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Dice Into the Open Sky: Characters

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OOC
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Felix

Behind that Crazy Premise
Post your characters here, if you want to keep parts secret you can DM it to me, but preferably not. To reiterate:
The land that you all came from is heavily inspired by the Edge World Chronicles by Paul Stewart and Chris Riddell. You can use their works (summarized in this wiki) to connect to their lore, but you can also create a bit of your own lore connected to the prompts in this thread and/or by discussing it with me. There will not be a lot of room to revisit characters or places from your background as we will only spend the first bit of the campaign on Edge world and will only explore unknown sky islands thereafter.

All characters start at level five, point buy stats and starting equipment from class and background. You will all get some additional items in the introduction. You can use the full amount of hit points you would have rolled. All published and UA classes are allowed, but any homebrew has to go through me (but I am open to a lot). You can use the character sheet in the attachment, which automates a lot for you, but anything from Ravnica or later books is not included in it.

Magic in this world mostly comes from mysterious natural forces, like great storms and flowering plants, and is quite rare. Scholars and Merchants try to harness these powers through technology and science (which is comparable to that of the Enlightenment period in the real world). Religion is not very prevalent, as the gods have never interfered much. There are some strong cults and tribes in the Deepwoods and in the Undercity many use belief to deal with their despair. Since magic and divinity are this rare I will limit the amount of full casters to one or two party members. You can make half casters or multiclass into a full caster for a few levels freely.

The following races are highly encouraged, between the brackets you can see which D&D mechanics you can use for them. For any other race you will have to discuss it with me.
  • Fourthling (humans and half elves or elf if you insist on being taller): Believed to be a mix of all other races, they are capable of interactingwith almost any other race, but almost never fit in. Therefore they are way more common as scholars on Sanctaphrax, merchants and guilds-man in Undertown and sky pirates or merchants shipping valuables form the Deepwoods to Undercity.
  • Trog (halforcs and orcs): These menacing and distrusting creatures tower over most others. In the deep woods they live together in secluded tribes where they worship the violent forces of nature, like the blood oak. The trogs living in Undertown are way less fortunate.They are used for cheap labor lifting goods and building new constructions, they drink most of their pay away in their secluded slums.
  • Goblins (goblins, hobgoblins and bugbears): Known for their tenacity and stubbornness. They are quite selfish and violent, so living together in tribes does not work for them. They are excellent fighters, so they are usually hired as guards and enforcers.
  • Slaughterer (halflings and rock gnomes): These small creatures have a red skin and hair colour. Their entire way of life is built around hammelhorns (yaks), which they hunt,herd and use every resource from to eat and use. They have a hard time adjusting to city life and often end up in a downwards spiral coming into contact with the wrong types of people.
  • Elf (elves and forest gnomes): These creatures are small and wise, their big eyes always observing and questioning their surroundings. They often live alone in the deep woods or as sages and shamans of wood troll tribes. If you choose an elf as race, your size will be medium and you will not be immortal, but live longer than any other race.
  • Wood troll (dwarves): These sturdy wood dwellers really don't like change, or outsiders. They live together in small communities in the deepwoods and only interact with elves and sky pirates and merchants that they trust. In this world they use specialized wood instead of stone and metal, so instead of Stonecunning you know everything about wood and wooden artifacts.
  • Shryk (Kenku and Aarakocra): These conniving, viscious and greedy bird people own most of the slave trade. They have little morals, a strong hiërarchy and like cold hard cash. Lesser shryks often go to Undercity to make money as powerful merchants. If you go with Kenku, you can speak normally, if you go with Aarakocra you never saw the need to fly, so you will have disadvantage on dexterity saving throws and ability checks while flying (at least for the first few levels).
  • Kobold: Kobolds are very subservient beings, in the Deepwoods they live together in hives provided by food and protection of a more powerful patron in exchange for their loyalty and servitude. In the Undercity they are mostly lackeys of mob bosses and merchants as stand ins for the deepwood patrons.
  • Waif (kalashtar and dragonborn): These rare creatures are wanted by many other races, because their large ears make them incredible listeners and people readers for negotiation and spying purposes. Very few of them live in freedom, only those who fought for it or lived so deep in the deep forrest that civilization never reached them. Your size is small and if you choose dragonborn, you gain advantage on all perception checks that rely on hearing.
 

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275525bb0675b40df50077a1b70c9f33.jpgName: Marion D. Tempest
Race: Fourthling (half-elf)
Class and level: 3 Storm Herald Barbarian, 2 Tempest Domain Cleric
Position: Captain
Description: Marion was born during a heavy storm aboard the Dawn Chaser, the ship of her father, an influential sky merchant. She had a very happy upbringing, travelling the sky with her parents. She loved the freedom of floating through the sky and discovering new places in the Deepwood. Her mother was a bit neglectful, but Marion was actually quite happy with that as she could wander off whenever her mother was supposed to be watching her. Her father got an offer to become the league master of the League of Flight, which meant they would have to live there. He was doubting at first, knowing his wife would hate it. However, this solved itself as she left him for some young sky pirate captain.

Marion and her father moved to Undertown. Her freedom was restricted to a heavy extent. Her father was not about to lose someone else he lost and thought Undertown was not safe for little girls. He was unaware that this behavior would be the thing that drove a wedge in their relationships. Marion hated being locked up and threw tantrum after tantrum to get some attention from her busy father. She would sneak out, break stuff and make her tutors leave out of desperation. At one point her father became so desperate that he hired the most severe tutor he could find, Mother Aquila, a Shryke who didn't shun corporeal punishments. She whipped Marion into shape and made a tough woman out of her. Marion truly resented her, her father and Undertown. As soon as she came of age she worked towards becoming the thing her father hated most: a sky pirate.

Over the years she worked her way up in different pirate crews, becoming an expert on weather patterns and sailing the gusts of wind. When the Mother storm hit, she was with a crew gathering darkwood on the far ends of the Nightwoods, where the storm was heaviest. Their ship was utterly destroyed and Marion was struck by a bolt of lightning and went into a coma. When she was in her coma she saw a vision of the entire edge falling and crumbling down that repeated itself over and over. She was also shown a way out, an entire sky full off new islands to populate. When she awoke, she found herself in the Nightwoods with a nightwaif watching over her. He wasn't talkative and a little mad at that, but he did care for her and brought her back to health. When she was strong enough he accompanied her on the long road to Undertown. On the way, Marion tried to preach of her vision, but no one believed her. Recently she arrived back in the city she hated so deeply and found an unexpected ally who believed in her.
 

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  • Savanah.jpg Name: Savanah Badrak
    Race: Wood Troll (Mountain Dwarf)
    Age: 48
    Sex: Female
    Alignment: Chaotic Good
    Base Walking Speed: 25 feet

    Str: 18 - +4 (+7)
    Dex: 12 - +1 (+1)
    Con: 18 - +4 (+7)
    Int: 10
    Wis: 9 - -1 (-1)
    Cha: 10

    Level: 5
    Class: Fighter 5
    Hit Points: 70
    Hit Dice: 5d10

    Proficiency: +3

    Perception: +2

    Initiative: +1
    Armor Class: 17

    Weapons and Armor
    Maul: +7, 2d6+4 Bludgeoning, Two Handed

    Crossbow, Light: +4, 1d8+1, 80ft/320ft
    --20 bolts

    Splint Mail: +7 AC, Stealth Disadvantage

 
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Name: Jidath Beyd
Race: Fourthling (human)
Class and level: Bard, Level 5
Position: Scholar

1587084331441.png
Source

Description:

As a teen, Jidath caught the attention of scholar Arin of the Sanctaphrax. She studied first as a student under his tutelage and then as his assistant. He was an anthropologist, focusing on how cultures used music, and Jidath followed in his footsteps. She discovered that sometimes when she played music, an odd shimmer appeared in the air and her listeners's eyes would glaze over. Experimentation revealed that Jidath could influence their mood and actions, and if she focused, the shimmer would coalesce into light. (The shimmer... doesn't feel like an illusion. It's something deeper, a resonance, like playing a note on the strings of the world.)

Unfortunately, the destruction of Sanctaphrax revealed that her professor Arin had been involved in underhanded deals and schemes, selling items that were supposed to be secreted away, embezzling funds meant for their protection. Because of him, items of great value were lost. Jidath had unwittingly been helping him this whole time. Disgusted and embarrassed to be associated with him, Jidath swore to leave the hallowed city until she can bring back knowledge of equal value. Traveling the skies seems like the perfect way to do just that...

At first impression, Jidath is a cheerful scholar with reddish brown skin, dark green hair in a bun (with at least one quill stuck in it), green eyes, and a bright smile. She's of middling height, with a preference for trousers, blouses and vests. Simple, bright jewelry adds a splash of color to her ensemble, and she's usually fiddling with either an instrument or a book at any given time. She's always practicing new songs from different cultures, which takes a little trial and error. Jidath is hardworking rather than naturally intelligent, easy-going, and maybe a little too easy-going. She's quick to be infatuated with pretty things (or pretty people). Jidath is curious, charming, and not exactly street-smart. She's willing to learn anything, though!
 

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Luna Reignlaeve

Hp 50
Ac

StR 8
Dex 16
Con 14
Int 18
Wis 12
Cha 8


Proficiencies

Armor: Light armor, medium armor, shields
Weapons: Simple weapons, hand crossbows, heavy crossbows
Tools: Thieves’ tools, tinker’s tools, one type of artisan’s tools of your choicea( woodworking), smithing
Saving Throws: Constitution, Intelligence



Skills
Perception x2
Arcana
Investigation
Insight

Darkvision 60ft

Fey Ancestry- Can't be out to sleep or charmed. Need only trance for four hours

Languages : Common, Elvish, one other

Magical Tinkering

At 1st level, you learn how to invest a spark of magic in objects that would otherwise be mundane. To use this ability, you must tinker’s tools, or other artisan’s tools in hand. You then touch a Tiny nonmagical object as an action and give it one of the following magical properties of your choice:

• The object sheds bright light in a 5-foot radius and dim light for an additional 5 feet.
• Whenever tapped by a creature, the object emits a recorded message that can be heard up to 10 feet away. You utter the message when you bestow this property on the object, and the recording can be no more than 6 seconds long.
• The object continuously emits your choice of an odor or a nonverbal sound (wind, waves, chirping, or the like). The chosen phenomenon is perceivable up to 10 feet away.
• A static visual effect appears on one of the object’s surfaces. This effect can be a picture, up to 25 words of text, lines and shapes, or a mixture of these elements, as you like.

The chosen property lasts indefinitely. As an action, you can touch the object and end the property early.

You can give the magic of this feature to multiple objects, touching one object each time you use the feature, and a single object can bear only one of the properties at a time. The maximum number of objects you can affect with the feature at one time is equal to your Intelligence modifier (minimum of one object). If you try to exceed your maximum, the oldest property immediately ends, and then the new property applies.

Infuse Item

At 2nd level, you gain the ability to imbue mundane items with certain magical infusions. The magic items you create with this feature are effectively prototypes of permanent items.

Infusions Known

When you gain this feature, pick four artificer infusions to learn. You learn additional infusions of your choice when you reach certain levels in this class, as shown in the Infusions Known column of the Artificer table.

Whenever you gain a level in this class, you can replace one of the artificer infusions you learned with a new one.

Infusing an Item

Whenever you finish a long rest, you can touch a nonmagical object and imbue it with one of your artificer infusions, turning it into a magic item. An infusion works on only certain kinds of objects, as specified in the infusion’s description. If the item requires attunement, you can attune yourself to it the instant you infuse the item, or you can forgo attunement so that someone else can attune to the item. If you decide to attune to the item later, you must do so using the normal process for attunement.

Your infusion remains in an item indefinitely, but when you die, the infusion vanishes after a number of days have passed equal to your Intelligence modifier (minimum of 1 day). The infusion also vanishes if you give up your knowledge of the infusion for another one.

You can infuse more than one nonmagical object at the end of a long rest; the maximum number of objects appears in the Infused Items column of the Artificer table. You must touch each of the objects, and each of your infusions can be in only one object at a time. Moreover, no object can bear more than one of your infusions at a time. If you try to exceed your maximum number of infusions, the oldest infusion immediately ends, and then the new infusion applies.

Infusions:
Replicate Magic Item: Bag of Holding, Alchemy Jug
Enhanced Defence
Enhanced Arcane Focus



The Right Tool for the Job

At 3rd level, you learn how to produce exactly the tool you need: with tinker's tools in hand, you can magically create one set of artisan's tools in an unoccupied space within 5 feet of you. This creation requires 1 hour of uninterrupted work, which can coincide with a short or long rest. Though the product of magic, the tools are nonmagical, and they vanish when you use this feature again.

3rd level, you learn how to create a magical cannon. Using woodcarver's tools or smith's tools, you can take an action to magically create a Small or Tiny eldritch cannon in an unoccupied space on a horizontal surface within 5 feet of you. A Small eldritch cannon occupies its space, and a Tiny one can be held in one hand.

Once you create a cannon, you can't do so again until you finish a long rest. or until you expend a spell slot of 1st level or higher. You can have only one cannon at a time and can't create one while your cannon is present. The cannon is a magical object. Regardless of size, the cannon has an AC of 18 and a number of hit points equal to five times your artificer level. It is immune to poison damage, psychic damage, and all conditions. If it is forced to make an ability check or saving throw, treat all it's ability scores as 10 (+0). If the Mending spell is cast on it, it regains 2d6 hit points. It disappears if it is reduced to 0 hit points or after 1 hour. You can dismiss it early as an action.

When you create the cannon, you determine its appearance and whether it has legs. You also decide which type it is, choosing from the options on the Eldritch Cannon table. On each of your turns, you can take a bonus action to cause the cannon to activate if you are within 60 feet of it. As part of the same bonus action, you can direct the cannon to walk or climb up to 15 feet to an unoccupied space, provided it has legs

Arcane Firearm

At 5th level, you know how to turn a wand, staff, or rod into an arcane firearm, a conduit for your destructive spells. When you finish a long rest, you can use woodcarvers' tools to carve special sigils into a wand, staff or rod and thereby turn it into your arcane firearm. The sigils disappear from the object if you later carve them on a different item. The sigils otherwise last indefinitely.

You can use your arcane firearm as a spellcasting focus for your artificer spells. When you cast an artificer spell through the firearm, roll a d8, and you gain bonus to one of the spell's damage rolls equal to the number rolled. If the spell affects multiple creatures, one creature of your choice takes the bonus damage.


Spells
Cantrips 3. 4 level 1 slots 2 level 2


Mending
Prestidigitation
Frostbite


Cure Wounds
Thunderweave
Shield
Schorching Wave
Detect Magic (ritual)
Identify (ritual)
Feather Fall

Heat Metal
Enhance Ability

Equipment

Quarterstaff
Studded Leather

Thieves Tools Woodworking Tools, Dungeon Pack , letter from guild


115 gold
Feature: Guild Business

Guilds are generally found in cities large enough to support several artisans practicing the same trade. However, your guild might instead be a loose network of artisans who each work in a different village within a larger realm. Work with your DM to determine the nature of your guild. You can select your guild business from the Guild Business table or roll random

Luna is an Elf who, at some point in her life, left the life of solitude to pursue a more intimate life with her surroundings. Though young for her kind, she had found a growing distaste for the lifestyle that most of her bre to hern felt, as well as a sense of restlessness. With all of this growing, she left her family behind, hell-bent on exploration. She has since led a life full of adventure and always craves more with each passing day. She funds her way of life by making and repairing items, giving her some small rep as a merchant, even as she is eyes by her fellow race for her odd appearance, and is often met with confusion, for Luna had since opted to take a more human sounding name in order to sell her wares better .

It wasn't to hard for her to make friends within the guild- the combination of a rare elf and her willingness to help others helped her find the friends she needed, though some might say she was easily taken advantage of for these reasons. Either way, she is still on friendly terms with her old mates, and her desire for exploration be pushes her onwards.
 

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  • Sasha.jpg Sasha.jpg Name: Sasha
    Race: Fourthling (Human)
    Alignment: Chaotic Good
    Age: 26

    Str: 10 (+0, +3)
    Dex: 18 (+4, +7)
    Con: 14 (+2, +2)
    Int: 10 (+0, +0)
    Wis: 16 (+3, +3)
    Cha: 11 (+0, +0)

    Level: 5
    Class: Monk
    Hit Points: 50
    Hit Dice: 5d8
    Base Ground Movement: 30 / 40 feet
    Initiative: +4
    Armor Class: 17 (19)
    Ki Points: 5

    Proficiency: +3

    Perception: +3

    Weapons and Armor
    Dart

    +7, 1d4+4 piercing, Range 20ft/60ft, Finesse, Thrown

    Spear
    Main Hand: +7, 1d6+4 Piercing
    Both Hands: +7, 1d8+4 Piercing

    Ranged: +3, 1d6+4 Piercing
    Ranged, both hands: +3, 1d8+4 Piercing
    Thrown, Versitle

    Unarmed Strike
    +7, 1d6+4 Bludgeoning

    Magic Tattoo
    Once per day it grants me the Shield of Faith spell (+2 AC) for ten minutes.

 
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  • Name: Pyke
    Race: Changeling
    Age: 27
    Alignment: Chaotic Neutral
    Base Walking Speed: 30 ft

    Proficiency: +3

    Str: 10 = 9 (1pt) + 1(ASI)
    Dex: 14 = 13 (5 pts) + 1(race) / Modifier: +2
    Con: 13 (5pts) / Modifier: +1
    Int: 10 (2pts)
    Wis: 14 = 13 (5pts) +1 (ASI) / Modifier: +2
    Cha: 17 = 15(9 pts) + 2(race) / Modifier: +3

    Saving throws
    Strength +0
    Dexterity +2
    Constitution +1
    Intelligence +0
    Wisdom +5
    Charisma +6

    Level: 5
    Class: Warlock
    Hit Points: 40
    Hit Dice: 5d8

    Armor Class: 13 (Leather Armor: 11+Dex mod)

    Quarterstaff: +3 to hit, 1d6 bludgeoning/1d8 bludgeoning (Versatile)
    Crossbow, Light: +5 to hit, 1d8 piercing; Ammunition (range 80/320), loading, two-handed
    Dagger: +5 to hit, 1d4 piercing; Finesse, Light, Thrown (20/60)

    Passive Wisdom (Perception): 12
 
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Name; Lugg-Mag
Race; Hammerhead Goblin (Bugbear)
Background; Soldier
Class; Ranger Lvl 5 Subclass; Hunter Favoured Enemy; Humanoids
Height 7’2’’ Weight 300pounds

Str: 14 (+2)
Dex; 18 (+4)
Con; 13 (+1)
Int; 10 (+0)
Wis; 14 (+2)
Cha; 8 (-1)

Max Hp: 39
AC: 15
Spell AC: +5
Spell DC; 13
Proficiency Bonus: +3
Speed: 30ft

Skills: Animal Handling (wis), Athletics(str), Intimidation(cha), Nature (int), Stealth (Dex), Survival(wis), Land Vehicles, Cards

Languages: Common, Goblinoid, Shyke

Background:
Lugg-Mag is/was a Warrior of the Bone Clan of the High Valley Nation. He wasn't the best by any means, but his ego was enormous, his pride and his need to compete during peacetime drove a wedge between him and the rest of the clan, earning him the nickname "fat head". He hated carrying his piece of the Hive tower, taking every opportunity to pass it onto someone else in favour of chasing "monsters" or hunting Tilder.
Lugg-Mag says he left because his clan were holding him back and there are plenty of other monsters to chase beyond the West Woods, but it’s not the full story. His Glory-seeking got members of his Clan killed, although he is in denial, refusing to accept the blame for it. He ran before the Tattooist could finish the mark. Lugg-Mag thinks glory is going to wipe away the stain on his conscience, but it hasn't worked so far.
Lugg-Mag has been working as a mercenary in a Slaver Band since then until now, as a scout. He’s worked for many Shrykes, namely hunting and capturing Trogs. Lugg-Mag has difficulty judging morality, focusing on who’s paying him and personal glory, and hunting Large Trogs and getting paid by Skrykes made him happy, at least for a while.
 
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Name:
Morticule "Morty"
Race: Waif
Class and level: ???
Position: Stone Pilot
Description: Morticule is mute and maybe deaf to, though it is hard to tell. He keeps to himself and barely interacts with others, often mumbling to himself or to the stone core. You have never seen him outside of his protective gear or off the ship, because he is incredibly fearful of everything and everyone, except the ship and those he is loyal too. When duty calls he always does his utmost best to keep everyone alive and keep the ship afloat.
 

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