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<blockquote data-quote="hero4hire" data-source="post: 7317386" data-attributes="member: 20711"><p><strong>Fareon Wolfrider</strong> </p><p>[ATTACH]92839[/ATTACH]</p><p><strong>Race:</strong> Strongheart Halfling</p><p><strong>Class:</strong> Barbarian </p><p><strong><strong>Level:</strong></strong> 1</p><p><strong>Background:</strong> Far Traveler</p><p><strong>Alignment:</strong> Chaotic Good</p><p></p><p>STR 12 (+1)</p><p>DEX 18 (+4)</p><p>CON 16 (+3)</p><p>INT 12 (+1)</p><p>WIS 12 (+1)</p><p>CHA 10 (+0)</p><p></p><p>HP: 30</p><p>AC: 19</p><p></p><p><strong>Class Abilities:</strong></p><p></p><p><strong>Rage:</strong> In battle, you fight with primal ferocity. On Your Turn, you can enter a rage as a Bonus Action.</p><p></p><p>While raging, you gain the following benefits if you aren't wearing heavy armor:</p><p></p><p>• You have advantage on Strength Checks and Strength saving throws.</p><p></p><p>• When you make a melee weapon Attack using Strength, you gain a +2 bonus to the damage roll. This bonus increases as you level.</p><p></p><p>• You have Resistance to bludgeoning, piercing, and slashing damage.</p><p></p><p>If you are able to cast Spells, you can't cast them or concentrate on them while raging.</p><p></p><p>Your rage lasts for 1 minute. It 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 on Your Turn as a Bonus Action.</p><p></p><p>Once you have raged the maximum number of times for your barbarian level, you must finish a Long Rest before you can rage again. You may rage 2 times at 1st level, 3 at 3rd, 4 at 6th, 5 at 12th, and 6 at 17th.</p><p></p><p><strong>Unarmored Defense:</strong> While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a Shield and still gain this benefit.</p><p></p><p><strong>Danger Sense</strong> You have advantage on Dexterity saving throws against effects that you can see, such as traps and Spells. To gain this benefit, you can't be Blinded, Deafened, or Incapacitated.</p><p></p><p><strong>Reckless Attack</strong> When you make your first Attack on Your Turn, you can decide to Attack recklessly. Doing so gives you advantage on melee weapon Attack rolls during this turn, but Attack rolls against you have advantage until your next turn.</p><p></p><p><strong>Background Feature:</strong> All Eyes On You</p><p></p><p>Your accent, mannerisms, figures of speech, and perhaps even your appearance all mark you as foreign. Curious glances are directed your way wherever you go, which can be a nuisance, but you also gain the friendly interest of scholars and others intrigued by far-off lands, to say nothing of everyday folk who are eager to hear stories of your homeland. You can parlay this attention into access to people and places you might not otherwise have, for you and your traveling companions. Noble lords, scholars, and merchant princes, to name a few, might be interested in hearing about your distant homeland and people.</p><p></p><p><strong>Racial Abilities:</strong> </p><p></p><p><strong>Lucky:</strong> When you roll a 1 on the d20 for an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.</p><p></p><p><strong>Brave:</strong> You have advantage on saving throws against being frightened.</p><p></p><p><strong>Halfling Nimbleness: </strong>You can move through the space of any creature that is of a size larger than yours.</p><p></p><p><strong>Stout Resilience:</strong> You have advantage on saving throws against poison, and you have resistance against poison damage.</p><p></p><p><strong>Skills:</strong> Animal Handling +3, Athletics +3, Insight +3, Perception +3</p><p></p><p><strong>Tool Proficiencies:</strong> Dice </p><p></p><p><strong>Armor:</strong> Light Armor, Medium Armor, Shields</p><p> </p><p><strong>Weapons:</strong> Simple Weapons, Martial Weapons</p><p></p><p><strong>Saving Throws:</strong> Strength +3, Dexterity +4, Constitution +5, Intelligence +1, Wisdom +1, Charisma +0</p><p></p><p><strong>Languages:</strong> Common, Halfling, Sylvan</p><p></p><p><strong>Equipment:</strong> Scimitar, Dagger, Explorer's pack, 4 Javelins, Traveler's clothes, Dice set, Poorly wrought maps from your homeland that depict where you are in Faerun, Wolf necklace, Pouch, Shield, Young Wolf (Mastiff)</p><p></p><p>2gp, 0ep, 2sp, 0cp</p><p></p><p><strong>Combat:</strong></p><p>Scimitar atk +6, dmg 1d6+4</p><p>Dagger atk +6, dmg 1d4+4, rng 20'/60'</p><p>Thrown Javelin atk +6, dmg 1d6+4, rng 30'/120'</p><p></p><p>[sblock="Wolf"]"Wolf" </p><p>Medium beast, unaligned</p><p>Armor Class 12</p><p>Hit Points 9 (1d8+ 1)</p><p>Speed 40 ft. </p><p>STR</p><p>13 (+1)</p><p>DEX</p><p>14 (+2)</p><p>CON</p><p>12 (+1)</p><p>INT</p><p>3 (-4)</p><p>WIS</p><p>12 (+1)</p><p>CHA</p><p>7 (-2)</p><p>Proficiency Bonus+2</p><p>Skills Perception +3</p><p>Senses passive Perception 13</p><p>Challenge 1/8(25 XP)</p><p></p><p>Keen Hearing and Smell..The mastiff has advantage on Wisdom (Perception) checks that rely on hearing or smell.</p><p></p><p>Actions</p><p>Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.[/sblock]</p><p></p><p><strong>History:</strong> </p><p>Fareon grew up a member of the Wolfrider Tribe; a small group of Nomadic Strongheart Halflings that migrated from Luiren to the Eastern Shaar and the Beastlands and Son of the Tribe's leader Kareon. As a "Rite of Ascension" into adulthood young Fareon was sent on a Vision Quest to experience the world and gain wisdom. Normally, this entailed a short trip into Luiren and experience the hospitality of the Hin Communities. Or killing a beast in the Toadsquat mountains. Perhaps both! But Fareon took his wanderlust a bit far and rode "Wolf" as far west as he could, determined to see the Wonders of the World and eschewing the responsibilities of being Heir Apparent to his Tribe.</p></blockquote><p></p>
[QUOTE="hero4hire, post: 7317386, member: 20711"] [B]Fareon Wolfrider[/B] [ATTACH=CONFIG]92839._xfImport[/ATTACH] [B]Race:[/B] Strongheart Halfling [B]Class:[/B] Barbarian [B][B]Level:[/B][/B] 1 [B]Background:[/B] Far Traveler [B]Alignment:[/B] Chaotic Good STR 12 (+1) DEX 18 (+4) CON 16 (+3) INT 12 (+1) WIS 12 (+1) CHA 10 (+0) HP: 30 AC: 19 [B]Class Abilities:[/B] [B]Rage:[/B] In battle, you fight with primal ferocity. On Your Turn, you can enter a rage as a Bonus Action. While raging, you gain the following benefits if you aren't wearing heavy armor: • You have advantage on Strength Checks and Strength saving throws. • When you make a melee weapon Attack using Strength, you gain a +2 bonus to the damage roll. This bonus increases as you level. • You have Resistance to bludgeoning, piercing, and slashing damage. If you are able to cast Spells, you can't cast them or concentrate on them while raging. Your rage lasts for 1 minute. It 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 on Your Turn as a Bonus Action. Once you have raged the maximum number of times for your barbarian level, you must finish a Long Rest before you can rage again. You may rage 2 times at 1st level, 3 at 3rd, 4 at 6th, 5 at 12th, and 6 at 17th. [B]Unarmored Defense:[/B] While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a Shield and still gain this benefit. [B]Danger Sense[/b] You have advantage on Dexterity saving throws against effects that you can see, such as traps and Spells. To gain this benefit, you can't be Blinded, Deafened, or Incapacitated. [B]Reckless Attack[/b] When you make your first Attack on Your Turn, you can decide to Attack recklessly. Doing so gives you advantage on melee weapon Attack rolls during this turn, but Attack rolls against you have advantage until your next turn. [B]Background Feature:[/B] All Eyes On You Your accent, mannerisms, figures of speech, and perhaps even your appearance all mark you as foreign. Curious glances are directed your way wherever you go, which can be a nuisance, but you also gain the friendly interest of scholars and others intrigued by far-off lands, to say nothing of everyday folk who are eager to hear stories of your homeland. You can parlay this attention into access to people and places you might not otherwise have, for you and your traveling companions. Noble lords, scholars, and merchant princes, to name a few, might be interested in hearing about your distant homeland and people. [B]Racial Abilities:[/B] [B]Lucky:[/B] When you roll a 1 on the d20 for an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll. [B]Brave:[/B] You have advantage on saving throws against being frightened. [B]Halfling Nimbleness: [/B]You can move through the space of any creature that is of a size larger than yours. [B]Stout Resilience:[/B] You have advantage on saving throws against poison, and you have resistance against poison damage. [B]Skills:[/B] Animal Handling +3, Athletics +3, Insight +3, Perception +3 [B]Tool Proficiencies:[/B] Dice [B]Armor:[/B] Light Armor, Medium Armor, Shields [B]Weapons:[/B] Simple Weapons, Martial Weapons [B]Saving Throws:[/B] Strength +3, Dexterity +4, Constitution +5, Intelligence +1, Wisdom +1, Charisma +0 [B]Languages:[/B] Common, Halfling, Sylvan [B]Equipment:[/B] Scimitar, Dagger, Explorer's pack, 4 Javelins, Traveler's clothes, Dice set, Poorly wrought maps from your homeland that depict where you are in Faerun, Wolf necklace, Pouch, Shield, Young Wolf (Mastiff) 2gp, 0ep, 2sp, 0cp [B]Combat:[/B] Scimitar atk +6, dmg 1d6+4 Dagger atk +6, dmg 1d4+4, rng 20'/60' Thrown Javelin atk +6, dmg 1d6+4, rng 30'/120' [sblock="Wolf"]"Wolf" Medium beast, unaligned Armor Class 12 Hit Points 9 (1d8+ 1) Speed 40 ft. STR 13 (+1) DEX 14 (+2) CON 12 (+1) INT 3 (-4) WIS 12 (+1) CHA 7 (-2) Proficiency Bonus+2 Skills Perception +3 Senses passive Perception 13 Challenge 1/8(25 XP) Keen Hearing and Smell..The mastiff has advantage on Wisdom (Perception) checks that rely on hearing or smell. Actions Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.[/sblock] [B]History:[/B] Fareon grew up a member of the Wolfrider Tribe; a small group of Nomadic Strongheart Halflings that migrated from Luiren to the Eastern Shaar and the Beastlands and Son of the Tribe's leader Kareon. As a "Rite of Ascension" into adulthood young Fareon was sent on a Vision Quest to experience the world and gain wisdom. Normally, this entailed a short trip into Luiren and experience the hospitality of the Hin Communities. Or killing a beast in the Toadsquat mountains. Perhaps both! But Fareon took his wanderlust a bit far and rode "Wolf" as far west as he could, determined to see the Wonders of the World and eschewing the responsibilities of being Heir Apparent to his Tribe. [/QUOTE]
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