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- AKRIS
- str 9 dex* 16 con 12 int 16 wis 14 cha* 18
- hp 24/24 speed 30
- xp 4177/6500
- acrobatics*, insight**, investigation**, performance*, sleight of hand*
- Male, 22yr, 6', 210lb, red eyes, black hair, medium size, darkvision
- common infernal draconic orc celestial
- neutral good
- BACKGROUND
- Entertainer - Actor
- 'By Popular Demand' - You can always find a place to perform, usually in an inn or tavern but possibly with a circus, at a theater, or even in a noble’s court. At such a place, you receive free lodging and food of a modest or comfortable standard (depending on the quality of the establishment), as long as you perform each night. In addition, your performance makes you something of a local figure. When strangers recognize you in a town where you have performed, they typically take a liking to you.
- College of Swords
- Bards of the College of Swords are called blades, and they entertain through daring feats of weapon prowess. Blades perform stunts such as sword swallowing, knife throwing and juggling, and mock combats. Though they use their weapons to entertain, they are also highly trained and skilled warriors in their own right.
- Their talent with weapons inspires many blades to lead double lives. One blade might use a circus troupe as cover for nefarious deeds such as assassination, robbery, and blackmail. Other blades strike at the wicked, bringing justice to bear against the cruel and powerful. Most troupes are happy to accept a blade’s talent for the excitement it adds to a performance, but few entertainers fully trust a blade in their ranks.
- Blades who abandon their lives as entertainers have often run into trouble that makes maintaining their secret activities impossible. A blade caught stealing or engaging in vigilante justice is too great a liability for most troupes. With their weapon skills and magic, these blades either take up work as enforcers for thieves’ guilds or strike out on their own as adventurers.
- RACIAL TRAITS
- INT +1
- CHA+2
- Darkvision - 60ft
- Hellish Resistance - Fire
- Infernal Legacy: (Spellcast Ability: CHA)
- Cantrip - Thaumaturgy
- Level 3 - Hellish Rebuke
- Level 5 - Darkness
- PERSONALITY TRAITS
- I know a story relevant to almost every situation.
- I love a good insult, even one directed at me.
- Nobody stays angry at me or around me for long, since I can defuse any amount of tension.
- IDEALS
- Tradition - The stories, legends, and songs of the past must never be forgotten, for they teach us who we are.
- Honesty - Art should reflect the soul; it should come from within and reveal who we really are.
- BONDS
- Most highly prized possession: Smooth Ore
- Origin unknown; mentor gave Akris this ore and instructed him 'it gives the holder the ability to influence their audience exponentially during performances.' (Appraisers and Enchanters the world over have all repeated that there are no invokations, enchantments, or other value, and it is simply a smooth piece of rock. Akris refuses to believe this.)
- FLAWS
- I have trouble keeping my true feelings hidden. My sharp tongue lands me in trouble.
- My constant truth-bending, or story flavoring, makes it near impossible to take anything I say at face value/very serious.
- ARMOR PROFICIENCIES
- light medium
- WEAPON PROFICIENCIES
- Simple Weapons
- Hand Crossbows
- Longswords
- Rapiers
- Shortswords
- Scimitar
- TOOL PROFICIENCIES
- Dulcimer - Musical Instrument
- Lute - Musical Instrument
- Shawm - Musical Instrument
- OTHER NOTES
- If you’re proficient with a simple or martial melee weapon, you can use it as a spellcasting focus for your bard spells.
- Fighting Style: Two-Weapon - When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second Attack.
- CLASS FEATURE NOTES
- HP: 1d8 per Bard Level
- Level 1: 8 + CON
- Level 2+: 1d8(5) + CON
- Two-Weapon Fighting: Add Ability Mod to 2nd attack; 2nd attack is a Bonus Action.
- Song Of Rest: 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 by spending Hit Dice at the end of the Short Rest, each of those creatures regains an extra 1d6 hit points. 9TH Level: 1d8; 13TH Level: 1d10; 17TH Level: 1d12
- OTHER ABILITIES/NOTES/FEATURES
- Bardic Inspiration
- Cantrips: 2 at Level 1; 3 at Level 4; 4 at Level 10
- Spell Save DC = 8 + Proficiency + CHA
- Spell Attack Mod = Proficiency + CHA
- Ritual Casting: Cast any spell as a ritual (if it has ritual tag)
- Spellcasting Focus: Can use any instrument as a spellcasting focus for Bard Spells
- Jack Of All Trades: Add 1/2 Proficiency bonus (rounded down) to any ability check that doesn't already include your proficiency bonus.
- CLASS ACTIONS
- bardic inspiration, used 1 max 4, recharge long rest, 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, 1d6.
- 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 minimum of once). You regain any expended uses when you finish a Long Rest.
- Your Bardic Inspiration die changes when you reach certain levels in this class. The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level.
- song of rest, used 1 max 1, recharge other, Each friendly player/creature who spends a Hit Dice during a Short Rest gets +[[1d6]] of Hit Points.
- blade flourish, used 1 max 1, recharge other, Speed +10 Feet
- Choose 1:
- Defensive Flourish - You can expend one use of your Bardic Inspiration to cause the weapon to deal extra damage to the target you hit. The damage equals the number you roll on the Bardic Inspiration die. You also add the number rolled to your AC until the start of your next turn.
- Slashing Flourish - You can expend one use of your Bardic Inspiration to cause the weapon to deal extra damage to the target you hit and to any other creature of your choice that you can see within 5 feet of you. The damage equals the number you roll on the Bardic Inspiration die.
- Mobile Flourish - You can expend one use of your Bardic Inspiration to cause the weapon to deal extra damage to the target you hit. The damage equals the number you roll on the Bardic Inspiration die. You can also push the target up to 5 feet away from you, plus a number of feet equal to the number you roll on that die. You can then immediately use your reaction to move up to your walking speed to an unoccupied space within 5 feet of the target.
- ATTACKS
- Frostbrand Rapier, Finesse, 1d8 piercing + 1d6 cold, +stat, crit 1d8+1d6 on 20
- Dagger, Finesse, 1d4 piercing, +stat, crit 1d4 on 20
- shortbow, dex, 1d6 piercing, crit 1d6 on 20
- dagger, dex, 1d4 piercing, crit 1d4 on 20
- SPELLS
- cantrips:
- thaumaturgy
- vicious mockery
- true strike
- mending
- level 1:
- healing word
- cure wounds
- hellish rebuke
- thunderwave
- bane
- sleep
- disguise self
- level 2:
- shatter
- heat metal
- ARMOR: studded leather, light, ac 15
- 60sp, 315gp
- 3 rations
- Backpack
- Bedroll
- 2 Costumes
- 5 Candles
- 5 Rations
- Waterskin
- Disguise Kit
- studded leather armor
- dagger
- dulcimer
- smooth ore chunk
- shortbow
- quiver of arrows
- frostbrand rapier
- shield of the void
- 19 pitons
- hammer
- shovel
- 10 iron spikes
- steel mirror
- Shield Of The Void Armor - This dull black, featureless +1 shield appears to be made from nothingness itself.
- While wielding the shield, you are treated as being in dim light while in bright light for the purposes of being perceived. This light reduction level has no effect on your senses.
- Attuned: While you are attuned to the shield, if you fail the saving throw for a spell or magical effect, you can use your reaction to negate the effect entirely. Once you use this feature of the shield, you must finish a long rest before you can use it again.
- The Call of the Void: This shield is cursed, and attuning to it extends the curse to you until you are targeted by the remove curse spell or similar magic. Removing the shield fails to end the curse on you. As long as you remain cursed, you are unwilling to part with the shield, keeping it within reach at all times. Whenever you are presented with a scenario that can lead to certain death (e.g. leaping off of a mile high cliff and turning into a goldfish), you must succeed on a DC 10 Charisma saving throw or pursue the course of action that is most likely to lead to your own personal demise.
- BARNAK
- str 8 dex 14 con 15 int 14 wis* 11 cha* 19
- hp 23/31 speed 30 xp 4177/6500
- deception, performance, persuasion, religion
- male age 65 height 6'7, weight 160, eyes smoldering yellow, hair black, size medium, darkvision
- common, infernal
- chaotic neutral
- BACKGROUND
- heretic
- PERSONALITY
- Tired, willing to do good if encouraged.
- Thirst for power to act out vengeance.
- IDEALS
- Vengeance for those who sought to undo him.
- Desire to do good from ethical and historical roots in life.
- BONDS
- Undying patron that has wished to meddle in my affairs to see how I might benefit him with the freedom and powers he has given me. Conspiring with my previous sect's members.
- FLAWS
- Sometimes must do things against his moral compass to maintain the pact with his patron lich and continue fighting.
- ARMOR PROFICIENCIES
- light armor
- WEAPON PROF.
- simple weapons
- CLASS NOTES
- MASK OF MANY FACES
- You can cast disguise self at will, without expending a spell slot
- AGONIZING BLAST
- Prerequisite: eldritch blast cantrip
- When you cast eldritch blast, add your Charisma modifier to the damage it deals on a hit.
- Defy Death
- At 6th level, you gain 1d8 + Con hit points when you succeed on a death saving throw or use spare the dying once per long rest.
- Undying Nature
- At 10th level, you can hold your breath forever and don't need food, water, or sleep. You also age 10 times slower and can't be magically aged.
- Indestructible Life
- At 14th level, you can use a bonus action to regain 1d8 + warlock level hit points. You can also reattach severed body parts when you use this feature. can use once per short or long rest.
- So, while not technically immortal, this is pretty close for RAW and requires no homebrew unless you change from your current class to a new one. An elf Undying Warlock can live to be about 7000 years old, which is really enough time for you to roleplay until you actually die of old age in real life.
- OTHER NOTES/FEATS
- Darkvision: Thanks to your infernal heritage, you have superior vision in dark and dim Conditions. 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 can’t discern color in Darkness, only shades of gray.
- Hellish Resistance: You have Resistance to fire damage.
- Infernal Legacy. You know the Thaumaturgy cantrip. When you reach 3rd level, you can cast the Hellish Rebuke spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a Long Rest. When you reach 5th level, you can cast the Darkness spell once with this trait and regain the ability to do so when you finish a Long Rest. Charisma is your spellcasting ability for these Spells.
- Languages: You can speak, read, and write Common and Infernal.
- Undying Patron: Starting at 1st level, you learn the spare the dying can-trip, which counts as a warlock cantrip for you. You also have advantage on saving throws against any disease. Additionally, undead have difficulty harming you. If an undead targets you directly with an attack or a harmful spell, that creature must make a Wisdom saving throw against your spell save DC (an undead needn't make the save when it includes you in an area effect, such as the explosion of fireball).
- On a failed save, the creature must choose a new target or forfeit targeting someone instead of you, potentially wasting the attack or spell. On a suc-cessful save, the creature is immune to this effect for 24 hours. An undead is also immune to this effect for 24 hours if you target it with an attack or a harmful spell. hours. An undead is also immune to this
- effect for 24 hours if you target it with an attack or a harmful spell.
- Pact of the Chain
- https://roll20.net/compendium/dnd5e/Find%20Familiar#h-Find%20Familiar
- You learn the Find Familiar spell and can cast it as a ritual. The spell doesn’t count against your number of Spells known.
- When you cast the spell, you can choose one of the normal forms for your familiar or one of the following Special forms: imp, Pseudodragon, Quasit, or Sprite.
- Additionally, when you take the Attack action, you can forgo one of your own attacks to allow your familiar to make one Attack of its own with its reaction.
- Lucky
- You have inexplicable luck that seems to kick in at just the right moment.
- You have 3 luck points.
- Whenever you make an attack roll, an ability check, or a saving throw, you can spend one luck point to roll an additional d20. You can choose to spend one of your luck points after you roll the die, but before the outcome is determined. You choose which of the d20s is used for the attack roll, ability check, or saving throw.
- You can also spend one luck point when an attack roll is made against you. Roll a d20, and then choose whether the attack uses the attacker’s roll or yours.
- If more than one creature spends a luck point to influence the outcome of a roll, the points cancel each other out; no additional dice are rolled. You regain your expended luck points when you finish a long rest.
- WEAPONS
- dagger, finesse, 1d4 piercing, crit 1d4 on 20
- quarterstaff 1h, str, 1d6 bludgeoning, crit 1d6 on 20
- quarterstaff 2h, str, 1d8 bludgeoning, crit 1d8 on 20
- light crossbow 2h, dex, 1d8 piercing, crit 1d8 on 20
- SPELLS
- cantrips:
- eldritch blast (+ability)
- spare the dying
- mage hand
- thaumaturgy
- disguise self
- level 1:
- unseen servant
- command
- comprehend language
- hellish rebuke
- find familiar
- mirror image
- invisibility
- 17sp, 197gp
- 2 dagger
- leather armor
- arcane focus
- backpack
- crowbar
- hammer
- 10 pitons
- 10 torches
- 1 tinderbox
- 10 rations
- 1 waterskin
- 50 ft hemp rope
- quarterstaff
- light crossbow
- heart of cinnamon (Translucent warm gem, resist to cold, immune to extreme cold, enviroment cold for 30ft friendly party.)
- signet ring
- skull staff
- bucket
- blanket
- bedroll
- pouch
- scroll of charm person
- ARMOR
- leather base ac 11 light
- DEACON
- str 10 dex* 14 con 12 int* 14, wis 13, cha 18
- hp 25/25, speed 30, xp 4177/6500, INSPIRATION
- deception**, medicine*, performance*, persuasion**, sleight of hand*, stealth*
- male, 31, 5'7, 157lb, grey eyes, brown hair, medium size
- common, elvish, dwarvish, thieves cant, undercommon, draconic, gnomish, orcish, halfling
- neutral
- BACKGROUND
- charlatan
- PERSONALITY TRAITS
- "Subtly is for ME, not for other people" - When observing another character attempting to be subtle, manipulative, sneaky or otherwise attempt something "clever" Deacon will, more likely than not, undermine that person as much as possible.
- IDEALS
- "The field of play can always be tilted in your favor" - Whenever given the chance, Deacon will try to manipulate, lie, or generally weasel himself into a more advantageous position in any given situation. Possibly at the expense of the party. Generally whenever possible to avoid direct conflict.
- BONDS
- Deacon has only two people he truly cares about in this world; himself (obviously) and a woman named Tressa.
- Tressa is a human woman who, like Deacon, is a bit of a backstabbing opportunist. The two see one another as equals and have a rather odd lovers-slash-friendly rivals relationship with one another. The two can go months and sometimes *years* without seeing one another but still slide back into mutual fondness and friendly competition.
- She is a human woman of medium height characterized by her red hair and green eyes. Mechanically she would be a Rogue with an archetype of Thief. She would 100% try to screw over the party if it serviced her.
- FLAWS
- Deacon has VERY strong self-preservation instincts in the face of danger. This extends to what he willingly agrees to in regards to story beats and plans offered by NPCs and the party as well as his behaviors in combat.
- As things get bad, his initial first instinct to worry about just himself will get stronger.
- ARMOR PROFICIENCIES
- light armor
- WEAPON PROFICIENCIES
- simple weapons, hand crossbows, longswords, rapiers, shortswords
- TOOL PROFICIENCIES
- Disguise Kit, Forgery Kit, Deck of Playing Cards
- OTHER NOTES
- Scam - I peddle miracle cures for illnesses that people don't have
- Saryn - Has Ella from Enchanted woodland creature powers if you sing while using it for at least one minute
- Linguist Feat - Ability to write ciphers. Others cannot read them unless I teach them, they succeed on an Intelligence check (DC equal to INT score + proficiency) or if they use magic
- Tressa - Is unaffected by any of the DMs eye candy NPCs because he is (technically) in a relationship with a beautiful woman with the capacity to kill him.
- CLASS FEATURE NOTES
- Archetype - Mastermind
- Sneak Attack Damage - 2d6
- Armor Proficiency - Light
- Weapon Proficiency - simple weapons, hand crossbows, longswords, rapiers, shortswords
- Tools - Thieves' Tools
- Saving Throws - Dex, Int
- Cunning Action - each turn can take an extra bonus action to Dash, Disengage or Hide
- Master of Intrigue - Can mimic speech patterns/accent of someone I hear speak for 1 minute (if I know the language)
- Master of Tactics - Gain Help as a bonus action to give an ally advantage in combat (works within 30 feet)
- WEAPONS
- rapier, finesse, 1d8, piercing
- Saryn (dagger), finesse, +1, 1d4, piercing (ADD OFFHAND ENTRY)
- Dagger, finesse, 1d4, piercing (ADD OFFHAND ENTRY)
- light crossbow, dex, 1d8 piercing
- 25cp, 13sp, 446gp
- disguise kit
- forgery kit
- 10 vials of useless colorful liquid
- thieves' tools
- crossbow
- 20 crossbow bolts
- rapier
- 2 dagger
- backpack
- 3 bags of 1000 ball bearings
- 10ft string
- bell
- 5 candle
- crowbar
- hammer
- piton
- hooded lantern
- 2 flask of oil
- 10 rations
- tinderbox
- waterskin
- 50ft hemp rope
- fine clothes
- glob of healing gingerbread (1d8+4)
- 10 chalk
- bedroll
- grappling hook
- manacles
- blanket
- rock that looks like grinning skull
- orcish carved bone fertility figurine
- vial of fancy perfume (10gp value)
- owlbear beak
- 2 garnets
- potion of invisibility
- signet ring
- Urmon's Journal (Written in drarvish, talks about Mines of Phandelver. See notes.)
- vial of mercury (25gp to apothecary/alchemist)
- vial of dragon bile (same)
- vial of nightshade (same)
- ARMOR
- leather armor, ac 11, light
- FEY'DI
- str 8, dex 14, con* 16, int 11, wis 16, cha* 20
- hp 30/30, speed 30, xp 4177/6500
- insight, intimidation, sleight of hand, stealth
- female, 23, 5'8, 120lb, blue eyes, black hair, medium size, darkvision
- common, elvish, goblin
- chaotic good
- BACKGROUND
- Urchin
- city secrets: secret passage finding
- travel 2x as fast when not in combat
- PERSONALITY TRAITS
- Untrusting, intimidating and terrifying on the outside but very sweet and meek. Difficulty properly interacting with people who are behaving civilly towards her. Aloof.
- IDEALS
- change
- BONDS
- Mouse (Friendship)
- FLAW
- The mouse is the undoing. Sometimes puts more value on animal life over the lives of others.
- WEAPON PROF.
- daggers, darts, slings, quarterstaffs, light crossbows
- TOOL PROF.
- disguise kit, thieves' tools
- CLASS FEATURE
- Wild Surge, Tides of Chaos
- OTHER CLASS ABILITY, NOTES, FEATS
- Elven Accuracy:
- Whenever you have advantage on an attack roll using Dexterity, Intelligence, Wisdom, or Charisma, you can reroll one of the dice once.
- quarterstaff 1h, str, 1d6 bludgeoning
- quarterstaff 2h, str, 1d8 ''
- dagger, finesse, 1d4 piercing
- SPELLS
- cantrip:
- fire bolt
- message
- prestidigitation
- shocking grasp
- level 1:
- detect magic
- magic missile
- mage armor
- level 2:
- scorching ray
- 25cp, 78sp, 344gp
- small knife
- map of neverwinter
- pet mouse (friendship)
- token of remembrance (parents)
- common clothes
- belt pouch
- potion of healing (2d4+2)
- orb (arcane focus)
- signet ring
- disguise kit
- backpack
- crowbar
- hammer
- 10 pitons
- 10 torches
- tinderbox
- 6 rations
- waterskin
- 50ft hemp rope
- thieves' tools
- divination card (bears my likeness)
- Figure of Wondrous Power (Giant Frog, command word "dribbit")
- blanket
- wand of snowballs (7 charges, casts Snilloc's Snowball Swarm)
- bedroll
- tent
- vial of perfume (10gp)
- scroll of fireball (level 3, attack +7, save dc 15
- 5 carnelian (10gp each)
- 2 peridot (15gp each)
- pearl (100gp
- Glasstaff
- INVENTORY NOTES
- divination card bearing my likeness? possibly another token of remembrance from parents? maybe i found it? clue to the past, to my power?
- GLASS STAFF:
- The staff has 10 charges, which are used to fuel the spells within it. With the staff in hand, you can use your action to cast one of the following spells from the staff if the spell is on your class’s spell list: mage armor (1 charge) or shield (2 charges). No components are required.
- The staff regains 1d6 + 4 expended charges each day at dawn. If you expend the staff’s last charge, roll a d20. On a 1, the staff shatters and is destroyed.
- ARMOR
- Glasstaff, base 12, n/a type, magic bonus +1
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