufficient
Ideals:
-creativity, the world is in need of new ideas and bold actions
Bonds:
-magical ukulele from adoptive family
-pet owl bear (Kuku)
Flaws:
-childish
-too optimistic sometimes
HP: 9/9
AC: 14
Inish: +3
Speed: 35 ft
Weapons:
Longsword: +2 (atk bonus), 1d8 slashing damage
Dagger: +3 (atk bonus), 1d4+2 piercing damage
Str: 14 (+2)
Dex: 17 (+3)
Con: 12 (+1)
Int: 14 (+2)
Wis: 10 (+0)
Cha: 17 (+4)
Proficient skills:
Intimidation (+6), Performance (+6), Stealth (+5)
Saving Throws:
Str: +3
Dex: +5 (proficiency)
Con: +1
Int: +1
Wis: +0
Cha: +8
Languages: Common & Hafling
Equipment: Lute, magical ukulele, entertainers pack, leather armor, as well as weapons
Feats: Lucky, brave, nimbleness, naturally stealthy, mobile (idk if this is right)
Backstory: (I have this all written out on paper but I don't feel like writing it all out here so I'll sum it up) Found at a river when she was a baby, adopted by a traveling band of bards who raised her and when she was 16 she went back to the inn they were staying at and it was all burnt down along with all her found family. She took the magical ukulele almost unconsciously doing so, like the magic was pulling her to it. Found her own way in the world, came upon an owl bear cub at one point who both of them got attached to the other.