D&D 5E The Full Pregenerated Character Repository

Originally posted by ooSitrioo:

 
 
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Laznabog Krimm
1st-level Tiefling Warlock (eventually of the Tome)
Armor Class 13
Hit Points 10 (1d8)
Speed 30 ft.
Sense Darkvision
Str 09 (-1)  Dex 14 (+2)  Con 14 (+2)
Int 10 (+0)  Wis 10 (+0)  Cha 17 (+3)
Alignment lawful evil
Languages common and infernal
Trait 
Hellish Resistance-Fire
Infernal Legacy-Thaumaturgy Cantrip
Fiend Patron - Burning hands and + 4 temp HP with kill

Background Charlatan
Favortie Scheme: Forgery                                                                                                                                                                                                                                                                      False Identity: Foreign Diplomat
   Personality Trait: Preferred Trick Flatter
   Ideal: Aspiration to become a True Devil
   Bond: Thrall of Glasya, her desire is my law
   Flaw: Distrust Everyone, they all have ulterior motives

Proficiency (+2)
   Light Armor, Simple Weapons, Disguise Kit, Forgery Kit
   Saving Throws:  Str -1 Dex 2 Con 2 Int 0 Wis 2 Cha 5
Skill:  Acr 2 AnH 0 Arc 2 Ath -1 Dec 5 His 0 Ins 0 Int 5 Inv 0 Med 0 Nat 0 Per 0 Prf 0 Prs 3 Rel 0 SoH 4 Ste 2 Sur 0
Spellcasting (Save DC 13, Spell Attack +5)
   Cantrip  - Eldritch Blast, Friends, Thaumaturgy
   1st-level  - Hex, Expeditious Retreat

Actions
Melee Attack— Dagger: +4 to hit (reach 5 ft.; one creature). 
Hit: 1d4+2 piercing damage
Ranged Attack—Light Crossbow: +4 to hit (range 60/320 ft; one creature). 
Hit:  1d8+2 piercing damage 
Melee Attack-Quarterstaff +1 to hit 1d6(1d8)-1 blunt damage 
Ranged Magic Attack-Eldritch Blast +5 to hit 1d10 force damage range 120'
Equipment: Fine Clothes, Scholar's Pack, Disguise Kit, Leather Armor, 2 Daggers, Forgery Kit, 20 bolts, Arcane Focus-Silver Skull
After a tryst with Glasya, Laznabog swore his loyalty to her unconditionally.  He never fit into the world, but she accepted him and promised him great power.  She taught him to hide his disdain for those around him, and learn to use others to serve their will.  He practiced for years to construct a persona of a friendly emmisary from potentially hostile lands.  The only person he is truely honest with is Glasya (even she is often absent), and his years of lies have led him to distrust the motivations of everyone else around him, everyone that would hate him if they knew he really was what their first instincts tell them.  
 

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Originally posted by Plaguescarred1:

zulu.jpg


Chukwembe
1st-level Human Druid
Medium Male Humanoid

Armor Class 18 (scale mail + shield)
Hit Points 10 (1d8)
Speed 30 ft.
Sense Normal
Str 08 (-1) Dex 14 (+2) Con 14 (+2)
Int 12 (+1) Wis 16 (+3) Cha 10 (+0)
Alignment neutral
Languages common, druidic, turami
Trait
Feat Polearm Master
Background Outlander [Wanderer]
Origin: Tribal nomad
Personality Trait: I’m driven by a wanderlust that led me away from home.
Ideal: Charity. Nature. The natural world is more important than all the constructs of civilization.
Bond: My tribe is the most important thing in my life, even when they are far from me.
Flaw: Don’t expect me to save those who can’t save themselves. It is nature’s way that the strong thrive and the weak perish.
Proficiency (+2)
Tools: Herbalism Kit, musical Instrument (jambe drum)
Saving Throws: Intelligence +3, Wisdom +5
Skill Athletics +1, Nature +5, Perception +5, Survival +5
Spellcasting (Save DC 13, Spell Attack +5)
Cantrip (at will) - shillelagh, produce flame
1st-level (2/days) - cure wounds, entangle, fearie fire, thunderwave
Druidic
Actions
Melee Attack— Shillelagh Quaterstaff +5 to hit (reach 5 ft.; one creature).
Hit: 1d8+3 bludgeoning damage / 1d4+3 bludgeoning damage
Ranged Attack—Produce Flame: +5 to hit (range 30 ft; one creature).
Hit: 1d8 fire damage
Equipment: set of common cloth, wyvern scale mail, wooden shield, quaterstaff, mistletoe, a hunting trap, wyvern teeth neckace (a trophy from a kill), explorer's pack: backpack, bedroll, mess kit, hempen rope 50 ft, tinderbox, 10 torch, ration 10 days, waterskin, spell components, belt pouch, 10 gp
Chukwembe [SHOUK-ouem-BAY] was born in Turmish, in a small town of Xorshun, not much more than a caravan stop along the Halondar trade road connecting to Hlondath. Like all turami, he is tall mahogany-skinned man that speak common with a broken accent distinct from his region. He also wear a teeth necklace as a trophy after his tribe slayed the predator called Wandake (meaning "sky shadow" in turami), a wyvern that was terrorizing Xorshun. Chukwembe also has a tribal head ornament made with hunting cat fur (strenght) and winged serpent feathers (wisdom), a gift from his chieftain when he went on his druidic pilgrimage to wander the big world.
 
Last edited by a moderator:

Originally posted by Whir:

Syl “Glory” Moonwave
BACKGROUND (ACOLYTE — Feature: Shelter of the Faithful)
Determined not to let Syl’s infernal blood besmirch her legacy, her mother gave her over to the temple of Illmater at a young age. A venerated cleric of Illmater, Syl’s mother had her schooled in Illmater’s strictures. Eager to gain her mother’s acceptance, Syl studied hard, but could barely keep up with her peers.

One grey morning, a trio of armored knights came riding into the grounds of Syl’s abbey, one wounded and needing the attention of a cleric. Syl ran to get her mother, who then healed the knight, a paladin of Tyr. The paladin gave Syl a small trinket, Tyr’s holy symbol on a thin metal chain, as thanks. After seeing the knights ride out in their gleaming, if slightly battered armor, Syl decided that her future lie not with Illmater, but with Tyr, under whom she could right the wrongs of injustice with might and steel, rather than prayers and soup.

She followed the paladins back to their temple in Waterdeep and begged for admittance to their order. The paladin who had given her the trinket was impressed by her courage and sent word to Syl’s mother. When word came back that Syl, after abandoning her duties, had no place in her mother’s home, the paladin took her as a squire and taught her the ways of combat and Tyr’s unyielding justice.

Personality Traits: I idolize a particular hero of my faith, and constantly refer to that person’s deeds and examples. I am tolerant of other faiths and respect the worship of other gods.
Ideal: I seek to prove myself worthy of my god’s favor by matching my actions against his or her teachings.
Bond: Everything I do is for the common people.
Flaw: I constantly wonder if my actions would please my mother, with whom I am estranged.
 
1st level Tiefling Paladin
Medium Female Humanoid
Proficiency Bonus +2
Armor Class 18 (chainmail, shield)
Saves Wisdom, Charisma
Hit Points 11 (1d10+1)
Speed 30 feet
Sense Darkvision 60’
Str 15 (+2) Dex 10 (+0) Con 12 (+1)
Int 9 (-1) Wis 14 (+2) Cha 15 (+2)
Alignment Lawful good
Languages Common, infernal
 
TRAITS
Hellish Resistance
Infernal Legacy
Divine Sense
Lay on Hands
 
SKILLS
Athletics (+4), Insight (+4), Intimidation (+4), Religion (+4)
 
PROFICIENCIES
Gaming Set (Three Dragon Ante)
Vehicles, Land
 
ACTIONS
Melee Attack— Warhammer: +4 to hit (reach: 5 ft; one creature)
Hit:
1d8+2 bludgeoning damage
Ranged Attack— Light Crossbow: +2 to hit (range 80/320; one creature)
Hit: 1d8 piercing damage
 
SPELLS
Cantrips: -
Prepared Spells: -
 
EQUIPMENT
chainmail, shield, warhammer, light crossbow, case with 20 crossbow bolts, backpack, bedroll, blanket, book of Tyr’s strictures, fine clothes, flask, holy symbol of Tyr, mess kit, steel mirror, pouch, rations (10 days), signet ring, soap, tinderbox, waterskin, 8 sp, 20 cp (remaining money tithed to temple)

AL EQUIPMENT
chanimail, shield, warhammer, (5) javelin, holy symbol (emblem of Tyr), prayer book (Tyr), (5) stick of incense, vestments, common clothes, belt pouch, explorer's pack (backpack, bedroll, mess kit, tinderbox, (10) torch, (10) day's ration, waterskin, (50') hempen rope), steel mirror, signet ring, soap, 8sp, 20cp (remaining money tithed to temple)
 
DESCRIPTION
Syl’s bearing is that of a practiced warrior -- large, muscled, and proud. Her skin is a pale blueish (from her elf birthmother) darkening to a royal blue at the knees, elbows, palms, soles, spine, and the top of her tail. Her deep blue hair spills backwards, framing her tall rear-swept horns, and making her silver eyes even more striking.

Syl is nearly always dressed in her chainmail and carrying her shield and hammer. When the situation demands, she wears fine loose-cut clothing in whites or light greys. She favors no jewelry or other fancy adornment, but always wears her signet ring, a mark of office from her temple in Waterdeep.
 

Originally posted by Whir:

I took a minor liberty and made a gnomish warpick, which would have stats identical to a rapier (25gp, 1d8, piercing, 2lbs, finesse) rather than a plain warpick, of which the only difference is cost (5gp).

The build should work, albeit in no way maximized, with either wolf or eagle totem spirits, but I plan on going eagle if I ever play him. Seriously, flying gnome of pointy death FTW. At fourth, I'd take the Dual Wield feat and have another gnomish warpick crafted, then pump the rest of the bumps into stats. Flair > power!
 
Siggledrix Mudcarver Ajax Morningsnore Dindlerung
BACKGROUND (OUTLANDER — Feature: Wanderer)
Siggledrix’s friends and family knew early on that something was amiss with the poor lad. Often he’d wander off into the forest when no one was looking and show up several days later, naked and starving. Somehow,, no matter how dangerous a place he’d wander to, he always came back in fairly healthy state.

Having only just settled down into life as an adult, shortly after his 43rd birthday, Siggledrix announced (to no one in particular) that he needed to fetch a star, took his grandfather’s warpick and shield, and left the village, only to be rarely seen again.

Siggledrix is overly curious, but neither cautious nor disciplined. All of the things that society sees as necessities bear no more meaning to him than a shiny stone in a forest creek. He is impulsive and makes poor choices constantly, though never with the intention to cause harm. He will typically have one to three small forest creatures with him at any given time and he will resort to conversing with them if he feels overwhelmed or left out.

He has been “rescued” more than once by well-meaning rangers, druids, foresters, hunters, and passerbies. These people are usually put off shortly thereafter by Siggledrix’s constantly shifting demeanor. He loves to go on adventures, whether alone or with a group and will happily join a party adventuring near his current “home.”

Personality Traits: I place no stock in wealthy or well-mannered folk. Money and manners won’t save you from a hungry merchants. I’m always picking things up, absently fiddling with them, and usually accidentally breaking them.
Ideal: Life is like the seasons, in constant change, and we must season with them.
Bond: I am the first and last of my tribe and it’s up to me make sure we get better potatoes.
Flaw: If there’s a wrong decision to make, I’ll probably make it. If there’s something that looks remotely edible, I’ll probably try to eat it.
 
1st level Forest Gnome Barbarian
Small Male Humanoid
Proficiency Bonus +2
Armor Class 17
Saves Strength, Constitution
Hit Points 12
Speed 25
Sense Darkvision 60 ft.
Str 13 Dex 16 Con 14
Int 12 Wis 8 Cha 12
Alignment Chaotic good
Languages Common, gnomish, elvish
 
TRAITS
Natural Illusionist
Speak with Small Animals
Rage (2/day)
Unarmored Defense
 
SKILLS
Animal Handling (+1), Athletics (+3), Nature (+1), Survival (+1)
 
PROFICIENCIES
Musical Instrument (Drum)

ACTIONS
Melee Attack— Gnomish Warpick: +5 to hit (reach: 5 ft.; one creature)
Hit: 1d8+3 piercing damage
Ranged Attack— Shortbow: +5 to hit (range: 80/320; one creature)
Hit: 1d6+3 piercing damage
SPELLS
Cantrips: Minor Illusion
Prepared Spells: -
 
EQUIPMENT
Shield, dagger, gnomish warpick, shortbow, quiver with 20 arrows, mess kit, pouch
 
DESCRIPTION
Siggledrix, or “Sig to his friends,” is a stark contrast to the general idea of what a gnome should be. His hair is a dark matted knot but somehow still manages to stick out in every direction, giving him the appearance of a mangy cat that’s just been electrocuted. His beard flows freely from his face and often contains random objects including but not limited to parts of his last meal, twigs, small shiny rocks, insects, or animal companions. His skin is probably a dark tan, but is usually covered in dirt, blood, or questionable smearable debris. His eyes, a startling green, usually contain hints as to his mental state.

Sig dresses in tattered clothes that have been patched together with animal skins, bark, thick leaves, vines and whatever else he could get his hands on. He carries a shield and warpick that belonged to his grandfather and despite his lack of maintenance, they have remained in good condition. He doesn’t have a pack or belongings except for a mess kit, which only contains a fork with one broken tang and knife blade with no handle.
 
 

Originally posted by Whir:

Toruk Smells-blood
BACKGROUND (OUTLANDER — Feature: Wanderer; Origin: Exile)
 
Personality Traits: I’m driven by wanderlust that let me away from home.
Ideal: I must earn glory in battle, for myself and my clan.
Bond: An injury to the unspoiled wilderness of my home is an injury to me.
Flaw: Violence is my answer to almost any challenge.
 
1st level Half-orc Barbarian
Medium Male Humanoid
Proficiency Bonus +2
Armor Class 14 (unarmored defense)
Saves Strength, Constitution
Hit Points 12 (1d10+2)
Speed 30 ft
Sense Darkvision 60 ft
Str 17 (+3) Dex 14 (+2) Con 14 (+2)
Int 8 (-1) Wis 12 (+1) Cha 10 (+0)
Alignment Chaotic neutral
Languages Common, orcish, goblinoid
 
TRAITS
Relentless Endurance
Savage Attacks
Rage (2/day)
Unarmored Defense
 
SKILLS
Athletics (+5), Intimidation (+2), Nature (+1), Perception (+3), Survival (+3)
 
PROFICIENCIES
Musical Instrument (Drum)
 
ACTIONS
Melee Attack— Greataxe: +5 to hit (reach: 5 ft; one creature)
Hit: 1d12+3 slashing damage
Melee Attack— Handaxe: +5 to hit (reach: 5 ft; one creature)
Hit: 1d6+3 slashing damage
Ranged Attack— Javelin: +5 to hit (range: 30/120; one creature)
Hit: 1d6+3 piercing damage
Ranged Attack— Handaxe: +5 to hit (range: 20/60; one creature)
Hit: 1d6+3 slashing damage
 
EQUIPMENT
greataxe, 2 handaxes, 4 javelins, explorer’s pack (backpack, bedroll, mess kit, tinderbox, (10) torch, (10) day's ration, waterskin, (50') hempen rope), crowbar, fishing tackle, grappling hook, hammer, hunting trap, (10) iron spike, pouch, staff, trophy bear skull, traveler’s clothes, whetstone, 2gp, 8sp, 19cp
 

Originally posted by Gungolphus:

Might as well add one of my own. Since my PHB doesn't get here until tomorrow, this character is based on the Basic PDF and some online information. Created as an NPC for my party.
 
Saelana Elanbow
3rd-level Half-Elf Ranger (Hunter)
Medium Female Humanoid
Armor Class
 15 (studded leather armor)
Hit Points 25 (3d10)
Speed 30 ft.
Senses Darkvision 60ft.    
Str 16(+3 ) Dex 16(+3) Con 16(+3)
Int 13(+1) Wis 14(+2) Cha 9(-1)
Alignment chaotic good
Languages Common, Draconic, Elvish, Gnomish, Goblin, Orc
 
TRAITS
Background - Folk Hero
    Feature: Rustic Hospitality    
Proficiency (+2)
   Saving Throws: Dexterity, Strength
 
SKILLS 
Animal Handling +4, Athletics +5, Medicine +4, Nature +3, Perception +4, Religion +3, Survival  +4 
 
ACTIONS
Melee Attacks— Long Sword: +5 to hit (reach 5 ft.; one creature). 
Hit: 1d10+3 piercing damage
Ranged Attack—Dagger: +5/+7 to hit (range 20/60 ft; one creature). 
Hit:  1d4+3 piercing damage 
Ranged Attack—+1 Longbow: +8 to hit (range 150/600 ft; one creature). 
Hit:  1d8+3 piercing damage
 
FAVORED TERRAIN 
Forest
 
FAVORED ENEMIES
Orcs, Goblins
 
HUNTER PATH
Horde Breaker - Once on each of your turns when you make a weapon attack, you can make another attack with the same weapon against a different creature that is within 5 feet of the original target and within range of your weapon.
 
EQUIPMENT
Weapons as above, arrows (40), backpack, bedroll, change of clothing, rations (10), waterskin, healer kit, herbalist kit, tinderbox, potion of healing (2)
 
PERSONAL CHARACTERISTICS
Appearance: Pale of skin and hair, Saelana is petite and powerful. Often grimy from weeks in the wild.
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)
Bond: I protect those who cannot protect themselves.
Flaw:  Secretly, I believe that things would be better if I were a tyrant lording over the land.
 
STORY
Saelana was conceived in tragedy. Her mother, a Moon Elf, was brutally raped by raiders when Orcs and evil Men raided into the Moonwood. Though her mother dutifully raised Saelana, the Elf was always clear she had no love for her child; indeed, Saelana's mother made it clear she was a perpetual and unwelcome reminder of her great tragedy. Because of her mixed blood - and the circumstances of her conception - Saelana was never accepted into what remained of the Elven population. 
 
Saelana learned early to fend for herself, choosing to spend her days wandering the Moonwood. As she aged - more quickly than the pureblood Elf children around her, to her shame - she ventured further and further afield. She came to favor the longbow as her protection, and many an evil creature fell with one of her blue-fletched arrows in its throat. She tirelessly hunted Orcs and Goblins - a trait she continues, for she loathes them beyond her capacity of words to describe - driving them far from her part of the Moonwood. 
 
As is widely known, the Moonwood has an unusually high population of lycanthropes, one of which - a werewolf of great power - began to prey on her village. One night the beast shattered the door of her mother's home. Saelana slew the beast, nearly being slain herself, but not before the werewolf mauled her mother to death. The next morning she left the band of Elves without a word, never to return. 
 
She quickly found her way to Silverymoon, where she joined other adventurers for a time. Now she ranges where she will.
 
Fe-Ranger%3AHunter.jpg

 
[ATT class]/modules/file/icons/application-pdf.pngSaelana.pdf(x)[//ATT]
 

Originally posted by Rhenny:

Here's another 3rd level from PHB
 
Malik Shadowbreaker

3rd-level Human Monk (Shadow)
Medium Female Humanoid
Armor Class 15 (unarmored)
Hit Points 24 (3d8)
Speed 40 ft.
 
Str 10(+0) Dex 16(+3) Con 14(+2)Int 12(+1) Wis 14(+2) Cha 8(-1)

Alignment chaotic neutral
Languages Common, undercommon, Elven (Drow)

Background – Criminal (SPY variant)
    Feature: Criminal Contact (Spy Contact – Balari of House Marsdan in Waterdeep)   

Proficiency (+2)
   Saving Throws: Dexterity, Strength

SKILLS :  Acrobatics (+5), Athletics (+2), Deception (+1), Perception (+4), Stealth (+5), Theives’ tools (+5), Dice Set

FEAT:  Skulker (Hide in light obscurement, when hidden a miss on a foe does not give you away,  no disadvantage to perception in dim light).

ACTIONS
Melee Attacks— Short Sword (duel wielding) +5 to hit; 1d6+3 damage and 1d6+3 damage
                             Short Sword and Unarmed attack   +5 to hit: 1d6+3 and +5 to hit; 1d4+3
Ranged Attack— Shortbow  +5 to hit; 1d6+3 damage (80’/320’)
Unarmed melee -  +5 to hit; 1d4+3 damage (extra attack as a bonus action)
 
KI (3 points) – DC 12
  Flurry of Blows (1 ki for 2 unarmed attacks)
  Patient Defense (1 ki to take the dodge action as a bonus action)
  Step of the Wind (1 ki to take Disengage or Dash as a bonus action and jumping distance     is 2x for the turn)

Deflect Missiles – When hit with a ranged weapon roll 1d10+Dex mod+monk level – if you reduce damage to 0, you catch the missile.  You can spend 1 ki point to make a ranged attack with that missile as the reaction.
 
Way of the Shadow

Use 2 Ki points to do the following (as a spell of the same name):
  darkness, darkvision, pass without trace or silence.
Minor Illusion cantrip (at-will)

EQUIPMENT
Crowbar, dark common clothes including a hood, a belt pouch, dungeoneer’s pack, 1 potion of healing. 
15 gp

PERSONAL CHARACTERISTICS

Appearance: 5’ 8” tall, dark skin, wiry build.

Traits: I am always calm, no matter what the situation.  I never raise my voice or let my emotions control me.

Ideals: Chains are meant to be broken, as are those who would forge them.

Bond: I served the House Marsdan well for years spying in the underdark, but they have granted me leave to adventure.  I don’t like the slavery and brutality, I’ve seen in the underdark and would love to cause chaos down below.

Flaw:  I turn tail and run when things get bad.

Background

I was trained in a small monastery in the south, but Master Velnab encouraged me to travel and experience the world.   I found myself in Waterdeep, and soon found employment with House Marsdan.  I served the House as a spy in the Underdark for 5 years.  I had to infiltrate some of the small Underdark enclaves to better help my employer make trade deals with Deep Dwarves and Drow.    I grew to hate the Drow after watching how they subjugated the other races and perpetuated an Underdark slave trade.   After my contract was up, I asked to take a leave.  Balari, of House Marsdan, has remained a friend.

My family lives in a small village to the south, but I rarely see them.   In fact, I keep my connection to mother, father and my sister, Arialle, secret.
 

Originally posted by Plaguescarred1:

I updated to 5E my first D&D Next character i played during family & friends playtest 3 years ago when i managed to leave my DM seat to billnewsome for a D&D game in Greyhawk;
 
 
images

 
Tiguel Darago
1st-level Halfling Rogue 
Small Male Humanoid

Armor Class 14 (leather armor)
Hit Points 10 (1d8)
Speed 25 ft.
Sense Normal    
Str 12 (+1)  Dex 17 (+3)  Con 14 (+2)
Int 10 (+0)  Wis 08 (-1)  Cha 12 (+1)
Alignment neutral good
Languages halfling, common, thieves' cant
Trait 
Background Entertainer [By Popular Demand]
   Entertainer Routine: Storyteller.
   Personality Traits: I know a story relevant to almost every situation.
   Ideal: People. I like seeing the smiles on people’s faces when I perform. That’s all that matters.
   Bond: I want to be famous, whatever it takes.
   Flaw: A scandal prevents me from ever going home again. That kind of trouble seems to follow me around.
Proficiency (+2)
  Tools: Thieve's Tool, Disguise Kit, Musical Instrument (bagpipe)
  Saving Throws: Dexterity +5, Intelligence +2
Skill Acobatics +5, Deception +3, Performance +3, Persuasion +3, Stealth +5
Lucky
Brave
Halfling Nimbleness
Naturally Stealthy
Expertise
Sneak Attack (1d6)
Actions
Melee Attacks— Short Sword: +5 to hit (reach 5 ft.; one creature). 
Hit: 1d6+3 piercing damage / 1d6 piercing damage
Ranged Attack—Dagger: +5 to hit (range 20/60 ft; one creature). 
Hit:  1d4+3 piercing damage 
Ranged Attack—Shortbow: +5 to hit (range 80/320 ft; one creature). 
Hit:  1d4+3 piercing damage
Equipment: Shortsword, shortbow, 30 arrows, 2 daggers, leather armor, a backpack including: a bag of 1,000 ball bearings, 10 feet of string, a bell, 5 candles, a crowbar, a hammer, 10 pitons, a hooded lantern, 2 flasks of oil, 5 days rations, a tinderbox, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it, bagpipe, the favor of an admirer (love letter), a costume, a brass ring that never tarnish, and a belt pouch containing 15 gp
Tiguel [T-goo-L] is a dimwitted but somewhat innocent halfling that has an habbit of getting himself in trouble more than he should, by getting his bubby fingers on what he shouldn't. He likes music and downtime. He is just back from a trip to the south in the Pomarj, where he overslept on the beach a few times after abusing a local liquor called Cocaquila, which gave him this dark tan. He still talk with the Pomarji accent he adopted while on vacation. Back in Stoink he heard of a fiesta at the Palace and his oversized eyes got bigger. Down on his luck and finance, he thought he could invite himself to have fun and perhaps more...A Fiesta ? Sure, where ? Palace Royale ? Tiguel always ready to party...Think there's any Cocaquila gringo ?
 

Originally posted by ManoVega:

Darden Stubblefoot
Hellakin.jpg

 
 
1st-level Lightfoot Halfling Paladin
Small Male Humanoid
Armor Class
 17
Hit Points 12 (1d10)
Speed 25 ft.
Sense Normal  
Str 8 (-1)  Dex 16 (+3)  Con 14 (+2)
Int 10 (0)  Wis 10 (0)  Cha 16 (+3)
Alignment Lawful Neutral
Languages Common, Halfling
TRAITS
Background - Criminal (Spy)
     Feature: Criminal Contact
     Criminal Specialty: Hired Killer
Proficiency (+2)
   Tools: Thieves Tools, Dragonchess Set
   Saving Throws: Wisdom, Charisma
   Weapons: Simple weapons, Martial Weapons
   Armor: All armor, Shields.
Lucky: When you roll a 1 on an attack roll, ability check or saving throw, you can reroll the die and must use the new roll.
Brave: You have advantage on saving throws against being frightened.
Halfling Nimbleness: You can move through the space of any creature that is of a size larger than yours.
Naturally Stealthy: You can attempt to hide even when you are obscured only by a creature that is at least one size larger than you.
Divine Sense (4/long rest): The presence of stron evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears.
Lay on Hands (5hp/long rest): Your blessed touch can heal wounds.
 
SKILLS
Persuasion +5, Insight +2, Deception +5, Stealth +5
ACTIONS
Melee Attacks— Rapier:
 +5 to hit (reach 5 ft.; one creature)
Hit: 1d8+3 piercing damage (finesse)
Ranged Attack— Sling: +5 to hit (range 30/120 ft; one creature). 
Hit:  1d4+3 bludgeoning damage (ammunition) 

EQUIPMENT 
A Rapier, Sling, 40 bullets, Shield (emblazoned with the symbol of Kelemvor), Studded Leather, dagger, crowbar, Dark common clothes with hood, Set of Fine Clothes, a silver skull coin, Explorer's Pack, belt pouch (9gp, 8sp)
 
PERSONAL CHARACTERISTICS
Traits: “I would rather make a new friend than a new enemy." "I don't pay attention to the risks in a situation. Never tell me the odds."
Ideal: “That which is done to the weakest and smallest, shall be visited tenfold upon the guilty."
Bond: “I fight for those who can not fight for themselves"
Flaw: “I follow my path to escape my past sins. My code does not always align with the morals of others."
 
BACKSTORY
Late one night, Darden Stubblefoot awoke in a cold sweat from nightmarish visions of a man with golden antlers. He shook the visions off and swallowed his fears along with a late night chicken dinner and went back to sleep. As a low ranking member of the local thieves guild, his job was just to walk the streets, remain unseen and report the activity of the town guards and collecting dues for the guild. He made good money informing on the local peasants and fleecing the unfortunate souls that could hardly afford it. At his lowest point, Darden convinced several of the street children that he had a full proof money making scheme, yet led them into a trap that landed them all aboard a slavers ship. He received his payment and was on his way to spend it when he froze in his tracks. A man with golden antlers brushed past him and entered the ship. Though it had been weeks since the visions he knew this was no coincidence, the normally unflappable halfling went numb. Sounds of battle went up from the ship as Darden stared dumbfounded at the hull, until the head of a pirate came bouncing towards him. He quickly made a mad dash for a secret back alley entrance to a safe house, but the man was somehow standing in front of the door. He turned on his heels and bolted through a crowd, scurrying between a mass of tangled legs and irate women. He ducked into a stable, sure that a man wearing a ridiculous antlered helmet could not have followed... but as he peeked out the doors, he saw him approaching. Darden panicked and rushed out on to the roof, leapt to the next building, rolled down another rooftop and fell the rest of the way over a crumbling wall and face first into an open grave. He scrambled to get out, but was unable to gain a foothold. In the dead silence an antlered head leanded over the hole and spoke, “That which is done to the weakest and smallest, shall be visited tenfold upon the guilty." The man pulled away and Darden heard something drop at his feet, he opened his eyes and picked up a silver coin with a skull on both sides, then promptly fainted. He awoke to the sound of a burly half-orc yelling gibberish and poking him with a shovel. After an awkward moment or two, he realized the half-orc only wanted to help him out and haulded Darden out of the ground. Darden looked around the grave yeard and noticed a gravestone that was carved to rememble a helm with real golden antlers attached. He cautiously approached and read, "Here lies Sir Arden Du'Brom, Knight of Velaria, Defender of the weak. The Vengeance of Kelemvor." 
 
Since that night, Darden has dedicated himself to Kelemvor and randomly receives mysterious messages with a single name on each. He seeks out these people and deliver's Kelevor's vengeance to them. In a twist of fate (or divine intervention) the thieves guild he belonged to was decimated when the slaver's took their revenge, but Darden was able to escape and now seeks to help the small and weak, wherever he can. He likes to keep up the ruse that he is just a lowly thief because everyone just assumes the halfling in the cloak is a thief, and it makes gathering information on his marks much easier. He still maintains his happy-go-lucky attitude and only let's his friends know his true self. No matter where he goes, the messages always find him, and they never stop coming.
 
 
 

Originally posted by spanglemaker:

imagesCAR5HY0L.jpg

Its hard knowing that your lack of ability disapoints your family and it is especially so when you are from Rashemen and your mother is a powerful Hathran. Before you were born, she was told that a child of her line will be an incredible wielder of magic and a gift to Rashemen. My childhood was full of joy with the only pain being magical practice, as I couldn't cast the simplest of cantrips. Mother consulted her sister Hathrans, spoke with Ancient Fey and a some unsavoury Hags. The answers given were conflicting and there was no doubt at all that her daughter Erizel was unable to access her gift and the greatest clerics of the mother were unable to intercede.
 
Erizel a Librarian from Rashemen
3rd-level Human Warlock - Pact of the Tome
Armor Class 14 (Studded Leather Armor)
Hit Points 24 (3d8)+6
Speed 30 ft.

Str 08 (-1)  Dex 14 (+2)  Con 14 (+2)
Int 10 (+0)  Wis 12 (+1)  Cha 16 (+3)
Alignment Chaotic Good
Languages Common, Draconic

Trait 
Otherworldly Patron (Archfey)
Pact Magic
Eldritch Invocations: Agonising Blast, Book of Ancient Secrets (containing the following cantrips- Guidance, Poison Spray, (Shilelagh or Mage Hand or Friends) and rituals for Find Familiar and Identify or Comprehend Languages)
Pact Boon: Pact of the Tome
Archfey Patron - Faerie Fire or Sleep, Fey Presence (DC13 vs Wisdom for Charm or Fear)
 
Feats Magic Initiate (Light, Message) and (Cure Wounds) (Bard- a Patrons Gift)

Background (Spy) Criminal Contact or Dragon Cult Infiltrator
 
Personality Trait: I would rather make a new friend than a new enemy
Ideal: Chains are meant to be broken, as are those who would forge them.
Bond: I am a librarian, I am loyal to Rashemen and I am discreet about being a member of the Harper faction.
Flaw: If things look bad, then I will run

Proficiency (+2)
Light Armor, Simple Weapons, Thieves Tools, Disguise Kit
Saving Throws:  Str -1 Dex 2 Con 2 Int 0 Wis 3 Cha 5
 
Skills
Acr 2 AnH 1 Arc 2 Ath -1 Dec 5 His 0 Ins 1 Int 3 Inv 2 Med 1 Nat 0 Per 1 Prf 3 Prs 5 Rel 0 SoH 2 Ste 4 Sur 1

Spellcasting (Save DC 13, Spell Attack +5)
   Cantrip  - Eldritch Blast, Minor Illusion, Light, Message, Guidance, Poison Spray, (one of Shilelagh or Mage Hand or Friends)
   1st-level  - Hex, (one of Sleep or Faerie Fire), Cure Wounds
   2nd-level - (Invisibility or Misty Step), Mirror Image

 
Actions
Melee Attack— Dagger: +4 to hit (reach 5 ft.; one creature). 
Hit: 1d4+2 piercing damage
Ranged Attack—Light Crossbow: +4 to hit (range 60/320 ft; one creature). 
Hit:  1d8+2 piercing damage
Melee Attack-Quarterstaff +1 to hit 1d6(1d8)-1 blunt damage
Ranged Magic Attack-Eldritch Blast +5 to hit 1d10+3 force damage range 120'
 
Equipment: Dark Common Clothes with a hood, a Crowbar, Scholar's Pack, Leather Armor, 2 Daggers,Thieves Tools, Disguise Kit, Bedroll, Waterskin, Caltrops, Bag of Ball-bearings, Light Crossbow, 20 bolts, Arcane Focus-Wand, Trinket- Alabaster Mask (a gift from her mother to be worn after initiation as a Hathran). Book of Shadows (containing the following cantrips- Guidance, Poison Spray, (Shilelagh or Mage Hand or Friends) and rituals for Find Familiar and Identify or Comprehend Languages)
 
On her 17th Birthday, she was given an Alabaster Mask with tears from her mother, who told her that she wished that the mask gift could have been as part of her initiation into the Sisterhood. Erizel was sent to a secret camp to train in the arts of Spycraft, to serve in the New Rashemen Secret Service. During her training, she was haunted by strange dreams of a mysterious fey who offered her a gift of ancient magic. Her years of magical failure made this very tempting. Erizel was tempted further by the offer that if she accepts the gift, then she only has to do a few minor favours for her patron and keep silent about the source of her new powers. Erizel was happy to do this, so she practiced her magic in secret. Telling nobody of her magic. Now she works as a roving agent for the New Rashemen Secret Service and the Harpers, this means that she will have little need to return home to Rashemen. But she will return, once she can wield magic of the third degree and is then elligable for initiation as a Hathran. When she was gifted with her Book of Shadows it contained 3 cantrips and 2 rituals. She used to play with guising herself with her magic, but chose to sacrifice that abililty to empower her Book of Shadows.
(Possible variants for her book of shadow's appearance- its a holed stone on a chain round her neck or its her Alabaster Mask. She has been taught to scribe rituals onto parchment, which she must burn with expensive and exotic fragrant oils. Then rubbing the ashes onto her holed stone or her mask).
 
[ATT class]/modules/file/icons/application-pdf.pngErizel Rashemi 3.pdf(x)[//ATT]
 
 
 
 
 

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