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Dice Plight of Vacosa, Characters

JayTee

Eight Thousand Club
Characters start at level 5

Use standard array when assigning Attributes (15, 14, 13, 12, 10, 8)

When calculating HP, use the average result provided.

If you are using any Unearthed Arcana or content outside of the Big Three books (Corebook, Dungeon Masters guide, Monster Manual) please provide a note saying where you got it.

Please use the following template that has been provided:

Name:
Race:
Class:
Archetype:
Background:

Basics
Str:
Dex:
Con:
Int:
Wis:
Cha:

HP:
Hit Dice:
AC:
Attacks:

Proficiencies
Proficiency bonus:

Saving Throws:
Equipment:
Skills:

Class Features


Archetype Features



Inventory

Likewise, here is an example of a filled out sheet:

Name: Marcus
Level: 8
Race: Human
Class: Cleric
Archetype: Knowledge
Background: Sailor

Basics
Str 14 (+2)
Dex 12 (+1)
Con 14 (+2)
Int 12 (+1)
Wis 20 (+5)
Cha 9 (-1)

HP: 59/59
Hit Dice: 8d8
AC: 19
Attacks:
Mace, +5 to hit, 1d6+2 bludgeoning damage

Proficiencies
Proficiency Bonus: +3

Saving Throws
Cleric Class: Wisdom, Charisma

Equipment Proficiencies
Cleric Class: Light Armor, Medium Armor, Shields
Cleric Class: All Simple Weapons

Skill Proficiencies
Class: Medicine, Religion,
Background: Perception, Athletics
Class Feature - Blessings of Knowledge: +2 Languages, x2 Proficiency bonus with two knowledge skills (History, Religion)

Class Features
Channel Divinity charges: 2/rest

Channel Divinity: Turn/Destroy Undead - Make undead flee from you. If CR of Undead is low enough, they are destroyed instead.

Channel Divinity: Gain proficiency in any one skill or tool for 10 minutes

Channel Divinity: Read Thoughts - Target makes a wis save, if failed, read surface thoughts for 1 min. Can cancel duration to cast suggestion spell, target automatically fails save vs suggestion.

Blessings of Knowledge: See “Skill Proficiencies”

Potent Spellcasting: Add Wisdom Mod to damage from any Cleric Cantrip

Spell Casting
Spell Save DC: 16
Spell Attack Mod: +8
Prepared Spells: 13 (lvl 8 + Wis Mod 5)

Divine Domain: Knowledge
Domain Spells (D) Are always considered prepared.
Ritual Spells (R) Can be cast without a spell slot, so long as they are prepared.

Cantrips: 4/4, Guidance, Light, Sacred Flame, Thaumaturgy
1st level: 4/4, Command (D), Identify (D,R) Detect Magic (R), Healing Word, Detect Evil and Good, Bless
2nd level: 3/3, Augury (D,R), Suggestion (D) Enhance Ability, Calm Emotion, Spiritual Weapon,
3rd level: 3/3, Nondetection (D), Speak with Dead (D), Spirit Guardians, Dispel Magic, Remove Curse
4th level: 2/2, Arcane Eye (D), Confusion (D), Banishment, Divination (R)

Inventory
667gp

Mace 1d6 Bludgeoning
Chain Mail+1 AC 17
Holy Symbol
Explorer’s Pack: Backpack, Bedroll, mess kit, tinderbox, 10 torches, 10 days of rations, waterskin, 50ft of hemp rope.

Note that you do not need to fill out a description of your class features. Simply note down what you have and how frequently you can use it.

Wherever applicable, Spellcasters should specify which spells are Domain (D) or Ritual (R) and what spells they have prepared or available.

In character play can be found Here
Out of character discussion can be found Here
 
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Name: Quelenna Naïlo
Level: 6
Race: High (Moon) Elf
Class: Wizard
Archetype: Bladesinger (Sword Coast Adventurer Guide)
Background: Inheritor (Sword Coast Adventurer Guide)

YLwCBsC.jpg


Basics
Str 8 (-1)
Dex 18 (+4)
Con 13 (+1)
Wis 12 (+1)
Int 16 (+3)
Cha 10 (+0)

HP: 32/32
Hit Dice: 6d6
AC: 16 (19)
Attacks:
Rapier, +7/+7 to hit, 1d8+4 Piercing damage

Proficiencies
Proficiency Bonus: +3

Saving Throws
Intelligence, Wisdom

Equipment Proficiencies
Armor: Light
Weapons: Daggers, Darts, Slings, quarterstaffs, light crossbows, longsword, shortsword, shortbow, longbow, rapier.

Skill Proficiencies
Race: Perception
Class: Arcana, Insight, Performance
Background: Survival, History

Other Proficiencies
Tools: Musical Instrument (Lyre)
Languages: Common (Elf), Elvish (Elf), Draconic (High Elf), Infernal (Inheritor).

Class Features
Arcane Recovery 1/day (3 levels)
Training in War and Song
Bladesong 2/rest (+3 AC, +10 ft speed, Advange on Acrobatics, +3 to Concentration)
Ability Score Improvement (+2 Dex)

Spell Casting
Spell Save DC: 14
Spell Attack Mod: +6
Prepared Spells: 9 (lvl 6 + Int Mod 3)

Spells available:
1st Level: 4/4 - Grease, Shield (I)
2nd Level: 3/3 - Mirror Image, Scorching Ray, Shadow Blade (IC), Suggestion (C)
3rd Level: 3/3 - Counterspell, Fireball, Fly (C)

Ritual Spells (R) can be cast without a spell slot, so long as they are in the spellbook.
Instant Spells (I) can be cast with a bonus action or a reaction.
Concentration Spells (C) can only be maintained one at a time.

Known:
Cantrips: 5 - Mending, Message, Poison Spray, Prestidigitation, Sword Burst (Sword Coast Adventurer Guide)
1st Level: 6+2 - Alarm (R), Comprehend Languages (R) (PHB 224), Detect Magic (R), Find Familiar (R), Grease, Identify (R), Shield, Tenser's Floating Disk (R)
2nd Level: 4 - Mirror Image, Scorching Ray, Shadow Blade (IC) (XGE 164), Suggestion (C)
3rd Level: 4 - Counterspell (I) (PHB 228), Fireball, Fly (C), Haste (C)

1st level: Absorb Elements (I) (XGE 150), Expeditious Retreat (I) (PHB 238), Illusory Script (R) (PHB 252), Jump, Mage Armor (PHB 256)
2nd level: Gentle Repose (PHB 245), Misty Step (PHB 260), See Invisibility
3rd level: Dispel Magic, Feign Death (PHB 240), Leomund's Tiny Hut (PHB 255), Water Breathing (PHB 287)
4th level: Fire Shield (PHB 242), Polymorph (PHB 266)
5th level: Contact Other Plane (PHB 226), Rary's Telepathic Bond (PHB 270)
6th level: Tenser's Transformation (XGE 168)
Familiar
Serenity
Fiendish Owl

AC: 11
Hit Points: 1
Speed: 5 ft; fly 60 ft
Str 3 (-4); Dex 13 (+1); Con 8 (-1); Int 2 (-4); Wis 12 (+1); Cha 7 (-2)
Skills: Perception +3, Stealth +3
Senses: Darkvision 120 ft., passive Perception 13
Flyby: The owl provokes no opportunity attacks when it flies out of an enemy’s reach.

Inventory
15 gp

Rapier (1d8 P, Finesse)
Studded Leather Armor (AC 12+Dex)
Dagger (1d4 P, Finesse)
Arcane Focus
Spellbook
Traveller's Clothes
Lyre
Explorer’s Pack: Backpack, Bedroll, mess kit, tinderbox, 10 torches, 10 days of rations, waterskin, 50ft of hemp rope.
Inheritance
 
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tumblr_oyivrgmLsP1sgkv3wo1_1280.png

Name: Ryphle Sachale
Level: 6
Race: Drow
Class: Fighter
Archetype: Battle Master
Background: Soldier

  • Str: 10 (0)
    Dex: 19 (+4)
    Con: 14 (+2)
    Int: 8 (-1)
    Wis: 13 (+1)
    Cha: 13 (+1)

    HP: 56
    Hit Dice: _d10 (6 + Con Mod)
    AC: 16

    Attacks
    Longbow:
    1d20 + Dex Mod + Proficiency Bonus + Archery Bonus to hit, 1d8 + Dex Mod, Piercing
    Broken Blade (Shortsword): 1d20 + Dex Mod + Proficiency Bonus to hit, 1d6 + Dex Mod, Piercing
    Slingshot: 1d20 + Dex Mod + Proficiency Bonus + Archery Bonus to hit, 1d4 + Dex Mod, Bludgeoning
 
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Name: Kulag Arazar

Race: Half-orc

Class: Fighter

Archetype: Monster Hunter (UA:Gothic Heroes)

Background: Haunted One (Curse of Strahd)

Basics
Str: 14-16
Dex:12
Con:15-16
Int: 8
Wis:13
Cha:10

HP: 49
Hit Dice: 5d10
AC: 16
Attacks:

Proficiencies
Proficiency bonus:
+3
Saving Throws: Strength, Constitution
Equipment: All Armor, Shields, Simple Weapons, Martial Weapons
Skills:
(Fighter)Athletics
(Fighter)Perception
(Haunted One) Survival
(Half-Orc Menacing) Intimidation
(Monster Hunter) Perception
(Monster Hunter) Insight

Racial Features:
Darkvision: Thanks to your orc blood, 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.

Relentless Endurance: When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can’t use this feature again until you finish a Long Rest.

Savage Attacks: When you score a critical hit with a melee weapon Attack, you can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit.

Background Feature
Heart of (Curse of Strahd)Darkness : Those who look into your eyes can see that you have faced unimaginable horror and that you are no stranger to darkness. Though they might fear you, commoners will extend you every courtesy and do their utmost to help you. Unless you have shown yourself to be a danger to them, they will even take up arms to fight alongside you, should you find yourself facing an enemy alone.

Class Features
Fighting Style:
  • Tunnel Fighter (UA: Light Dark Underdark!): You excel at defending narrow passages, doorways, and other tight spaces. As a bonus action, you can enter a defensive stance that lasts until the start of your next turn. While in your defensive stance, you can make opportunity attacks without using your reaction, and you can use your reaction to make a melee attack against a creature that moves more than 5 feet while within your reach.
Second Wind: One used per Short or long rest.

Action Surge: One used per long or short rest.

Ability Score Increase:
Feat took instead.

Extra Attack (x1)

Archetype Features
Combat Superiority:
When you choose this archetype at 3rd level, you gain a set of abilities that are fueled by special dice called superiority dice. You have four superiority dice, which are d8s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest. You gain another superiority die at 7th level and one more at 15th level. You can expend superiority dice to gain a number of different benefits:

  • When you make a weapon attack against a creature, you can expend one superiority die to add it to the attack roll. You can use this ability before or after making the attack roll, but before any of the effects of the attack are applied.
  • When you damage a creature with a weapon attack, you can expend one superiority die to add it to the damage roll. You can use this ability after rolling damage. If the attack causes the target to make a Constitution saving throw to maintain concentration, it has disadvantage on that save.
  • When you make an Intelligence, a Wisdom, or a Charisma saving throw, you can expend one superiority die to add it to the roll. You can use this feature only before you learn if the save succeeded or failed.
  • When you make a Wisdom (Perception) check to detect a hidden creature or object, or a Wisdom (Insight) check to determine if someone is lying to you, you can expend one superiority die to add it to the roll. You can use this feature after seeing the total but before learning if you succeeded or failed.
Hunter’s Mysticism:
At 3rd level, your study of the supernatural gives you a limited ability to use magic. You can cast detect magic as a ritual. You can cast protection from evil and good, but you cannot cast it again with this feature until you finish a long rest. Wisdom is your spellcasting ability for these spells. In addition, you gain the ability to speak one of the following languages of your choice: Abyssal, Celestial, or Infernal.

Feats:
Polearm Master:
You can keep your enemies at bay with reach weapons. You gain the following benefits:

  • When you take the Attack action and attack with only a glaive, halberd, pike, or quarterstaff, you can use a bonus action to make a melee attack with the opposite end of the weapon. This attack uses the same ability modifer as the primary weapon. The weapon’s damage die for this attack is a d4, and the attack deals bludgeoning damage.
  • While you are wielding a glaive, halberd, pike, or quarterstaff, other creatures provoke an opportunity attack from you when they enter the reach you have with that weapon.

Inventory:
Chain Mail
Glaive
Whip
Handaxe X2
Monster hunter’s pack (From background) (A monster hunter’s pack includes a chest, a crowbar, a hammer, three wooden stakes, a holy symbol, a flask of holy water, a set of manacles, a steel mirror, a flask of oil, a tinderbox, and three torches.)

Languages:
Common, Orc, Infernal, Deep Speech

Magic:
Detect magic (Only as R)
Protection from Evil and Good (Once per long rest.)

Background and personality
Harrowing Event:
An apparition that has haunted your family for generations now haunts you. You don’t know what it wants, and it won’t leave you alone.

Personality traits:
I don’t run from evil. Evil runs from me.
I live for the thrill of the hunt.

Ideals:
I’m a monster that destroys other monsters and anything else that gets in my way. (Evil)
Or (Depends on if we do a good or evil campaign)
I kill monsters to make the world a safer place and to exorcise my own demons. (Good)

Bond:
There’s evil in me, I can feel it. It must never be set free.

Flaw:
I feel no compassion for the dead. They’re the lucky ones.

Trinkets:
A spinning top carved with four faces: happy, sad, wrathful, and dead.

(Think i've got everything tell me if I missed anything.)
 

[True form]IMG_0762.JPG

Name: Nym Lovejoy
Level: 5
Race: Changling
Class: Monk
Archetype: Way of the Kensai
Background: Entertainer


  • Str: 8
    Dex: 15 --> 16 --> 18 (ability score)
    Con: 12
    Int: 10
    Wis: 14
    Cha: 13 --> 14

    HP: 5x5=25 +(1(5))= 30
    Hit Dice: 1d8(5)
    AC: 16

    Attacks
    Unarmed strike| +7 to hit ,damage 1d6+(Dex modifier)
    Whip| +7 to hit, damage 1d6(Archtype feature)+(Dex)
    Blowgun| +7 to hit , Damage 1d6(Archtype feature+(Dex)
 
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Name: Avala
Race: High Elf
Class: Barbarian
Archetype: Path of the Beserker
Background: Noble

Basics
Str: 18 (+4)
Dex: 12 (+1)
Con: 12 (+1)
Int: 12 (+1)
Wis: 12 (+1)
Cha: 12 (+1)

HP: 56
Hit Dice: 1d12+4 or 8 if raging or 1d8
AC: 15
Attacks: Battleaxe 1d12, pitchfork 1d8,
two attacks

Proficiencies
Proficiency bonus: +3
Saving Throws: Strength, Constitution
Equipment: Light armor, medium armor, shields
Skills: Athletics, Intimidation, History, Perception, and Persuasion

Class Features
Unarmored defense, no armor equals ten plus Dex and con
Archetype Features
Reckless attack, advantage using strength but advantage against
Danger sense, advantage on Dex from spells you can see, cant be blinded
Frenzy, gain another melee attack as a bonus action but when it ends you gain one level of Exhaustion


Inventory

Battleaxe
Magical Pitchfork
Two flasks of strong dwarven alcohol
light armor
Kortul's Ivory Horn

Appearance:
Look towards profile picture

White hair with very light undertones of gray
Scar above left eyebrow
White designs across checks
Bright blue eyes

Languages: Common, Elven, uncommon, and Halfling

Personality: Pretty oblivious at times, anger issues, smarter than she acts

History: Use to be a Noble, very quiet and was not allowed to say or do what she wants, that's what caused her anger issues, therefor she dislikes a lot of Noble. She ran away one night and found a group of Barbarians, she fitted in very well and learned quite a lot before leaving to be on her own for a while.
 

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