• This section is for roleplays only.
    ALL interest checks/recruiting threads must go in the Recruit Here section.

    Please remember to credit artists when using works not your own.

Dice Dark Ages of Taeral - D&D 5e (CS)

Main
Here
OOC
Here
Lore
Here

WlfSamurai

Maelstrom Engineer
Our thread for Character Sheets. Please only officially published WotC material.

Character Creation:
  • Make a 3rd-level character.
  • Choose either the standard array or standard point buy. You may drop ONE or TWO attributes down to 6 or 7 to gain points for point-buy at a 1:1 ratio, but you will be expected RP the weakness if it comes up.
  • Choose any race/class out of the PHB or official published 5e material.
  • Take level 1 starting equipment/gold and add 100 gp to buy gear.
  • Provide a backstory at least a paragraph long. Please incorporate any chosen mechanical Background. 200 XP for backstories that include unresolved drama, juicy story, or add to the world.
  • Be willing to leave gaps to allow relationships with PCs and NPCs or backstory.
  • Feats are allowed in place of attribute increases at 4th level and beyond. You may choose a feat from the Unearthed Arcana “Feat for Skills”.
If I give your character sheet a “like”, it’s approved for play!
 

Attachments

  • UA-SkillFeats.pdf
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  • f6def573b08208401b573dac6bcbc991.jpg Name: Garroth Silverhair
    Race: Dragonborn, Blue Dragon Heritage
    Class: Fighter

    Alignment: Lawful Good
    Deity: Bahumut
    Background: Soldier

    Age: 20
    Height: 6'4"
    Weight: 250lbs

    Attributes
    Str: 17 +3 modifier, +5 saving throw
    Dex: 8 -1 modifier, -1 saving throw
    Con: 15 +2 modifier, +4 saving throw
    Int: 10
    Wis: 12 +1 modifier, +1 saving throw
    Cha: 12 +1 modifier, +1 saving throw

    Level: 3
    Xp: 1,100 / 2,700

    Hit Points: 26
    Hit Dice: 3 - 1d10 +2

    Armor Class: 16
    Initiative: -1
    Proficiency: +2
    Passive Perception: 13

    Number of Attacks: 1

    Greatsword: +5 to hit, 2d6+3 Slashing, Two Handed, Heavy
    Light Crossbow: +1 to hit, 1d8 Piercing, Rng 80ft/320ft, Ammunition, Loading, Two Handed

    Chain Mail +6 Armor Class, Stealth Disadvantage

 
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  • 2dc4b867569cd527d5093bd3a6681dbb.jpg Name: Athaclenna Gollana
    Race: Wood Elf
    Class: Cleric

    Age: 110
    Height: 5'7"
    Weight: 100lbs

    Alignment: Chaotic Good
    Deity: Corellon Larethian
    Background: Acolyte

    Str: 8 -1 Modifier, -1 Saving Throw
    Dex: 14 +2 Modifier, +2 Saving Throw
    Con: 14 +2 Modifier, +2 Saving Throw
    Int: 14 +2 Modifier, +2 Saving Throw
    Wis: 16 +3 Modifier, +5 Saving Throw
    Cha: 10 +2 Saving Throw

    Level: 3
    Experience: 1,228 / 2,700

    Hit Points: 25
    Hit Dice: 3 - 1d8+1

    Armor Class: 16
    Initiative: +2
    Proficiency: +2
    Passive Perception: 14

    Number of Attacks: 1

    Long Bow: +4 to hit, 1d8+2, Range 150/600 ft, Piercing, Ammunition, Two Handed
    --Quiver with 20 Arrows
    Dagger: +4 to hit, 1d4+2

    Scale Mail: +4 Armor Class (+2 max Dex Bonus), Stealth Disadvantage

 
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  • 60r0wEI.jpg Name: Zu
    Race: Aarakocra, Sparrow
    Class: Rogue

    Alignment: Chaotic Good
    Deity: Syranita
    Background: Outlander, (Knight of Aeros)

    Age: 5
    Height: 4'5"
    Weight: 76lbs

    Attributes
    Str: 8 -1
    Dex: 17 +3
    Con: 12 +1
    Int: 13 +1
    Wis: 14 +2
    Cha: 10

    Saving Throws
    Str: -1
    *Dex: +5
    Con: +1
    *Int: +3
    Wis: +2
    Cha: 0

    Level: 3
    Xp: 1,100 / 2,700

    Hit Points: 21
    Hit Dice: 1d8+1 (3)

    Movement
    Walking: 25ft
    Flying: 50ft

    Armor Class: 15
    Initiative: +3
    Proficiency: +2
    Passive Perception: 14
    Passive Investigation: 11
    Passive Insight: 12

    Number of Attacks: 1

    Special abilities
    Talons: 1d4-1
    Flying
    Sneak attack: 2d6
    Cunning Action: Bonus action each turn to hide, disengage, or dash.
    Fast Hands: Can use cunning action to make sleight of hand check, use thieves tools to disarm trap or open lock, or use object.
    Thieves Cant: Thieves Language
    Second Story Work: Climbing costs no extra movement. Jump + DeX modifier in ft (3ft).

    Zee Rapier: +5 to hit, 1d8+3, Finesse, Light
    Dagger: +5 to hit, 1d4+3 Finesse, Light, Thrown
    Dagger: +5 to hit, 1d4+3 Finesse, Light, Thrown
    Shortbow: +5 to hit, 1d6+3 (20 arrows)

    Studded Leather Armor: AC 12, +3 Dex, Light

 
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  • 1559417352123.png Name: Unit B3-TL-Y
    Alias: Bentley
    Race: Warforged Juggernaut
    Class: Cleric

    Age: 1,450,789 Claims only to be 89 years of age.
    Height: 6'4"
    Weight: 385 Lbs

    Alignment: Chaotic Neutral
    Deity: Dol Arrah, of the Sovereign Host
    Background: Criminal

    Str: 15 +4 Modifier, +4 Saving Throw
    Dex: 10 +0 Modifier, +0 Saving Throw
    Con: 15 +3 Modifier +3 Saving Throw
    Int: 10 +0 Modifier, +0 Saving Throw
    Wis: 15 +3 Modifier, +5 Saving Throw
    Cha: 6 +0 Modifier, +2 Saving Throw


    Level: 3
    Experience: 1,100 / 2,700

    Hit Points: 27
    Hit Dice: 3d8

    Armor Class: 18
    Initiative: -2
    Proficiency: +2
    Passive Perception: 12
    Walking Speed: 30ft

    Race Features
    You were created to have remarkable fortitude, represented by the following benefits.
    • You have advantage on saving throws against being poisoned, and you have resistance to poison damage.
    • You are immune to disease.
    • You don’t need to eat, drink, or breathe.
    • You don’t need to sleep and don’t suffer the effects of exhaustion due to lack of rest, and magic can’t put you to sleep.
    When you make an unarmed strike, you can deal 1d4 + your Strength modifier bludgeoning damage instead of the normal damage.
    You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
    When you take a long rest, you must spend at least six hours in an inactive, motionless state, rather than sleeping. In this state, you appear inert, but it doesn’t render you unconscious, and you can see and hear as normal.
    Your body has built-in defensive layers, which determine your armor class. You gain no benefit from wearing armor, but if you are using a shield, you apply its bonus as normal.
    You can alter your body to enter different defensive modes; each time you finish a long rest, choose one mode to adopt from the Integrated Protection table, provided you meet the mode’s prerequisite.

    Mode Prerequisite Effects
    Darkwood Core (unarmored) None 11 + your Dexterity modifier (add proficiency bonus if proficient with light armor)
    Composite Plating (armor) Medium armor proficiency 13 + your Dexterity modifier (maximum of 2) + your proficiency bonus.
    Heavy Plating (armor) Heavy armor proficiency 16 + your proficiency bonus; disadvantage on Dexterity (Stealth) checks.

    Class Features

    Spellcasting Ability: Wisdom
    Save Spell DC: 12
    Spell Attack Bonus: +4

    War Priest:

    From 1st level, your god delivers bolts of inspiration to you while you are engaged in battle. When you use the Attack action, you can make one weapon attack as a bonus action.

    You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.

    At 2nd level, you gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Turn Undead and an effect determined by your domain. Some domains grant you additional effects as you advance in levels, as noted in the domain description.

    When you use your Channel Divinity, you choose which effect to create. You must then finish a short or long rest to use your Channel Divinity again.

    Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your cleric spell save DC.

    War Domain - Guided Strike

    Starting at 2nd level, you can use your Channel Divinity to strike with supernatural accuracy. When you make an attack roll, you can use your Channel Divinity to gain a +10 bonus to the roll. You make this choice after you see the roll, but before the DM says whether the attack hits or misses.

    Warforged Quirk: Oratory Analysis

    This unit has a habit of thinking out loud. Combined with their ability to express emotions, they will have to constantly go back and forth between its analytical mode of thinking and its emotional mode of thinking, and cannot effectively perform the two at the same time.

 
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[class=circle] height:32px; width:34px; border:4px double black; border-radius:50%; padding:8px; font-size:78%; display:inline-block; [/class] [class=stripe] border-top:4px solid black; border-bottom:4px solid black; border-right:5px solid black; border-radius:25px; width:55%; color:black; display:inline-block; font-size: 80%; [/class] [class=outter] border:14px solid; border-image:url('https://42customfabric.co.uk/wp-content/uploads/2017/12/Elven-Mail-Main.png') 40 round; [/class] [class=background] background-image:url('http://getwallpapers.com/wallpaper/full/b/c/e/1291430-fantasy-background-1920x1080-lockscreen.jpg'); background-size:cover; [/class] [class=story] text-align:center; background-image:url('https://upload.wikimedia.org/wikipedia/commons/3/3f/Pergament.0.jpg'); background-size:100%; color:black; overflow:hidden; border:8px double black; [/class] [class=top] background-color:darkgreen; color:white; border:2px solid black; [/class] [class=emblem] width:12%; float:left; display:inline-block; [/class] [class=pic] border:10px solid; border-image:url('https://42customfabric.co.uk/wp-content/uploads/2017/12/Elven-Mail-Main.png') 40 round; width:85%; position:relative; left:50px; [/class] [class=text] background-color:rgba(218, 249, 214, 0.75); color:blue; font-size:110%; [/class] [class=stripe2] border-top:4px solid black; border-bottom:4px solid black; border-radius:25px; width:80%; color:black; display:inline-block; font-size: 80%; [/class] [class=emblem2] width:40%; display:inline-block; [/class] [class=pic2] border:10px solid; border-image:url('https://42customfabric.co.uk/wp-content/uploads/2017/12/Elven-Mail-Main.png') 40 round; width:85%; [/class] [class=top2] background-image:url('https://static.vecteezy.com/system/resources/previews/000/142/514/non_2x/free-background-daun-vector.jpg'); background-size:100%; color:gold; border:2px solid black; text-align:center; border-bottom:5px dashed lightgreen; border-radius:14px; [/class]

  • [div class=outter][div class=top][div class=emblem]token_1.png[/div]
    E'Lania Treeance

    Half-Elf, Lvl 1 Shadow Sorcerer Lvl 2 Abjuration Wizard (1100/2700 XP)[/div][div class=background]

    • [div class=text]
      Age/Gender: 745 Years-Old Little Hag Lady
      Height/Weight: 3' 8'' / 34ibs
      Languages: Common, Elvish, Draconic, Dwarvish, Sylvan
      More Appearance Details: Golden Hair, Blue Eyes, Appearance of a Small Child about 7 or 8 years old, short yet slender. Wears clearly finely woven elven clothing, proper of her status as the eldest of her town and a member of the council.

      Proficiency Bonus: +2
      Hit Points: 22
      Hit Dice: 3d6
      Armor Class: 12
      Innitiative: 2
      Speed: 30
      Passive Perception: 9
      SpellCasting Ability: Charisma/ Intelligence
      Spellsave DC: 13
      Spell Attack Bonus: 5
      [div class=stripe style="background-color:white"][div class=circle]
      Str
      6​
      [/div]Athletics: -2[/div] [div class=stripe style="background-color:white"][div class=circle]
      Dex
      14
      [/div]Acrobatics: +2|Sleight of Hand: +2|Stealth: +2[/div] [div class=stripe style="background-color:white"][div class=circle style="background-color:green;color:white;"]
      Cons
      14
      [/div][/div] [div class=stripe style="background-color:white"][div class=circle]
      Int
      16
      [/div]
      Arcana: +5|History: +5|Investigation: +5|Nature: +5|Religion: +3
      [/div] [div class=stripe style="background-color:white"][div class=circle]
      Wis
      8
      [/div]
      Animal Handling: -1|Insight:-1|Medicine: -1|Perception:-1|Survival: -1
      [/div] [div class=stripe style="background-color:white"][div class=circle style="background-color:green;color:white;"]
      Char
      16
      [/div]
      Deception: +3|Intimidation: +5|Performance: +3|Persuation: +3
      [/div][/div]
    [div class=pic]Shadowverse Wallpaper Engine co.jpg[/div]
    [/div][/div]
Spells
Cantrips: (7)
*Mage Hand (Wizard)
*Blade Ward (Wizard)
*Acid Splash
*Mending (Sorcerer)
*Mold Earth
*Shape Water
*Thunderclap (Sorcerer)


First Level: (10)
*Witch Bolt (Sorcerer)
*Protection From Evil and Good (Sorcerer)
*Mage Armor (Wizard)
*Shield (Wizard)
*Sleep (Wizard)
*Identify (Wizard) (Ritual)
*Snare (Wizard)
*Comprehend Languages (Wizard) (Ritual)
*Unseen Servant (Wizard) (Ritual)
*Alarm (Wizard) (Ritual)

Items
Equipped:
*Arcane Focus - The transmutation stone she swallowed came to be her arcane focus, currently inside her body.
*Quarterstaff (1d6 bludgeoning simple melee, versatile- 1d8 bludgeoning)
*2 Daggers (1d4 pierceing, simple finesse, light, thrown)
*Backpack
*2 Sacks
*Spellbook - Floating Spellbook
*Fine Clothes

Currency:
40 GP
8 CP

Carrying:
*Black Ink
*Quill
*letter from a dead colleague posing a question you have not yet been able to answer
*Bedroll
*Mess Kit
*Tinderbox
*10 Torches
*10 Days of Rations
*Waterskin
*50 Feet of Hempen Rope
*Alchemist's Supplies
*25 Paper Sheets
*8 Darts
(note: took explorer's kit)

Trinket:
21- "A tiny gnome-crafted music box that plays a song
you dimly remember from your childhood"



*People often mispronounce her name as "Lamia", which has accidentally resulted in the creation of a myth of a lamia goddess in a certain lizardman village.
*Her family name was originally "Treedance", but over the generations became shortened.
*Despite taking pride in her old age, she often lies about it to other races. They make her feel self-conscious about her real age from the perspective of short-living races.
*Due to her connection with the shadowfell, she has a bigger connection to the undead (which she hates) and hears whispers on occasion that she cannot understand, coming from the shadowfell or its denizens. The main times when this happens are when she casts spells as a sorcerer (as opposed to as a wizard), tough her magic carries an ominous aura in general. Reactions to this vary, as citzens of Grovetall have come to consider this aura a symbol of her might, but many see it as a threat. This is part of what may make her seem intimidating despite her childish appearance.
*She's learned a few disguise skills, though she's no master of disguise. She at least knows how to make false elf ears from her time growing up in disguise
*Her immortality is based on transmutation magic- this means her body is not so much on a constant state of stasis, but one on a constant state of reversal that contradicts the innitial state of progression. This makes smaller wounds faster to recover from (no mechanical benefit, just lore) but prevents her from developing her body past a certain extent. Because of this, her dexterity comes from her intense training to pass as an elf by seeming as nimble as possible.
 
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  • Name: Vaeryn Anugath
    Race: Triton
    Class: Bard (College of Glamour)
    582994
    Age: 20
    Height: 4'11
    Weight: 96lbs

    Alignment: Good
    Deity: Persana
    Background: Entertainer

    Str: 12 +1 Modifier, +1 Saving Throw
    Dex: 14 +2 Modifier, +4 Saving Throw
    Con: 14 +2 Modifier, +2 Saving Throw
    Int: 8 -1 Modifier, -1 Saving Throw
    Wis: 11 +0 Modifier, +0 Saving Throw
    Cha: 16 +3 Modifier, +5 Saving Throw

    Level: 3
    Experience: 1,100 / 2,700

    Hit Points: 26
    Hit Dice: 3 - 1d8+2

    Armor Class: 13
    Initiative: +2
    Proficiency bonus: +2
    Passive Perception: 11
    Speed: 30ft, Swim 30ft

    Features and Traits
    Amphibious:
    Can breathe air and water
    Control Air and Water. A child of the sea, you can call on the magic of elemental air and water. You can cast Fog Cloud with this trait. Starting at 3rd level, you can cast Gust of Wind with it, and starting at 5th level, you can also cast Wall of Water with it. Once you cast a spell with this trait, you can't do so again until you finish a long rest. Charisma is your spellcasting ability for these spells.
    Emissary of the Sea. Aquatic beasts have an extraordinary affinity with your people. You can communicate simple ideas with beasts that can breathe water. They can understand the meaning of your words, though you have no special ability to understand them in return.
    Guardians of the Depths. Adapted to even the most extreme ocean depths, you have resistance to cold damage, and you ignore any of the drawbacks caused by a deep, underwater environment.
    Bardic Inspiration: Bonus action d6 for ally to add to ability check, Attack roll, or saving throw. 3 per long rest.
    Jack of All Trades: Add half proficiency bonus to all non proficiency skills.
    Song of Rest: 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.
    Expertise: Proficiency bonus doubled for 2 proficient skills.
    Mantle of Inspiration: As a bonus action, you can expend one use of your Bardic Inspiration to grant yourself a wondrous appearance. When you do so, choose a number of creatures you can see and who can see you within 60 feet of you, up to a number equal to your Charisma modifier (3). Each of them gains 5 temporary hit points. When a creature gains these temporary hit points, it can immediately use its reaction to move up to its speed, without provoking opportunity attacks.
    you can charge your performance with seductive, fey magic.
    Enthralling Performance:
    If you perform for at least 1 minute, you can attempt to inspire wonder in your audience by singing, reciting a poem, or dancing. At the end of the performance, choose a number of humanoids within 60 feet of you who watched and listened to all of it, up to a number equal to your Charisma modifier (3). Each target must succeed on a Wisdom saving throw against your spell save DC or be charmed by you. While charmed in this way, the target idolizes you, it speaks glowingly of you to anyone who speaks to it, and it hinders anyone who opposes you, avoiding violence unless it was already inclined to fight on your behalf. This effect ends on a target after 1 hour, if it takes any damage, if you attack it, or if it witnesses you attacking or damaging any of its allies.
    If a target succeeds on its saving throw, the target has no hint that you tried to charm it. Once per short or long rest.

    Rapier: +4 to hit, 1d8+2, Piercing
    Dagger: +4 to hit, 1d4+2 Piercing

    Leather Armor: 11+Dex mod
 
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  • Name: Xavayas - Xav for short
    Race: Elf - Drow
    Gender: Male
    Deity: Some left their impression, none deserve worship.

    Age: 124
    Alignment: Neutral
    Size: 5ft 2in - medium
    Weight: 77 lb

    Exp: 1228/2700

    583744

    saving throws: Str, Dex
    Spd: 30 ft

    Str 11 (0) +2 save
    Dex 17 (+3) +5 save
    Con 14 (+2) +2 save
    Int 10 (0) 0 save
    Wis 14 (+2) +2 save
    Cha 8 (-1) -1 save

    Proficiency bonus +2
    HP 28
    Hit dice: 3*d10
    AC 15 (17 with shield)
    Weaponry
    long bow: +7 to hit, 1d8+3, Range 150/600 ft, Piercing, Ammunition, Two Handed
    short sword: +5 to hit, 1d6+3, Piercing, Finesse, light
    short sword (off-hand): +5 to hit, 1d6, Piercing, Finesse, light

    Ability Scores:
    Str 11 - 3
    Dex 15 - 9
    Con 14 - 7
    Int 10 - 2
    Wis 14 - 7
    Cha 7 - -1

 
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  • Name: Lorne the Faithful585550
    Race: Human
    Class & Level: Paladin 3 (Oath of Devotion)
    Background: Noble
    Alignment: Lawful Good
    Experience: 1100 xp
    Deity: Tyr, god of justice

    ABILITY SCORES & ABILITIES
    (* includes +2 proficiency bonus; ** includes expertise, if any)

    Strength 16
    +3 ... Strength Ability Checks
    +3 ... Strength Saving Throws
    +3 ... Athletics Skill
    240 lbs. ... Maximum Carrying Capacity
    480 lbs. ... Max. Push or Drag (Speed -5 ft.)
    480 lbs. ... Maximum Lift

    Dexterity 11
    +0 ... Dexterity Ability Checks
    +0 ... Dexterity Saving Throws
    +0 ... Acrobatics Skill
    +0 ... Sleight of Hand Skill
    +0 ... Stealth Skill (Disadv.)

    Constitution 14
    +2 ... Constitution Ability Checks
    +2 ... Constitution Saving Throws

    Intelligence 9
    -1 ... Intelligence Ability Checks
    -1 ... Intelligence Saving Throws
    -1 ... Arcana Skill
    +1 ... History Skill *
    -1 ... Investigation Skill
    -1 ... Nature Skill
    -1 ... Religion Skill

    Wisdom 13
    +1 ... Wisdom Ability Checks
    +3 ... Wisdom Saving Throws *
    +1 ... Animal Handling Skill
    +3 ... Insight Skill *
    +1 ... Medicine Skill
    +1 ... Perception Skill
    +1 ... Survival Skill

    Charisma 15
    +2 ... Charisma Ability Checks
    +4 ... Charisma Saving Throws *
    +2 ... Deception Skill
    +4 ... Intimidation Skill *
    +2 ... Performance Skill
    +4 ... Persuasion Skill *

    COMBAT

    11 ... Passive Perception
    +0 ... Initiative Modifier

    Armor Class 18 ... Armor worn: Chain mail and shield

    30 ft. Speed ... Base distance per move

    28 hit points ... 3d10 Hit Dice

    Warhammer. Melee Weapon Attack: +5 to hit, reach 5 ft. Hit:1d8+3 bludgeoning damage. (If used two-handed in melee, does 1d10+3 damage.)

    Javelin. Melee Weapon Attack: +5 to hit, reach 5 ft. Hit:1d6+3 piercing damage. (If thrown, normal range to 30 ft.; disadvantage long range 31 to 120 ft.)

    Fighting Style: Duelling. Add 2 damage to each melee weapon attack if no other weapon in other hand.

 
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