D&D 5th Edition - Dark Lands Character Thread

Started by eternaldarkness, January 04, 2015, 12:45:01 PM

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eternaldarkness

NPC's
Lord Darius 'Darkhand' Steiner - (Male Human Paladin of Vengeance. Ruler of the land)

Engla - Female Human, owner of Engla's Hearth, Mother of Eiyda and August

August - (Male Human Ranger)

Eiyda - (female human cleric or Paladin)

Horace - (male human wizard, town alchemist and seller of magical odds and ends)

Shaylee - (female elf herbalist)

Braun and Helga - (male and female dwarf weapon and armorsmiths)

Vincenzo - (male halfling merchant)

Teio Aman - (Male Shifter Warlock)

Keket Aman - (Female Shifter Cleric)

Pumpkin - (female gnome Fighter)

Hireling Adventurers - These are NPC's who the player characters have won the loyalty or friendship of over the course of the game. You can usually find them at either Engla's hearth or their home, and barring story circumstances they'll be happy to accompany the PC's on adventures in exchange for a share of the loot (and the glory).

Aengus Sainglend - (male half-orc Barbarian) - Aengus is a melee powerhouse who goes into battle with no protection except his shield and his armor-like skin, versatile and able to switch between offense and defensive fighting styles in an instant. He is brave, honorable and hard to take down with physical damage, though he does have trouble with magical attacks. In addition, he is far more knowledgeable than you'd expect, and knows a great deal of obscure lore, especially about arcane matters and history. If he isn't at Engla's Hearth, he can usually be found in the town library researching some esoteric bit of information.

BlueBeetle

I'm not sure where to post my character's .pdf, since it seems I can't make any attachments like I thought I did.

Nevertheless, a brief introduction to my character while I try to figure out how to actually post it:

Soul is a Tiefling Sorcerer, born to a woman who indebted herself to a malevolent spirit to save the life of her dying child. Her unborn child, claimed to have no chance at life, was indeed delivered safely, but at the cost of his mother's life. Abandoned by his human father when he came out tainted by magic and dark forces, Soul was left in the wilderness to die. Nevertheless, his mystical powers delivered him from harm until he was picked up by a member of a small, religious hermitage. Raised to harness his natural-born powers, Soul eventually left the hermitage in search of answers regarding his demoniac origin, and seeks the discovery of the spirit that stole his mother's soul.

Stephie613


Name: High Lady Iryadeyssa Aurae Nallithe
Age: 27
Race:  Half-Elf
Size: Medium
Languages: Common, Elven, Druidic,  Sylvan, Orcish
Class/Level:  Druid 3
Alignment: Chaotic Neutral
Background

Feature: ,Position of Privilege

History
.
Noble

HP and other vitals

Hit Points:  27
Hit Die:  d8
Armor Class: 16
Passive Insight: 12
Passive Perception: 12
Initiative:  +2
Speed: 30 ft
Proficiency Bonus: +2
Proficiencies
Saves:  Wis, Int
Skills:
Tool: Herbalism Kit, Playing Cards

Ability Scores

Strength:10 (+0)
- Saving Throw: +
- Athletics

Dexterity: 14 (+2)
-Saving Throw: +
- Acrobatics:  +2
- Sleight of Hand: +2
- Stealth: +2
Constitution: 16 (+3)
- Saving Throw: +
-
Intelligence: 12 (+1)
- Saving Throw: +
- Arcana:+0
- History: +3
- Investigation: +0
- Nature: +0
- Religion: +0
Wisdom: 14 (+2)
- Saving Throw: +
- Animal Handling: +2
- Insight: +2
- Medicine: +4
- Perception: +2
- Survival: +4
Charisma: 10 (+0)
- Saving Throw:

- Saving Throw: +1
- Deception: +0
- Intimidation: +0
- Performance: +0
- Persuasion: +2

Class Features and Feats

Class Features



Feats

Race Features and Feats

Race Features

Darkvision
Fey Ancestry
Language
Skill Versatility



Equipment


Herbalism Kit
Leather Armor
Explorers Pack
Druidic Focus
Orb filled with water containing a clockwork goldfish
Drakescale armor
Playing cards
Signet ring
Scroll of pedigree
Purse
set of fine clothes
Simple weapon
\Simple melee weapon


Combat Information


LuciferOs

#3

Name: Lady Enna Siannodel of Larona
Age: 20
Race: High Elf
Size: Medium
Languages: Common, Elvish, Sylvan, Celestial
Class/Level: 3 (Wizard)
Alignment: Neutral Light
Political Position:
Background Noble


Trait: Despite my noble birth, I do not place myself above other folk. We all have the same blood
Ideal : Respect. All people regardless of station deserve to be treated with dignity. (Good)
Bond: I will face any challenge to win the approval of my family
Flaw: My actions has brought shame to my family

Larona, Lady Enna's families estates are dominated by forest which is abundant in rare herbs vital for higher healing arts and exotic meals alike. The main exports relates to a mixture of dried Berries and nuts as well as an ointment made from the sap of forest trees. Both are highly sort after by all apothecaries.

Although the estates are small, it does have natural boundaries on most sides making it highly defendable, but awkward to travel to. Unless an excessive amount of deaths occur, Enna will not be a direct heir but is blood cousins to those who are. She is on luke-warm terms with her family after deciding that adventure is more interesting than listening to others requests.

Initially trained as a over-seerer of petty disputes Enna took  to magic as a release from the mundane aspects of nobility, much to the disappointment of her family. They have grudgingly agreed to tolerate her insolence provided she proves doing so will aid the estates or her family somehow. Something she has yet to do.

After considerable debate the family did provide her a horse and equipment packed full of what could help her in her journeys  and have requested her to write letters informing the family of  her whereabouts as often as she can.

Feature: ,background feature name here.

History
.

HP and other vitals

Hit Points: 16
Hit Die: d6
Armor Class: 13 (mage armor) + 5 (shield spell) + 3 (dex modifer) = 21
Passive Insight: +12
Passive Perception: +12
Initiative: +3
Speed: 30
Rage: ?
Proficiency Bonus: +2
Proficiencies Daggers, darts, slings, quarterstaffs,light crossbows, longsword, shortsword, shortbow, and longbow.
Saves: Intelligence, Wisdom
Skills: Perception, Arcana, Insight,History, Persuasion
Tool:None

Ability Scores

Strength: 8
- Saving Throw: -1
- Athletics:  +-1
Dexterity: 14
-Saving Throw: + 2
- Acrobatics:  + 2
- Sleight of Hand: + 2
- Stealth: + 2
Constitution:10
- Saving Throw: + 0
Intelligence: 18
- *Saving Throw: + 6
- *Arcana:+ 6
- *History: + 6
- Investigation: +4
- Nature: + 4
- Religion: + 4
Wisdom: 10
- *Saving Throw: + 2
- Animal Handling: + 0
- *Insight: + 2
- Medicine: + 0
- *Perception: + 2
- Survival: + 0
Charisma: 12
- Saving Throw:+ 1
- Deception: + 1
- Intimidation: + 1
- Performance: + 1
- *Persuasion: + 3


Features and Feats


Race Features

Keen Senses
Fey Ancestry
Darkvision
Trance

Class Features

Arcane Tradition: Enchantment.
School of Enchantment
As a member of the School of Enchantment, you have
honed your ability to magically entrance and beguile
other people and monsters. Some enchanters are
peacemakers who bewitch the violent to lay down their
arms and charm the cruel into showing mercy. Others
are tyrants who magically bind the unwilling into their
service. Most enchanters fall somewhere in between.

Enchantment Savant
Beginning when you select this school at 2nd level, the
gold and time you must spend to copy an enchantment
spell into your spellbook is halved.

Hypnotic Gaze
Starting at 2nd level when you choose this school, your
soft words and enchanting gaze can magically enthrall
another creature. As an action, choose one creature that
you can see within 5 feet of you. If the target can see or
hear you, it must succeed on a Wisdom saving throw
against your wizard spell save DC or be charmed by you
until the end of your next turn. The charmed creature’s
speed drops to 0, and the creature is incapacitated and
visibly dazed.

On subsequent turns, you can use your action to
maintain this effect, extending its duration until the
end of your next turn. However, the effect ends if you
move more than 5 feet away from the creature, if the
creature can neither see nor hear you, or if the creature
takes damage.

Once the effect ends, or if the creature succeeds on its
initial saving throw against this effect, you can’t use this
feature on that creature again until you finish a long rest.


Feats

War Caster
Prerequisite: The ability to cast at least one spell
You have practiced casting spells in the midst of combat, learning techniques that grant you the following benefits:
• You have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage.
• You can perform the somatic components of spells even when you have weapons or a shield in one or both hands.
• When a hostile creature’s movement provokes an opportunity attack from you, you can use your reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time o f 1 action and must target only that creature.



Equipment

On person:
a purse containing 2 gp, 4 sp
Clothes, Travelers 2 gp
Belt: 2 x Rope, silk (50 feet) 10 gp
a signet ring
a dagger
an extra dagger 2 gp
A shortsword 10 gp
A shortbow 25 gp
20 arrows 1 gp
a quiver 1 gp
a component pouch
Pouch1 5 sp Containing
   Anti-toxin 50 gp
Pouch2 5 sp  Containing:
   10 x Chalk 1 cp

a scholar’s pack Containing
7 x Rations 5 sp
2 x Waterskin 2 sp
A set of fine clothes
a scroll of pedigree
A spellbook
Pouch3 5 sp Containing:
   5 x Soap 2 cp
   Steel mirror 5 gp
   Perfume 5 gp
Sack1: Containing
   Whetstone 1 cp
   Climber’s kit 25 gp
   Line and Fishing tackle 1 gp
   10 iron spikes 1 gp
   Signal Whistle 5 cp
   Grappling hook 2 gp

Horse, riding 75 gp
Bit and bridle 2 gp
Saddle Riding 10 gp
Saddle Bags 5 gp Containing:
extra 20 arrows 1 gp
extra quiver 1 gp
Bedroll 1 gp
Blanket 5 sp
5 x waterskin 2 sp

Sack2: Containing
  7x Feed (per day) 5 cp
  Iron Pot 2 gp
  Mess Kit 2 sp
  2 person tent 2 gp
  5 flasks of Oil 1 sp
  2 x Hunting Trap 5 gp
  Shovel 2 gp
  Pick, miner’s 2 gp
  Tinderbox 5 sp
  Lantern, bullseye 10 gp

Sack3: Containing
  Ink (1 ounce bottle) 10 gp
  Book 25 gp
  Scroll Case 1 gp Containing:
    10 x paper 2 sp
  2 x Ink pen 2 cp
  Sealing Wax 5 sp
  Abacus 2 gp


Magic Information

Arcane Tradition: Enchantment.

3 2nd level spell slots
4 1st level spell slots
3+1 known cantrips

Cantrips

Mage Hand
Fire Bolt
Light
Ray of Frost

1st Level

Charm Person
Comprehend Languages
Detect Magic
Identify
Mage Armour
Shield

2nd level
Knock
Invisibility
Web
Misty Step

That's right ! Lucifer is a woman !
Active threads
See my role play preferences (underneath my picture) for my ons and offs

eternaldarkness

#4

Name: Aengus Sainglend
Age: 35
Race: Half-Orc
Size: Medium (6'5" tall, 285 lbs)
Languages: Common, Orc, Elven, Dwarven
Class/Level: Barbarian 3
Alignment: Lawful/Light
Background: Sage

Skill Proficiencies: Arcana, History
Languages: Two of your choice

Feature: Researcher

When you attempt to learn or recall a piece of lore, if you
do not know that information, you often know where and
from whom you can obtain it. Usually, this information
comes from a library, scriptorium, university, or a sage
or other learned person or creature. Your DM might
rule that the knowledge you seek is secreted away in an
almost inaccessible place, or that it simply cannot be
found. Unearthing the deepest secrets of the multiverse
can require an adventure or even a whole campaign.

History
Aengus came to Antioch nearly ten years ago and has been Engla's assistant, bouncer, confidante, and some say her lover ever since. The Half-Orc seems to be very worldly and knowledgeable, but details about his past are hard to get out of him. While he is generally patient and slow to anger, there have been a handful of time when someone (usually Engla) pushed the gentle giants patience to its very limit, and it took weeks to repair the damage done to Engla's tavern.

HP and other vitals

Hit Points: 35
Hit Die: D12
Armor Class: 17 (15 Without shield)
Passive Insight: 10
Passive Perception: 10
Initiative: 2
Speed: 30 ft.
Rage:Rage Damage: +2
Proficiency Bonus: +2
Proficiencies
Saves: Strength, Constitution
Skills: Arcana, Athletics, History, Intimidate, Nature
Tool: None

Ability Scores

Strength: 16/+3
- Saving Throw: +5
- Athletics:  +5
Dexterity: 14/+2
-Saving Throw: +2
- Acrobatics:  +2
- Sleight of Hand: +2
- Stealth: +2
Constitution: 16/+3
- Saving Throw: +5
Intelligence: 12/+1
- Saving Throw: +1
- Arcana:+3
- History: +3
- Investigation: +1
- Nature: +3
- Religion: +1
Wisdom: 10/+0
- Saving Throw: +0
- Animal Handling: +0
- Insight: +0
- Medicine: +0
- Perception: +0
- Survival: +0
Charisma: 8/-1
- Saving Throw: -1
- Deception: -1
- Intimidation: +1
- Performance: -1
- Persuasion: -1

Racal Features and Feats

Speed. Your base walking speed is 30 feet.

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.

Menacing. You gain proficiency in the Intimidation skill.

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.

Languages. You can speak, read, and write Common and Orc .

Class Features and Feats

Class Features

Rage
In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action. While raging, you gain the following benefits if you aren’t wearing heavy armor:
• You have advantage on Strength checks and Strength saving throws.
• When you make a melee weapon attack using Strength, you gain a bonus to the damage roll that increases as you gain levels as a barbarian, as shown in the Rage Damage column of the Barbarian table.
• You have resistance to bludgeoning, piercing, and slashing damage.

If you are able to cast spells, you can’t cast them or concentrate on them while raging. Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven’t attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.

Once you have raged the number of times shown for your barbarian level in the Rages column of the Barbarian table, you must finish a long rest before you can rage again.

Unarmored Defense
While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.

Reckless Attack
Starting at 2nd level, you can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.

Danger Sense
At 2nd level, you gain an uncanny sense of when things nearby aren’t as they should be, giving you an edge when you dodge away from danger. You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can’t be blinded, deafened, or incapacitated.

Spirit Seeker
Yours is a path that seeks attunement with the natural world, giving you a kinship with beasts. At 3rd level when you adopt this path, you gain the ability to cast the beast sense and speak with animals spells, but only as rituals, as described in chapter 10.

Totem Spirit
At 3rd level, when you adopt this path, you choose a totem spirit and gain its feature. You must make or acquire a physical totem object- an amulet or similar adornment—that incorporates fur or feathers, claws, teeth, or bones of the totem animal. At your option, you also gain minor physical attributes that are reminiscent of your totem spirit.

Bear: While raging, you have resistance to all damage except psychic damage. The spirit of the bear makes you tough enough to stand up to any punishment.


Feats
Tavern Brawler
Accustomed to rough-and-tumble fighting using whatever weapons happen to be at hand, you gain the following benefits:
• Increase your Strength or Constitution score by 1, to a maximum of 20.
• You are proficient with improvised weapons and unarmed strikes.
• Your unarmed strike uses a d4 for damage.
• When you hit a creature with an unarmed strike or an improvised weapon on your turn, you can use a bonus action to attempt to grapple the target.


Equipment

Equipment:
• An explorer’s pack and four javelins
• A Shield and Warhammer
A bottle of black ink, a quill, a small knife, have not yet been able to answer, a set of common clothes, a bearskin cloak, and a belt pouch containing 10 gp.

Combat Information

Warhammer: Atk +5 dam 1d8+3(1d10+3 two-handed) bludgeoning, versatile.
Javelin: Atk +5, dam 1d6+3 piercing. Thrown, Range 30/120.
Unarmed Strike: Atk +5, Dam 1d4+3 bludgeoning.

RubySlippers

#5

Name: Emma Moon
Age: 18
Race: Human (Tethyrian, 1/4th Half-Orc)
Size: Medium
Languages: Common & Orcish
Class/Level: Rogue (Thief)/3
Alignment: Neutral Dark
Political Position:
Background

Feature: Performer - Player of the Lyre-guitar, Poet and Singer -

Routine: Instrumentalist, Poet, Singer
Feature : 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.

History

Is not all that complicated was the youngest child of a regional mountain man a half-orc who made a living hunting furs, some panning for gold and other honest work being well regarded even by the elves for his stoic noble heart and was a former pit fighter and slave with the scars to prove it named Borrak. Her mother was a human ,Hanna Moon, and might pretty making a living as a whore and well met papa while being mounted by him for coin and nine months later out she came mostly taking after her ma the only signs of her fathers blood her pointed orcish teeth the tusks filed down some. She was never a good girl she did train as a bards apprentice but took to crime more naturally robbing people in caravans not wanting to "shits where she sleeps" and until the trade routes closed up tighter than a virgins holes made a good living. Now is kind of desperate to leave she makes some coin performing but its not good and stealing is thin work to make coin on save for stealing some food from local farms and the odd open window she has avoided ripping off anything serious from the locals.

HP and other vitals

Hit Points: 21
Hit Die: D8
Armor Class: 13
Passive Insight:  +3
Passive Perception: +3
Initiative: +2
Speed: 30 ft.
Rage: n/a
Proficiency Bonus: +2
Proficiencies
Saves: Dexterity, Intelligence
Skills: Acrobatics, Arcane, Athletics, Deception, Hand Crossbows, Insight, Investigation, Light Armor, Longswords, Nature, Perception, Performance, Rapiers, Shortswords, Sleight of Hand, Simple Weapons, Stealth, Survival.
Tool: Disguise Kit, Lyre-guitar, Thieves' Tools

Ability Scores

Strength: 12/+1
- Saving Throw: +1
- Athletics:  +3
Dexterity: 14/+2
-Saving Throw: +4
- Acrobatics:  +4
- Sleight of Hand: +4
- Stealth: +4
Constitution: 12/+1
- Saving Throw: +1
Intelligence: 14/+2
- Saving Throw: +4
- Arcana:+4
- History: +2
- Investigation: +4
- Nature: +4
- Religion: +2
Wisdom: 12/+1
- Saving Throw: +1
- Animal Handling: +1
- Insight: +3
- Medicine: +1
- Perception: +3
- Survival: +3
Charisma: 13/+1
- Saving Throw: +1
- Deception: +3
- Intimidation: +1
- Performance: +3
- Persuasion: +3


Class Features and Feats

Class Features

Expertise Sleight of Hand, Thieves Tools
Sneak Attack 2D6
Thieves Cant
Cunning Action
Fast Hands
Second-Story Work

Feats

Skilled
Skilled

Equipment

1. Burglar’s Pack  Includes a backpack, 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 silk rope strapped to the side of it.
2. Lyre-guitar
3. Thieves Tools
4. Disguise Kit
5. Leather Armor
6. Silvered Short Sword "Silver Sting"
7. Dagger x 3
8. Hand Crossbow with 10 Bolts
9. Costume
10. Trinket from Admirer (Dryad Charm on Chain)
11. Money Belt (for hiding money)
12. Coin Pouch (for a small amount of money on hand, tucked into belt)
13. Scavengers Kit: Jars, flasks, waxed paper, pouches, string etc. needed
for looting monster corpses for materials of value to arcane types
and special buyers.
14. Clothing Leathers to Compliment Armor

COIN & WEALTH
Platinum 1
Gold 8
Electrum 2
Silver 9
Copper 10
Other:


Combat Information

1. Dagger:  1d4 piercing 1 lb. Finesse, light, thrown (range 20/60)
2. Crossbow, hand: 1d6 piercing 3 lb. Ammunition (range 30/120), light, loading
3. Shortsword:  1d6 piercing 2 lb. Finesse, light


Kuroshu

#6
Name: Shujin Kurosawa
Age: 23
Race: Human (Shou)
Size: Medium (5' 10" Tall, 180 lbs.)
Languages: Common, Dragonic
Class/Level: Fighter (Battlemaster), 3
Alignment: True Nuetral
Political Position:
Background

Soldier
Feature: Military Rank (Officer).

You have a military rank from your career as a soldier.
Soldiers loyal to your former military organization
still recognize your authority and influence, and they
defer to you if they are of a lower rank. You can invoke
your rank to exert influence over other soldiers and
requisition simple equipment or horses for temporary
use. You can also usually gain access to friendly
military encampments and fortresses where your rank
is recognized.
History
Shujin was the second oldest son of a blacksmith and the older brother to two sisters. He idolized his older brother. So his brother joined the military he decided to do the same but Months before he was able to finally join his brother was killed. The details surrounding his death was away from them. Still this did not change his mind, it only strengthen it. He still joined the military even against the wishes of his father and sisters.
It did not take long before he climbed the ranks. Those that had served beside him as soldiers trusts him while those that served under him follow him with out question. He had a sense of Honor and Duty one that spread among his men.

His time with the military ended abruptly. While helping occupy a captured stronghold he witness the troops of other officers do horrible things to the people of the stronghold. He ordered the men to stop with no luck. When words did not work he let his actions speak for himself. He told the his men to gather the prisoners and protect them from the rest of the army. This act was taken as treason by many of his superiors yet a few believed it was noble. In the end he was punished but not killed. He was to be secluded for a week. Before the punishment was carried out one of his supporters slipped him a journal.

During his seclusion he read the journal. In it described events that happened similarly to his own. Yet the end was not as he had hoped. The man was killed along with his men. The General in charge did not want his name sullied decided to label those executed as men killed in action. As he continued reading a feeling of anger and betrayal swelled inside him. He knew. In the end was a small note. The owner of the journal belonged to a soldier that was transfered from the man's squad before the battle started. The soldier's last entry thanked the man he had served. Tears slowly crawled down his face as he reads the man's name. Under his breath he calls his brother.
After the week ended he was release. One of those waiting was the officer who gave him the journal, he had a sad apologetic looks as he watched. He and his men left the military soon after. He himself travelled alone occasionally traveling as an guard to merchants traveling the same road he was on.
HP and other vitals

Hit Points: 36
Hit Die: 1d10 x Level(3)
Armor Class: 12 (While wearing Leather Armor) or 11 Unarmored
Passive Insight: 11
Passive Perception: 13
Initiative: +1
Speed: 30
Rage:
Proficiency Bonus: +2
Proficiencies
Saves: Strength, Constitution
Skills: Acrobatics, Perception, Athletics, Intimidation
Tool: Vehicles (land), Dragon Chess, Smith’s tools
Ability Scores

Strength: 16/+3
- Saving Throw: +5
- Athletics:  +5
Dexterity: 13/+1
-Saving Throw: +1
- Acrobatics:  +3
- Sleight of Hand: +1
- Stealth: +1
Constitution: 14/+2
- Saving Throw: +4
Intelligence: 11/+0
- Saving Throw: +0
- Arcana:+0
- History: +0
- Investigation: +0
- Nature: +0
- Religion: +0
Wisdom: 12/+1
- Saving Throw: +1
- Animal Handling: +1
- Insight: +1
- Medicine: +1
- Perception: +3
- Survival: +1
Charisma: 14/+2
- Saving Throw: +2
- Deception: +2
- Intimidation: +4
- Performance: +2
- Persuasion: +2
Class Features and Feats

Class Features

Fighting Style:
Two-Weapon Fighting
When you engage in two-weapon fighting, you can add
your ability modifier to the damage of the second attack.

Second Wind:
You have a limited well of stamina that you can draw on
to protect yourself from harm. On your turn, you can use
a bonus action to regain hit points equal to 1d10 + your
fighter level.
Once you use this feature, you must finish a short or
long rest before you can use it again.


Action Surge:
Starting at 2nd level, you can push yourself beyond your
normal limits for a moment. On your turn, you can take
one additional action on top of your regular action and a
possible bonus action.
Once you use this feature, you must finish a short or
long rest before you can use it again. Starting at 17th
level, you can use it twice before a rest, but only once on
the same turn.


Battle Master:
Combat Superiority
Maneuvers 3, +2 at 7th, 10th, 15th
Distracting Strike. When you hit a creature with a
weapon attack, you can expend one superiority die to
distract the creature, giving your allies an opening. You
add the superiority die to the attack’s damage roll. The
next attack roll against the target by an attacker other
than you has advantage if the attack is made before the
start o f your next turn.

Riposte. When a creature misses you with a melee
attack, you can use your reaction and expend one
superiority die to make a melee weapon attack against
the creature. If you hit, you add the superiority die to the
attack's damage roll.

Sweeping Attack. When you hit a creature with a
melee w eapon attack, you can expend one superiority
die to attempt to damage another creature with the
same attack. Choose another creature within 5 feet
o f the original target and within your reach. If the
original attack roll w ould hit the second creature, it
takes damage equal to the number you roll on your
superiority die. The damage is o f the same type dealt by
the original attack.

Superiority Dice
4/4 d8, +1 at 7th and 15th

Saving Throws
8+Proficiency Bonus + Str or Dex Mod
Student of War: Smith’s tools
Proficiency with one type of Artisan's tools
Feats
Equipment

Scimitar
1d6 slashing, 3 lb., Finesse, light
Scimitar
1d6 slashing, 3 lb., Finesse, light
Longbow
1d8 piercing 2 lb. Ammunition (range 150/600), heavy, two-handed
Arrows(20), 1 lb.
Leather Armor
11 + Dex modifier, 10 lb.


Explorerfs Pack:
Backpack
Bedroll
Mess kit
Tinderbox
Torches(10)
Ration (10 Days)
Waterskin
Rope, Hemp, 50 ft


Horse, Riding
Horse, Draft
Wagon


Officer Insignia
Ceremonial Tanto (Trophy)
Deck of Cards
Common Clothes
Belt Pouch (150g)
Combat Information


BlueBeetle

Name: Soul
Age: 25
Race: Tiefling
Size: Medium
Languages: Common, Infernal, Dwarf
Class/Level: Sorcerer/3
Alignment: Neutral Good
Political Position: Imperial Champion
Background

Feature: Hermit

History
To be completed later.

HP and other vitals

Hit Points: 17
Hit Die: 3d6
Armor Class: 11
Passive Insight: 19
Passive Perception: 17
Initiative: +1
Speed: 30 ft.
Rage:
Proficiency Bonus: +2
Proficiencies Daggers
Darts
Slings
Quarterstaffs
Light Crossbows
Herbalism Kit
Saves: Charisma +5, Constitution +3
Skills:
Tool: Herbalism Kit

Ability Scores

Strength: 8
- Saving Throw: -1
- Athletics:  -1
Dexterity: 12
-Saving Throw: +1
- Acrobatics:  +1
- Sleight of Hand: +1
- Stealth: +1
Constitution: 13
- Saving Throw: +3
Intelligence: 12
- Saving Throw: +1
- Arcana:+3
- History: +3
- Investigation: +1
- Nature: +1
- Religion: +3
Wisdom: 14
- Saving Throw: +2
- Animal Handling: +2
- Insight: +4
- Medicine: +4
- Perception: +2
- Survival: +2
Charisma: 17
- Saving Throw: +5
- Deception: +3
- Intimidation: +3
- Performance: +3
- Persuasion: +3


Class Features and Feats

Darkvision

Infernal Legacy: You know the "thaumaturgy" cantrip. Once you reach 3rd level, you can cast the "hellish rebuke" spell once per day as a 2nd-level spell. Once you reach 5th level, you can also cast the "darkness" spell once per day. Charisma is your spellcasting ability for these spells.

Wild Magic (Sorcerous Origin)
Wild Magic Surge: Your spellcasting can unleash surges of untamed magic. Immediately after you cast a sorcerer spell of 1st level or higher, the DM can have you roll a d20. If you roll a 1, roll on the Wild Magic Surge table to create a random magical effect.

Tides of Chaos: You can manipulate the forces of chance and chaos to gain advantage on one attack roll, ability check, or saving throw. Once you do so, you must finish a long rest before you can use this feature again. Any time before you regain the use of this feature, the DM can have you roll on the Wild Magic Surge tale immediately after you cast a sorceror spell of 1st level or higher. You then regain the use of this feature.

Metamagic: You gain the ability to twist your spells to suit your needs.
"Twinned Spell": When you cast a spell that targets only one creature and doesn't have a range of self, you can spend a number of sorcery points equal to the spell's level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip).
"Quickened Spell": When you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting.

Font of Magic: You have 3 sorcery points. You regain all sorcery points when you finish a long rest.

Flexible Casting: You can use your sorcery points to gain additional spell slots, or sacrifice spell slots to gain additional sorcery points.


Feats
Observant: If you can see a creature's mouth while it is speaking a language you understand, you an interpret what it's saying by reading its lips. You also get a +5 bonus to passive perception and passive investigation scores.

Equipment

Light crossbow
Bolts x20
Arcane focus (medallion)
Explorer's pack
Daggers x2
A scroll case stuffed full of notes from my studies
A winter blanket
A set of common clothes
An herbalism kit
305 gp

Combat Information

Light Crossbow +3 1d8+1 piercing damage
Dagger +3 1d4+1 piercing damage