[Pathbreakers] D&D 5e Campaign - Recruiting 2

Started by Aethyrium, December 02, 2019, 07:12:15 PM

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Aethyrium





Always take action. Wrongly or rightly; that is revealed later.
But you should act, be brave, seize life by the scruff of the neck.
Believe me, you should only regret inactivity, indecisiveness, hesitation.
You shouldn't regret actions or decisions, even if they occasionally end in sadness and regret.



Ioch
The light of midday dulls your vision, not a cloud in the sky. The gentle rustling of spring breezes is disrupted by the sharp squawk of a large bird. It circles overhead once, twice, and then begins to descend toward you. A fine specimen of a rare species of avian - a Cindertail Hawk - not native to these lands. The golden red bird lands some steps from your feat, and strapped to its back is a tube for a letter. The strap that secures the tube is clasped by a familiar symbol, if only because of its fame across the realms: The Pathbreakers. Inside you find a letter, curiously addressed to you...

Alin Grene

Salutations and honor, ___________,

My name is Alin Grene, and my companion is Ioch. He’ll find his own dinner, but I would appreciate if you could spare a chunk of fine game for him. He’s traveled quite a distance to find you after all. He prefers elk, given the choice, but anything better than field rodents would be kind enough.

Now, onto business. I'm afraid that I have you at a disadvantage. I know you. At least, I know of you, which is enough in this case. You don't know me, but you probably know who I work for. The Pathbreakers. I work for the guild as a Seeker. In specific I work for the Onyxhollow Lodge, under Lodgemaster Aoren Fletcher. To the point, I've been following your exploits for a little while now, your name is on a lot of lips these days. I think you have what it takes to be a Pathbreaker, and I'd like to sponsor you're application to the guild. Which is a fancy way of me saying I'd like to recruit you, and I can offer you skipping the normal formalities and trials that come with the application.

This isn't for everyone, and if you decline I won't take it personally. But I think we have a lot to offer one another. The Pathbreakers are an opportunity for you to further your own goals, and grow well beyond where you're at now. If you want wealth, well there's plenty to be made in our halls. If you want fame, well, try to find someone that hasn't heard of us. Maybe you're just after a new adventure, well, that's what we're all about. Something else? There's a good chance that we can help you find it.

Maybe it sounds interesting though, and you want to know more. I admit, most people know our name, but who knows what we really do. It's a lot for one piece of parchment, but I'll try to summarize. I'd call us problem solvers. Some people would call us monster hunters. The truth is we're somewhere in the middle of those, monsters are problems after all, but not the only ones that we deal with. The Pathbreakers take jobs from dealing with infestations, to what some might call professional mercenary work. Sometimes we're bodyguards, or escorts, even treasure hunters. We do whatever is asked of us, provided the right compensation is offered. And of course we have some of our interests moving as well. It's tough work, but rewarding if you can make it. It takes fortitude to be a Pathbreaker, but the benefits are extensive.

If you're interested, make your way to the Onyxhollow Lodge. I can answer any of your other questions there. Hopefully we'll be meeting in person soon enough, I'm looking forward to it.

With regards,
Alin Grene



Welcome!
Hello and welcome writers and friends alike!

Pathbreakers is a Dungeons & Dragons 5th Edition campaign, that will take place in a homebrew world. It will be placed in the extreme board. The Pathbreakers are a renowned guild of monster hunters - or at least, that’s what they are on the surface. The guild is known for taking all manner of jobs, provided there is a compelling offer on the table for it. And that says nothing of their own goals and ambitions! Pathbreakers most commonly work in units of 3. This game will focus on two such teams, both brand new to the guild. Characters will begin at level 5, and we will use a custom point buy to generate stats. You will be expected to make rolls, so general familiarity with 5th edition, or a willingness to learn is strongly encouraged. The game will focus on the progression of these two teams, their interactions with one another, the guild, the world around them, and their individual stories.

FAQ
1. Is this a system game?
Yes, we will be using D&D 5e. Rolls will be done using Elliquiy’s dice roller.

2. What level do we start at? Why so high?
Characters will begin play at 5th level, just entering the second tier of 5th edition play; “Heroes of the Realm”, or more importantly, having recently become “local heroes”. Their actions, whatever they were, are what have earned their invitation to the guild, which provides an opportunity for them to move beyond the limitations of whatever life they have been leading up to this point.

3. How will equipment be handled?
Characters will forego starting equipment and instead begin play with 725gp to spend how they see fit.

4. How will we decide attributes?

  • All stats start at 6.
  • 42 points to spend, 1:1 point to stat.
  • May purchase 16, 17, and 18 at 2:1.

5. What source material can I use?
Anything currently printed in a 5e book will be fine. We will not be using anything from Unearthed Arcana. Optional rules will vary, ask if you need specific clarification… Feats are in, Variant human is allowed, flanking is in.

6. How many characters will there be? Do the teams interact?
A total of 6 characters will be recruited. If only five are found, I will play the sixth. The teams will mostly be independent, following their own stories, however yes they will definitely overlap and cross paths, and might even work together on occasion. The teams are unlikely to change, though. Team will be determined randomly, unless a specific reason to pick them is presented.

7. Character images?
Artwork, ideally high quality - not anime or cartooney.

8. How quickly will this game move?
DM posts will be made every 4 to 5 days, pending on when the 4th day lands and other obligations. If you are unable to make a post during that time, the DM will move your character for you for that round.



Code (Character sheet) Select

The questions on the sheet are meant to give us a sense of history without requiring you to narrate their whole adventure. It provides me enough wiggle room to take your vision and do something fun with it. The idea is for you to help own the world, add something to it for me to use. If you struggle, feel free to contact me here or via PM. If you have a particularly outrageous idea, you can also shoot it my way. In general though, I want you to implant some seeds and then I'll take them and hopefully grow you something neat to explore.

[float=left][img padding=10]https://via.placeholder.com/150x200[/img]
[center][font=georgia][size=14pt][b]NAME[/b][/size][/font]
[b]RACE[/b]
[b]BACKGROUND[/b]
[b]CLASS[/b]
[/center][/float]

[center][spoiler=Skills][left][b]Acrobatics[/b]: -2
[b]Animal Handling[/b]: -2
[b]Arcana[/b]: -2
[b]Athletics[/b]: -2
[b]Deception[/b]: -2
[b]History[/b]: -2
[b]Insight[/b]: -2
[b]Intimidation[/b]: -2
[b]Investigation[/b]: -2
[b]Medicine[/b]: -2
[b]Nature[/b]: -2
[b]Perception[/b]: -2
[b]Performance[/b]: -2
[b]Persuasion[/b]: -2
[b]Religion[/b]: -2
[b]Sleight of Hand[/b]: -2
[b]Stealth[/b]: -2
[b]Survival[/b]: -2
[/left][/spoiler]
[spoiler=Proficiencies][left][b]Weapons[/b]:
[b]Tools[/b]:
[b]Saving Throws[/b]:
[b]Skills[/b]:
[b]Languages[/b]:
[/left][/spoiler]
[spoiler=Spells][left]
[/left][/spoiler]

[spoiler=Features][left]
[b]NAME (SOURCE)[/b]:
[/left][/spoiler][/center]

[center][table]
[tr][td][color=black][b][u]STR[/td][td][color=black][b][u]DEX[/td][td][color=black][b][u]CON[/td][td][color=black][b][u]INT[/td][td][color=black][b][u]WIS[/td][td][color=black][b][u]CHA[/td][/tr]
[tr][td][center][color=black][i]6[/td][td][center][color=black][i]6[/td][td][center][color=black][i]6[/td][td][center][color=black][i]6[/td][td][center][color=black][i]6[/td][td][center][color=black][i]6[/td][/tr]
[tr][td][center][color=black][i](-2)[/td][td][center][color=black][i](-2)[/td][td][center][color=black][i](-2)[/td][td][center][color=black][i](-2)[/td][td][center][color=black][i](-2)[/td][td][center][color=black][i](-2)[/td][/tr]
[/table][/center]

[center][table]
[tr][td][color=black][b][u]Armor Class[/td][td][color=black][b][u]Initiative[/td][td][color=black][b][u]Speed[/td][/tr]
[tr][td][center][color=black][i]8[/td][td][center][color=black][i]-2[/td][td][center][color=black][i]00ft[/td][/tr][/table][/center]

[center][table]
[tr][td][/td][td][center][color=black][b][u]Hit Points[/td][td][center][color=black][b][u]Hit Dice[/td][/tr]
[tr][td][/td][td][center][color=black][i]0[/td][td][center][color=black][i]0d0[/td][/tr][/table][/center]

[center][spoiler=Equipment][left][b][u]Worn[/u][/b]

[b][u]Backpack[/u][/b]

[b][u]Money[/u][/b]
0cp
0sp
725gp
0pp
[/left][/spoiler][/center]
[hr]
[b]Where are you from?:[/b] The general area and what it's like. Who is someone important there? What is a secret (as small or big as you want) going on / has gone on there that people don't know. What is something you do know that you probably shouldn't (unrelated to previous fact).

[b]How did you attain level 5?:[/b] What have you been doing? How did you acquire your local fame. What did you do? Who did you help? What chain of events did you set in motion that you are unaware of? Who did your actions upset that are aware of?

[b]Where are you going?:[/b] What's your goal, your ambition, your desire? Why did you decide to join the Pathbreakers after their invitation? What legacy do you want?

[b]What have you left behind?:[/b] You left your native land to join the Pathbreakers. What's unresolved? Who is looking for you? What won't you be there to deal with? What will happen in your absence?

Aethyrium


RedPhoenix

Apologies & Absences | Ons & Offs
May you see through a million eyes.



Cold Heritage

When you say "all manner of jobs" is really all? Do they get into assassinations, kidnappings, and that kind of thing, or is there a moral cut off point?
Thank you, fellow Elliquiyan, and have a wonderful day.

Aethyrium

Why... Hello everyone! Guess I should make that sheet...

Quote from: Cold Heritage on December 02, 2019, 08:15:13 PM
When you say "all manner of jobs" is really all? Do they get into assassinations, kidnappings, and that kind of thing, or is there a moral cut off point?
I would say that the guilds official stance is that politics are messy, and they try to maintain a healthy level of neutrality in all things. I wouldn't say there is a moral issue, so much as a risk versus reward issue. Assassinations, kindnappings, and "evil" jobs are... Polarizing. They're the type of thing that sully a guilds name and get you run out of cities.

Certainly there are rumors that with enough incentive, the guild will do anything. And who's to say if those rumors are true or not? Certainly the guild never publicly claims responsibility for such things. But there are a lot of divisions within the guild, and not all of them are as public and well-known as the monster hunters.

Armphid

I would also be interested in this.  Your custom points by system is very interesting as is the rest of your method here. 

In terms of the RP overall, I do have a question and I apologize if it's too low brow.  While I'm interested in overall RP, characters, and story, I admit to very much enjoying smut in my RPs.  What is your stance on that in this game and is it any part of your plan?  Perfectly fine if not, but I don't want to have the wrong idea or rub things the wrong way depending on what happens.  Thank you!
[tr][td]
My ONs/OFFs and Other Info

One-on-One Ideas/Interests

Group Ideas/Interests[/td][td]     [/td]
[td][/td]
[/tr][/table]

StryxRiver

Additional question, apologies if I didn't spot it.

Since we're going to be level 5, any stat enhancements gained by class do not count towards the point buy total, correct? We woulld just have to let you know what we took, right?

Aethyrium

Quote from: Armphid on December 02, 2019, 08:53:14 PM
I would also be interested in this.  Your custom points by system is very interesting as is the rest of your method here. 

In terms of the RP overall, I do have a question and I apologize if it's too low brow.  While I'm interested in overall RP, characters, and story, I admit to very much enjoying smut in my RPs.  What is your stance on that in this game and is it any part of your plan?  Perfectly fine if not, but I don't want to have the wrong idea or rub things the wrong way depending on what happens.  Thank you!
Glad you enjoy what you've seen so far.

Smut is certainly not the focal point of the game. However this is still Elliquiy and it might crop up between characters or, in specific instances, NPCs or monsters. In the last case, it should by only to drive home a particular point, or drive a theme or some such.

It can and probably will happen, is what I'm saying. It's just another aspect of the story, rather than the story's intent.

Aethyrium

Quote from: StryxRiver on December 02, 2019, 08:58:38 PM
Since we're going to be level 5, any stat enhancements gained by class do not count towards the point buy total, correct? We woulld just have to let you know what we took, right?
That is correct. If I were to list it out in order of steps it would look something like:

1. Distribute point buy
2. Apply racial bonus
3. Apply ASI's / class features / items / whatever else

A solid thing to note here is that it is very possible to buy an 18 and start with a 20 because of racials. The statistic cap of 20 is in place however, you can't raise a score past 20 without something specifically allowing you to.

Armphid

Quote from: Aethyrium on December 02, 2019, 09:00:53 PM
Smut is certainly not the focal point of the game. However this is still Elliquiy and it might crop up between characters or, in specific instances, NPCs or monsters. In the last case, it should by only to drive home a particular point, or drive a theme or some such.

It can and probably will happen, is what I'm saying. It's just another aspect of the story, rather than the story's intent.

Thank you for the answer!  For what it's worth, I and my character would be open to NPCs and monsters to drive home points/themes.  Or as part of a cover for a job or what have you.  :)  But I will also behave and not pursue such things save organically.

Are there any classes/races that would be preferred or should be avoided based on the world you have in mind? 

Just an example, I played in a game where a GM's world had a past involving a dragon empire that had enslaved everyone and all the dragons (supposedly) having been killed and reptillian races were shunned so Dragonborn, Lizardmen, Kobolds, etc weren't allowed as PCs. 
[tr][td]
My ONs/OFFs and Other Info

One-on-One Ideas/Interests

Group Ideas/Interests[/td][td]     [/td]
[td][/td]
[/tr][/table]

Aethyrium

At this point I don't plan on explicitly forbidding any printed playable race. Consider them all on the table, with the caveat that players should be cautioned that traditionally monstrous races are likely to provoke a traditionally monstrous response (from the public... The guild is more generally less stigmatized). While not all assignments might involve going into a town, some might... and while Half-Orcs are seen a grim reality, Orcs are usually seen as just the enemy. In this sense, you should be prepared to accept that difficulty for certain aspects of the game might swing dramatically depending on racial choices - or force you into letting your teammates take the lead in certain areas... Of course they might also open up unique opportunities. This is mostly aimed at the races that came from Volo's.

Oh I lie. Let's not involve the Verdan from Acquisitions Incorporated. Because it's a silly book. ::)

RedPhoenix

Where are we on Ravnica backgrounds? The usual no bonus spells or are they out altogether?
Apologies & Absences | Ons & Offs
May you see through a million eyes.

Armphid

Yay for a character sheet!

Just so you know, I'm afraid I probably won't be able to get a character written up until Wednesday.  Tomorrow is super busy for me.  Do you want characters posted here for approval or PM'd to you and then posted here once you've approved them?
[tr][td]
My ONs/OFFs and Other Info

One-on-One Ideas/Interests

Group Ideas/Interests[/td][td]     [/td]
[td][/td]
[/tr][/table]

Aethyrium

Quote from: RedPhoenix on December 02, 2019, 10:14:25 PM
Where are we on Ravnica backgrounds? The usual no bonus spells or are they out altogether?
We'd be staying away from the spellcasting, yes. That said most of their features iirc are pretty centered around the setting. However, I believe in custom backgrounds. So feel free to rip the setup that you want, name it something fitting for your vision, and get a feature that makes sense (ideally from an existing background, but feel free to shoot custom features my way).

Also...
I posted the character sheet. The questions listed are meant to take away from the "standard" history/personality/etc. I'd like everyone to exercise some worldbuilding, and give me stuff to juice for content for... Later... Now... Whenever most deviously appropriate. Stuff like that. You needn't go hardcore, a paragraph or two just exploring your vision and adding to the game world is enough. And then I'll take it from there and do something (hopefully) fun with it.

Feel free to submit sheets directly here in this thread for looking and discussion.

Aethyrium

Quote from: Armphid on December 02, 2019, 10:23:56 PM
Just so you know, I'm afraid I probably won't be able to get a character written up until Wednesday.  Tomorrow is super busy for me.  Do you want characters posted here for approval or PM'd to you and then posted here once you've approved them?

This is not at all an issue. Unless we get an interest and submission flood, I'll likely leave recruitment up through the weekend at least. Plenty of time to do your thing and for me to look at things, and let everyone interested submit something.

Feel free to post completed sheets here for review.

RedPhoenix

The background is just a renamed Uthgardt Tribe member from the Sword Coast Adventure Guide. Any input is appreciated!

Finished and ready for review! :)





Varra Skulltaker
Half-Orc
Orcish Tribe Member
Druid 5

Skills

Acrobatics: 0
Animal Handling: +7
Arcana: +1
Athletics: +7
Deception: 0
History: +1
Insight: +4
Intimidation: +3
Investigation: +1
Medicine: +1
Nature: +1
Perception: +7
Performance: 0
Persuasion: 0
Religion: +1
Sleight of Hand: 0
Stealth: 0
Survival: +7
Proficiencies
Armor: Light Armor, Medium Armor, Shield (No Metal)
Weapons: Club, Dagger, Dart, Javelin, Mace, Quarterstaff, Scimitar, Sickle, Sling, Spear
Tools: Carpenter's Tools, Herbalism Kit
Saving Throws: Intelligence, Wisdom
Skills: Animal Handling, Athletics, Intimidation, Perception, Survival
Languages: Common, Orcish, Gnomish, Druidic
Spells


Spell DC: 15 (8 + Wis (4) + Prof (3)
Spell Attack: +7

Cantrips (3)
Frostbite (60' Range, 1 Action, target makes CON save, on fail takes 2d6 cold damage and has disadvantage on next weapon attack it makes next turn)
Mold Earth
Shape Water


Slots
1st Level: 4
2nd Level: 3
3rd Level: 2


Typically Prepared:
Create or Destroy Water
Entangle
Faerie Fire
Ice Knife: 1 Action, 60' Range, ranged spell attack for 1d10 damage, shard explodes hit or miss everything within 5' of target Dex save or 2d6 damage, increases by 1d6 per level if upcast)

Healing Spirit
Moonbeam
Warding Wind

Conjure Animals
Tidal Wave



Features


Orcish Heritage (Background): You have an excellent knowledge of your tribe's territory and the terrain and natural resources of the area. You are familiar enough with any wilderness area that you find twice as much food and water as you normally would when you forage. Additionally, you can call upon the hospitality of your people, and those folk allied with your tribe.

Darkvision (Half-Orc): 60'

Relentless Endurance (Half-Orc): Once per long rest, when dropped to 0 hp you drop to 1 instead.

Savage Attacks (Half-Orc): When you critically hit with a melee weapon attack, ad an additional bonus die to the damage.

Spellcasting (Druid): You prepare spells equal to WIS (4) + Druid Level (5) = 9, recharge on long rest. Wisdom is spellcasting ability. You can ritual cast druid spells and use a druidic focus.

Wild Shape (Druid): Transform into an animal, take all your stuff with you, you have the physical stats of the animal and the mental stats of you! Detailed rules PHB 67. Animals can have swim speed (4th Level Druid).

Druid Circle: Circle of the Moon

Combat Wild Shape (Circle of the Moon): Wild Shape is a bonus action, you can expend spell slots while transformed to heal 1d8 hp per spell level as a bonus action.

Circle Forms (Circle of the Moon): Your max CR is 1 for wild shapes.

Savage Attacker (4th Level Druid): Once per turn you may reroll the damage dice on a melee weapon attack and use either result.

NAME (SOURCE):


STRDEXCONINTWISCHA
14
10
14
12
18
10
(+2)
(0)
(+2)
(+1)
(+4)
(0)


Armor ClassInitiativeSpeed
14
0
30ft


Hit Points
Hit Dice
38
5d8

Equipment
Worn

Traveler's Clothes
Druidic Focus (Totem)

Javelin x6
Quarterstaff

Hide Armor
Shield

Stone of Good Luck (Attuned)

Backpack

Carpenter's Tools
Herbalism Kit
Pan Flute
Hemp Rope 50'
Potion of Healing (x3)
Shovel
Bedroll
Waterskin x3
Tinderbox

Money
0cp
7sp
8gp
0pp


Where are you from?: The Tusked Forest, a taiga where winter lasts eight months a year, populated by savage beasts, orcs, and giants. The area is currently ruled by the Skulltaker Orcs, under the current leadership of the Warlord Varrok Skulltaker, Varra's fully orc-blooded half-brother. The edges of the Tusked Forest are inhabited by humans and dwarves named the Hearth Clan, who offer shelter to travelers in their fortress to swell their numbers and push back the wilderness.

Before Varra was born, there was an attempt at peace. The leaders of the Hearth Clan and the Skulltakers met and made plans for peace, even exchange hostages to ensure cooperation. Varra's father was one of those hostages, a human prince, and her mother an orcish warrior. Her birth was seen as a symbol that humans and orcs could live in peace after all, being one of the few of her mixed blood in the area that wasn't the result of an unwanted coupling. She learned the peaceful traditions of her people, many old arts that were all but forgotten except among wise women and a few old shamans. For many years there was peace.

However, times put a strain on this attempt at an alliance, and the yearly gathering between the two factions turned into a massacre, both sides blame the other to this day for it. Varra's mother died protecting Varra's father, who then fled back to the Hearth Fort. Varra, targeted by both sides, fled the scene and into the forests. Her brother exiled her and all other products of what he called the false peace, but also forbid that she be harmed. She lived for some time in the woods, becoming closer with nature as both a nurturing force and a savage hunter, red in tooth and claw. She became known as one who would aid travelers lost in the forest, be they orc or human or dwarf or anything else, and there were those who sought her out to attempt to convince her to depose her brother, although she had no interest in ruling an orc tribe nor did she think it was her place.

In her travels through the forest, Varra discovered a secret population of forest gnomes, hidden so well that even the orcs who lived there and the humans who hunted there had never found them. She is one of the very few outsiders that were allowed to keep their memories of the hidden gnome village, and Varra developed a great fondness for those people as a result.

Varra bears many tattoos that show her as the daughter of a Skulltaker warlord, but she also bears a few subtle marks of the gnomes that mark her as a friend to those hidden people, should something befall her in the forest they will know to aid her.

How did you attain level 5?: Acting as a guardian and protector in the forest, hunting large creatures. She has likely, unwittingly through her opposition to violence on both sides, set in motion both the Hearth Alliance and the Skulltakers sending for allies from afar, which might escalate the situation as now both believe they must deal with a druid before going to war. Her actions have upset her brother the warlord, as well as her father, who now lives back in the Hearth Fort and blames the orcs for starting the fight the cost his wife her life.

Where are you going?: Varra seeks one of two things - the wisdom to bring peace to her homelands, or the power to enforce it. She has reached the limits of what the wilds can teach her on their own, and she has received dreams that she believes are from the spirit of the Tusked Forest itself showing her nothing but destruction if she stays behind, for it would only be a matter of time before one of her enemies caught her off guard or found a camp site of hers. In this dream she fed a hawk, and when she woke, a hawk came to her asking for food. She now seeks to become as strong, wise, or both, as she can, so that her home forest and those who live outside it can struggle to stay warm and fed together, not as enemies. Leaving the forest to do this was hard, but necessary.

What have you left behind?: Everything. Both sides of her family, her hidden village of gnomes, the creatures of the forests, the lost travelers, she left it all behind. In her absence both sides are likely to get more bold and violent. Things will get bad, especially if there is ever a mild winter.
Apologies & Absences | Ons & Offs
May you see through a million eyes.

Xurtan

Tossing this here for now; consider it expression of interest though I'm waiting to hear back from Ink before I make any major decisions so some of it might change, etc. I need to do equipment + decide on other infusions still, too. I think I answered the background questions, but let me know if they need fleshed out more.


Arnaud

ARNAUD CAPISTRANT
LE FEU DE MELINEAU
AKA 'IGNIS'

FIRE GENASI
URCHIN
ARTIFICER

Skills
Acrobatics: +3
Animal Handling: +2
Arcana: +8
Athletics: -1
Deception: -1
History: +5
Insight: +2
Intimidation: -1
Investigation: +5
Medicine: +2
Nature: +5
Perception: +5
Performance: -1
Persuasion: -1
Religion: +5
Sleight of Hand: +6
Stealth: +6
Survival: +3
Proficiencies
Weapons: Simple
Armor Light armor, Medium armor, Shields
Tools: Disguise Kit, Thieves' Tools, Tinker's Tools, Jeweler's Tools, Alchemist's Supplies, Woodcarver's Tools
Saving Throws: Constitution (+2), Intelligence (+5)
Skills: Sleight of Hand, Stealth, Perception, Arcana
Languages: Common, Primordial
Spells
Spell DC: 16 (8 + INT 5 + Prof 3)
Spell Attack: +8

Cantrips (2):

mending
create bonfire
produce flame (racial, con based)

Slots:
1st Level: 4
2nd Level: 2

Spells:

1st Level:
absorb elements
alarm (ritual)
catapult
cure wounds
detect magic (ritual)
disguise self
expeditious retreat
faerie fire
false life
feather fall
grease
identify (ritual)
jump
longstrider
purify food and drink
sanctuary
snare

2nd Level:
aid
alter self
arcane lock
blur
continual flame
darkvision
enhance ability
enlarge/reduce
heat metal
invisibility
lesser restoration
levitate
magic mouth (ritual)
magic weapon
protection from poison
pyrotechnics
rope trick
see invisibility
skywrite (ritual)
spider climb
web 

Always Prepared (From Artillerist Specialization + Genasi):

shield
thunderwave
scorching ray
shatter
burning hands (racial - once per long rest, uses con)

Infusions:
Infusions Known: 4
Max Infused Items: 2

Infusions:

Bag of Holding
TBD
TBD
TBD





Features


Darkvision (Fire Genasi, 1): 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. Your ties to the Elemental Plane of Fire make your darkvision unusual: everything you see in darkness is in a shade of red.

Fire Resistance (Fire Genasi, 1): You have resistance to fire damage.

Reach to the Blaze (Fire Genasi, 1): You know the produce flame cantrip. Once you reach 3rd level, you can cast the burning hands spell once with this trait as a 1st-level spell, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for these spells.

City Secrets (Urchin Background): You know the secret patterns and flow to cities and can find passages through the urban sprawl that others would miss. When you are not in combat, you (and companions you lead) can travel between any two locations in the city twice as fast as your speed would normally allow.

Magical Tinkering (Artificer, 1): 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 have thieves’ tools, 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.

Spellcasting (Artificer, 1): You have studied the workings of magic and how to channel it through objects. As a result, you have gained the ability to cast spells. To observers, you don't appear to be casting spells in a conventional way; you look as if you're producing wonders using mundane items or outlandish inventions.

Tools Required: You produce your artificer spell effects through your tools. You must have a spellcasting focus--specifically thieves' tools or some kind of artisan's tool--in hand when you cast any spell with this Spellcasting feature. You must be proficient with the tool to use it in this way. See chapter 5, "Equipment," in the Player's Handbook for descriptions of these tools.

After you gain the Infuse Item feature at 2nd level, you can also use any item bearing one of your infusions as a spellcasting focus.

Cantrips (Artificer, 1): When you gain a level in this class, you can replace one of the artificer cantrips you know with another cantrip from the artificer spell list. Consult the Artificer table to see how many cantrips you know.

Spell Preparation (Artificer, 1): Choose a number of spells equal to your Intelligence modifier + half your Artificer level rounded down, and prepare these spells from the Artificer spell list. They must be of a level for which you have spell slots.

Ritual Casting (Artificer, 1): You can cast an artificer spell as a ritual if that spell has the ritual tag and you have the spell prepared.

Infuse Item (Artificer, 2): 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, choosing from the Artificer Infusions section. Whenever you gain a level in this class, you can replace one of the infusions you learned with a new one. You learn additional infusions when you reach certain levels; consult the Artificer table.

Infusing An Item: Whenever you finish a long rest, you can touch a non-magical 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. 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. 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 only be in 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.

Artificer Specialist (Artificer, 3rd): Artillerist

Artillerist (Artificer, 3rd): An Artillerist specializes in using magic to hurl energy, projectiles, and explosions on a battlefield.

Tool Proficiency: When you adopt this specialization, you gain proficiency with woodcarver's tools.

Artillerist spells: Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare.

Eldritch Cannon: At 3rd level, you learn how to create a magical cannon. You 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 only have 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 its ability scores as 10. 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 Cannons 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.

Flamethrower: The cannon exhales fire in an adjacent 15-foot cone that you designate. Each creature in that area must make a dexterity saving throw against your spell save DC, taking 2d8 fire damage on a failed save or half as much on a successful one. The fire ignites any flammable objects in the area that aren't being worn or carried.

Force Ballista: Make a ranged spell attack, originating from the cannon, at one creature or object within 120 feet of it. On a hit, the target takes 2d8 force damage, and if the target is a creature, it is pushed up to 5 feet away from the cannon.

Protector: The cannon emits a burst of positive energy that grants itself and each creature of your choice within 10 feet of it a number of temporary hit points equal to 1d8 + your INT modifier.

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.

Ability Score Improvement (Artificer, 4th): +1 INT, +1 DEX

Arcane Firearm (Artificer, 5th): 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 woodcarver's 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 a bonus to one of the spell's damage rolls equal to the number rolled.



STRDEXCONINTWISCHA
8
16
14
20
14
8
(-1)
(+3)
(-2)
(+5)
(+2)
(-1)


Armor ClassInitiativeSpeed
18
+3
30ft


Hit Points
Hit Dice
38
5d8

Equipment
Worn

Traveler's Clothes 4 lbs
Breastplate 20 lbs
Shield 6 lbs
Arcane Focus, Pestle (Wand) 1 lbs
Sling N/A lbs
5 Daggers 5 lbs
Ball Bearings (bag of 1,000) 2 lbs
Caltrops (bag of 20) 2 lbs
10 Chalk Pieces N/A lbs
Thieves' Tools 1 lbs
Bag of Holding 15 lbs

56 total weight

Bag of Holding

Antitoxin N/A lbs
Bedroll 8 lbs
5 Bells N/A lbs
Blanket 3 lbs
Book (Journal) 5 lbs
Glass Bottles 10 lbs
Chain 10 lbs
5 Scroll Cases 5 lbs
Crowbar 5 lbs
Ink (1 ounce bottle) N/A lbs
Ink Pen N/A
Ladder (10 foot) 25 lbs
Bullseye Lantern 2 lbs
Hooded Lantern 2 lbs
Manacles 6 lbs
Mess Kit 1 lbs
Steel Mirror 1/2 lbs
2 Oil Flasks 2 lbs
10 Pieces of Parchment N/A lbs
Perfume (vial)
Portable Ram 35 lbs
8 Days of Rations 16 lbs
8 Days of Waterskins 40 lbs
Hempen Rope (150 feet) 30 lbs
Sealing Wax N/A lbs
8 Sacks 4 lbs
Signal Whistle N/A lbs
2 Bars of Soap N/A lbs
10 Iron Spikes 5 lbs
Twine (100 feet) N/A lbs
Two-Person Tent 20 lbs
5 Vials N/A lbs
Grappling Hook 4 lbs
Disguise Kit 3 lbs
10 Piton 2 lbs

243.5 total weight

Money
1cp
1sp
83gp
0pp

1.66 total weight



History: Arnaud comes from the port city of Melineau, off the desert of Algiers. It is known as Le Bijou (The Jewel) for its clear waters and shining blue walls, as well as its trade in glass. It is also known, less kindly, for its slave trade. Arnaud is an orphan, and remembers little of his early life. He remembers a face, different from his own and calling him her 'little firebrand'. He remembers a song, and warmth. He remembers being told his Father is(was?) a Genie. Beyond that, nothing. He assumes it to be his Mother.

By the time he was six, he questioned even those memories. Every orphan wants good memories of their parents, right? Or wants to imagine what they were like. Reality doesn't tend to pan out that way. Life was difficult for those that were not well off in Melineau. Everything was broken down into a caste system, and those at the bottom were not treated kindly. Left to steal and fight solely to survive, Arnaud's days were not easy--and his nights were not much better. With red hair that tended to burst into flame and glowing coals for eyes alongside umber skin, he knew he was unusual looking. While this fact did not bother him, the way the men along the docks looked at him--slavers, he knew intuitively--very much did.

When he was ten, his life changed. He'd become harder, colder, but there were only so many options available to him. Though the nights were cool, he never had an issue with it. He always did tend to run hot. Food and lodging were of much larger concern, in his eyes. He'd become quite good at stealing, and worked his way up to breaking and entering. After managing to break into a few shops and make off with their wares, he grew bolder. This time, he figured, he'd go for a magic shop. Someplace that could set him up nicely for full turns of the moon.

No more begging for scraps, no more stealing loaves of bread. He'd be able to actually eat well for a change, and never worry about going to bed hungry. Maybe he'd even be able to afford a night or two at one of the inns available to the low caste. With dreams of an actual bath, he set to planning. It wouldn't be easy, he knew, and it would need to be a specific sort of shop with a specific sort of owner. The sort that everyone knows is an asshole, so maybe those complaints about a thief making off with an item or two fall by the wayside for a bit.

Eventually, he decided. The shop's name was merely 'Capistrant', after the owner. The man who owned the shop was a miserly sort, and tended to chase kids off from his property. Arnaud rather thought he could stand to be taken down a peg. Getting in wasn't the difficult part. Getting out, however... He ended up caught. Ambushed coming up from the basement, Arnaud reacted with force, and the old man ended up taking a tumble down the stairs and onto his neck. He was dead as he landed. Good riddance, if you asked him, even as the blood cooled and he was left staring at what was his first actual kill. It left him feeling... hollow. But still, life goes on. 

Arnaud could be hotheaded, and passionate, but he wasn't dumb. Here, he thought, might be an opportunity. He was working his way through packing up as many supplies as he could when he first noticed scrolls from the old man, whom he learned was named Bastien Capistrant. Finally, teaching himself to read was going to come in useful. To Arnaud's intrigue, the man was actually just about to leave to see his family... a trip that would see him gone for many a moon. He'd told his customers, mentioned it to the guard, and left instructions for a caretaker he'd apparently hired. The latter he burned; the body he buried in the basement--thank the gods for dirt floors.

What was once a plan merely to steal from a store became so much more. It was a risk, he knew. If he was caught, he'd be executed. But here was a real chance to change his entire life. Ambition was certainly never something he lacked. Arnaud took over the shop, and became 'Arnaud Capistrant', telling anyone that asked that he was the Grandson of the man he'd killed. He sent the caretaker on his way, explaining and--after some careful edits--showing the man the scrolls left by his 'Grandfather'. Though the shop still stayed closed for a few days, Arnaud--surprising even himself--had real talent with the old man's craft. It turns out the original owner was an Enchanter, of sorts, and left notes all about his home and shop. Notes that Arnaud all but devoured whilst finally, finally feeling like his life had purpose.

When he opened the shop, he was ready, and became a staple around town in the weeks, months, and years that followed. While not as good as his predecessor Bastien Capistrant, he learned quickly, and the name Arnaud 'Capistrant' became just as well known. As long as someone could describe what they wanted, Arnaud was able to create or acquire it. Little by little, he became just as trusted as the old man. That he was just some street urchin that killed Capistrant is a secret he intends to take to his grave. What did it matter, he figures. He'll never know his parents. Might as well be Arnaud Capistrant--at least that name has some power, here in this little niche he's carved for himself. Thankfully, his supposed Grandfather's family never came looking for answers. He supposed they weren't terribly fond of the man either, and left it at that.

He'd also--to his distaste--met the Maire. The Mayor. An Elf of a most disgusting sort. While people might look up to him, Arnaud knew better. He'd seen the man hanging out with the slavers more than once, after all. Worse than that, he'd commissioned a pair of manacles from Arnaud. An ugly, twisted pair designed for a slave; designed to inflict pain on command. Though it bothered him he did as he was bid, and given a hefty reward for his silence in the matter.

After that, rougher sorts began to come to 'his' shop, as if he'd proven his worth and trust. Arnaud kept careful notes. One never knew when it would come in handy. And then, one day, he was approached by a figure that said they represented a 'resistance', an anti-slave rebellion, named Sans Remords'. Without Remorse - a name chosen to show their belief in the justice of their cause. Largely, Arnaud didn't care... but he could still remember how he felt as a child. Though he'd always planned to simply stick to his shop, he wanted to be doing more. Perhaps they recognized that, or perhaps they assumed they could stand to lose a messenger if it came down to it. Perhaps, and this thought is most chilling of all, they intended to be rid of him if he didn't respond favorably. He wouldn't think of that until he was left in bed staring at the ceiling, trying to sleep. Likely for the best. He wouldn't have reacted favorably if he'd thought he was being threatened.

Still. He did want to be doing more with his life. He had no particular love or disdain for slavers, not now that he was too well known for them to spirit away. But a chance to champion a cause... That old ambition once again flared to life from the banked embers of the shop. In secret, he helped the rebellion. He supplied them, backed them, and occasionally even went on missions with them. That is where he acquired the name of Ignis; a simple but effective codename, coined for his love of fire. It was a surprisingly joyful time in his life, and he looked on it much like one would a game. For the first time he had friends, people he actually enjoyed spending time with. People he could trust with all of himself. 

But all games come to an end. This one was ultimately ended by his allies being hunted down and captured, either hanged or impaled and left to die. Sickened and, more importantly, enraged, Arnaud knew what he had to do. It was time. He'd contemplated the idea loosely, but never really thought he'd do it. He was comfortable in his life. Too comfortable, as it turned out. Always with an out, never fully dedicating himself... That ended now. 

Gathering everything he would need, he started with his shop. It would be the last time he would see it. As he left it for the last time, behind him it began to smolder, and burn. By the time the guards were called he had already made it to the docks, and the flames from his shop were spreading. The ships were next. Concoctions of fire were lobbed by his hand, and the great ships burst into flame. Even as alarms and calls went up he'd already ran, throwing more and more bottles filled with fire at buildings of known slavers and eventually the Maire's office and home. Though the walls of the city were stone, much of the buildings were made of wood, and it burned beautifully.

Since that day he has smelled faintly of brimstone, and he gained the nickname 'Le Feu de Melineau'. The Fire of Melineau. It was obvious who had done it, after all. He knew someone in the resistance would likely have cracked, but more than that he just didn't care. They were his friends. And an enraged Genasi is not a subtle sight. His hair and eyes were hellflame itself, and the city burned around him.

Unknown to Arnaud, the burning of Melineau set in motion events he never could have accounted for. His name and Sans Remords became a spark, then an ember, and then a roaring fire against slavery. It wasn't what he intended--Arnaud himself is almost indifferent on slavery as long as it isn't him or his friends--but nearby port cities and indeed, cities around the country began to experience slave revolts.

Naturally, this upset more than a few people. And Arnaud's face is well known.

A decade after taking over the shop, he's now forced to flee. Forced to leave the only home he'd ever known. Where did he go from here? He didn't want to settle down and become a merchant again, he knew that much. He wanted... to get stronger. He wanted to find out the extent of his power and his intellect, and he never wanted to lose another friend. He traveled for a time, as a Mercenary, briefly as an Alchemist, occasionally as a Thief. He has killed, and his hands are soaked in the blood of Melineau. It has left him sarcastic and almost caustic, but loyal to a fault. Whenever his past tries to catch up to him, he merely flees again.

With Pathbreakers offering an invitation, he was left eyeing it with suspicion and more than a few reservations. But he couldn't run forever, and fuck it, he wanted to be part of something again. He wants his name to mean something, and not just to slavers (or slaves). When he left Melineau, the city was still burning. He doesn't know what became of the place other than rumors he's heard. For his friends' sake, he hopes the rumors are true. Supposedly, there's an ongoing slave revolt to the point of almost open warfare in the streets. Unfortunately, he won't be there to help with it. He joined for his friends, and with them gone... There's no point.

He accepted the invitation to Pathbreakers with no regrets.

With that in mind, maybe it was time to look to the future. He doesn't even really know who he is. Some orphan brat that stole a name, an identity... Who was his Father? Or his Mother, for that matter. Vague memories do little to actually answer his questions. Considering who the guild is, maybe their connections can get him a lead or two. Not like it really matters, but it'd be nice to know.

Chulanowa


ElayneTrakand

Expressing my interest now. Thoughts?


Navani
RACE Mark of Making Human
BACKGROUND Sage
CLASS Artificer Battle Smith

Skills
Acrobatics: +3
Animal Handling: +2
Arcana: +8
Athletics: -2
Deception: +3
History: +8
Insight: +2
Intimidation: +3
Investigation: +8
Medicine: +2
Nature: +5
Perception: +5
Performance: +3
Persuasion: +3
Religion: +5
Sleight of Hand: +3
Stealth: +3
Survival: +2
Proficiencies
Armor: Light, Medium, Shields
Weapons: Firearms, Martial, Simple
Tools: Jewler's, Leatherworker's, Smith's, Thieve's, Tinker's, Woodcarver's
Saving Throws: Int, Con
Skills: Arcana, Insight, Perception, Persuation
Languages: Common, Primordial, Dwarvish, Sylvan

Spells


Features

Magical Tinkering (ERftLW, pg. 55)
Imbue a Tiny nonmagical object with a magical property of your choice: 5ft. radius light, up to 6 second long recorded message, emits odor or nonverbal sound, static visual effect including up to 25 words of text. You can affect a maximum of 5 objects at a time.
Magical Tinkering: 1 Action

Spellcasting (ERftLW, pg. 55)
You can cast prepared artificer spells using INT as your spellcasting modifier (Spell DC 16, Spell Attack +8) and prepared artificer spells as rituals if they have the ritual tag. You must have a spellcasting focus — specifically thieves’ tools or some kind of artisan’s tool — in hand when you cast any spell with this feature.
Infuse Item2 infused itemsERftLW, pg. 57
Whenever you finish a long rest, you can touch up to 2 nonmagical objects, imbuing each of them with one of your artificer infusions, turning it into a magic item. You can attune yourself to the item the instant you infuse it, or you can forgo attunement so that someone else can attune to the item.
Your infusion remains in an item indefinitely, but when you die, the infusion vanishes after 5 days. The infusion also vanishes if you give up your knowledge of the infusion or you exceed your maximum number of infusions.
Infuse Item: (No Action)

Artificer Infusions (ERftLW, pg. 57)
You have invented numerous magical infusions that rapidly create magic items. Each infusion tells you the type of item that can receive it and if the resulting magic item requires attunement.
Some infusions specify a minimum artificer level, and unless an infusion’s description says otherwise, you can’t learn it more than once.

Artificer Specialist (ERftLW, pg. 58)
The type of specialist are:
Battle Smith

The Right Tool for the Job (ERftLW, pg. 57)
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.
The Right Tool for the Job: (No Action)

Tool Proficiency (ERftLW, pg. 60)
You gain proficiency with smith’s tools. If you already have this proficiency, you gain proficiency with one other type of artisan’s tools of your choice.
Smith's Tools

Battle Smith Spells (ERftLW, pg. 60)
You always have certain spells prepared after you reach particular levels in this class, as shown in the Alchemist Spells table.

Battle Ready (ERftLW, pg. 61)
You gain proficiency with martial weapons and when you attack with a magic weapon, you can use your Intelligence modifier, instead of Strength or Dexterity modifier, for the attack and damage rolls.

Steel Defender (ERftLW, pg. 61)
You have created a Steel Defender, that obeys your commands. In combat, the steel defender shares your initiative count, but it takes its turn immediately after yours.
It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action.
If you expend your bonus action, you can command it to take an action from its stat block, or take the Dash, Disengage, Help, or Search action.

Ability Score Improvement (ERftLW, pg. 57)

Feat
Observant (PHB pg 168)
Quick to notice details of your environment, you gain the following benefits:
Increase your Intelligence or Wisdom score by 1, to a maximum of 20.
If you can see a creature's mouth while it is speaking a language you understand, you can interpret what it's saying by reading its lips.
You have a +5 bonus to your passive Wisdom (Perception) and passive Intelligence (Investigation) scores.
Intelligence Score

Extra Attack (ERftLW, pg. 61)
You can attack twice, rather than once, whenever you take the Attack action on your turn.
Extra Attack: (No Action)

Racial Traits

Languages (PHB, pg. 31)
You can speak, read, and write Common and one extra language.
Sylvan

Artisan’s Intuition (ERftLW)
When you make an Arcana check or an ability check involving artisan’s tools, you can roll a d4 and add the number rolled to the ability check.

Maker’s Gift (ERftLW, pg. 44)
You gain proficiency with one type of artisan’s tools of your choice.
Jeweller's Tools

Spells of the Mark (ERftLW, pg. 45)
If you have the Spellcasting or the Pact Magic class feature, the spells on the Mark of Making Spells table are added to the spell list of your spellcasting class.

Spellsmith (ERftLW)
You know the mending cantrip. You can also cast the magic weapon spell with this trait. When you do so, the spell lasts for 1 hour and doesn’t require concentration. Once you cast the spell with this trait, you can’t do so again until you finish a long rest. Intelligence is your spellcasting ability for these spells.
Mending(Cantrip)
Magic WeaponConcentration(2nd)


STRDEXCONINTWISCHA
6
16
6
20
15
16
(-2)
(+3)
(-2)
(+5)
(+2)
(+3)


Armor ClassInitiativeSpeed
13
+3
30ft


Hit Points
Hit Dice
26/26
5d8

Equipment
Worn
Gloves of missile snaring
Studded leather +1
Rapier +1
Backpack
Jeweller's tools, leatherworker's tools, smith's tools, tinker's tools
Money
0cp
0sp
55gp
0pp


Where are you from?: Navani grew up in the terraced mountain city of Kholina. A city with many cascading layers built into the side of the mountain and along the outer ring runs a massive wall dotted with sweeping towers like fangs jutting up from the ground reaching hundreds of feet into the air. When Navani was little she was playing hide and seek with her friends scampering across the city she jumped into one of the many pools around the city and swam behind the waterfall. Much to her surprise, there was an old door there bolted shut. However, the door was so old and rotten away that at the slight push 9-year-old Navani could give it the door splintered and peeled away from the lock. Inside she found innumerable dust-covered contraptions of all sorts.

How did you attain level 5?: Navani frequently returned to the ruins and over time explored discovered many amazing things. Such as a vast room, large enough to house a family of dragons and for them to take flight, filled floor to ceiling with shelves of decaying manuscripts and books. Outside the entrance was a sign with some strange glowing fluid running through it that reads in dwarvish, "Welcome to the Grand Library of Khon Kolduhr". Intrigued by the glowing fluid she followed the invisible pipe network around until she found a room with thousands of small invisible pipes running between holes in the walls and a pool of bubbling red fluid with a soft glow, the room was unimaginably hot so she quickly returned to the library. Over time as Navani explored she began tinkering with the mechanisms around and trying to figure out what they did and how they worked. From her experimentation and scraps, she found in the library of legible pages she slowly figured out how to operate, repair, and even make many of the things around. Some were simply mechanical objects, albeit far more advanced than anything in the outside world. The larger and more autonomous contraptions that don't require a fuel source or being wound up tend to involve traping an elemental and tying their life force to a gemstone and using that to power constructs. Through a LOT of failed attempts, she slowly figured out the procedure to find small elementals and trap them into her own creations. She was amazed to discover that there exist many small ones that exist inside most natural objects that can be coaxed out and are much easier, although less powerful to control than the full-sized elementals told of in stories. Through her reading of the bits and pieces in the library, she found ancient rumours that creatures of the fey might be similarly bound but that the techniques involved might involve more emotional stimuli rather than physical, whatever that means?
When she was not exploring the ruins she was apprenticed to one of the city blacksmiths Over the decade following her discovery of the ruins she has learned much of life, her trade and of ancient tech. She has slowly begun working many of the more mundane discoveries into her wares for others to buy. However, her side project that she is most proud of would have many decry her a heretic and accuse her of asorting with dark forces. Navani had made a dog from a metal skeleton with a german shepherd hide over it and to sapphires in place of its eyes. Her construct could move on its own accord and act independently, had she made life?

Where are you going?: Once word got out about her heretical creation people stop coming to her shop despite her supernaturally good wares (or perhaps because of?). So when she got a letter offering her a job to work with the guild she figured that they might be a bit more understanding of her practice and understand that just because it is new/old doesn't make it evil.

What have you left behind?: Navani does feel bad about leaving her parents unprovided for and hopes to return to help them some time. And who can say what ancient forces have been awakened by Navani's trespassing in the ancient ruins.
A&A's

"When at 15, my girlfriends started dropping out of their beloved sports teams, because they didn't want to appear muscle-y, when at 18, my male friends were unable to express their feelings, I decided that I was a feminist." - Emma Watson

lexikov


I am also interested in this game! It would be my first group game on Elliquiy so, that exciting and a little terrifying all at the same time - lol. I have an idea for a Rogue that I would like to try and I’ll start working on the character sheet today.
Lexi’s Likes and Dislikes (On/Offs)

https://elliquiy.com/forums/index.php?topic=313751.0

caelcormac

I shouldn't join another 5e game but I am going to anyway. Looking to do something martial, probably a pally.

Zaer Darkwail

Here comes my char;

Varag Goldtusk


Varag Goldtusk
Half-Orc
Gladiator (Entertainer)
Bard

Skills
Acrobatics: +5
Animal Handling: +3
Arcana: +1
Athletics: +10
Deception: +4
History: +3
Insight: +1
Intimidation: +6
Investigation: +1
Medicine: +1
Nature: +1
Perception: +3
Performance: +9
Persuasion: +4
Religion: +1
Sleight of Hand: +3
Stealth: +3
Survival: +1
Proficiencies
Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords, scimitars
Tools: Disguise Kit, Drum, Bagpipes, Viol, Horn
Saving Throws: Dexterity, Charisma
Skills: Acrobatics, Performance, Intimidation, History, Perception, Athletics, 1/2 to everything else (including initiative)
Languages: Common, Orc
Spells
Spell DC: 14 (8 + Cha (3) + Prof (3)
Spell Attack: +6

Cantrips: Vicious Mockery, Minor Illusion, Prestidigitation

Slots
1st Level: 4
2nd Level: 3
3rd Level: 2

Known
1st Level: Heroism, Thunderwave, Healing Word, Faerie Fire, Dissonant Whispers
2nd Level: Heat Metal, Warding Wind
3rd Level: Major Image

Features

Darkvision (Half-Orc): 60'

Relentless Endurance (Half-Orc): Once per long rest, when dropped to 0 hp you drop to 1 instead.

Savage Attacks (Half-Orc): When you critically hit with a melee weapon attack, ad an additional bonus die to the damage.

Spellcasting (Bard):  You have spells known list (no preparation), recharge on long rest. Charisma is spellcasting ability. You can ritual cast bard spells and use a bardic focus (instrument).

Bardic Inspiration (Bard, d8): You can inspire others through stirring words or music. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d6.

Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time.

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

Jack of All Trades (Bard): You can add half your proficiency bonus, rounded down, to any ability check you make that doesn't already include your proficiency bonus.

Song of Rest (Bard, d6): You can use soothing music or oration to help revitalize your wounded allies during a short rest. If you or any friendly creatures who can hear your performance spend one or more Hit Dice to regain hit points at the end of the short rest, each of those creatures regains an extra 1d6 hit points.

Bonus Proficiency (College of Swords): When you join the College of Swords at 3rd level, you gain proficiency with medium armor and the scimitar. If you’re proficient with a simple or martial melee weapon, you can use it as a spellcasting focus for your bard spells.

Fighting Style (College of Swords): Two-Weapon Fighting

Blade Flourish (College of Swords): Whenever you take the Attack action on your turn, your walking speed increases by 10 feet until the end of the turn, and if a weapon attack that you make as part of this action hits a creature, you can use one of the following Blade Flourish options of your choice. You can use only one Blade Flourish option per turn.

  • Defensive Flourish. You can expend one use of your Bardic Inspiration to cause the weapon to deal extra damage to the target you hit. The damage equals the number you roll on the Bardic Inspiration die. You also add the number rolled to your AC until the start of your next turn.
  • Slashing Flourish. You can expend one use of your Bardic Inspiration to cause the weapon to deal extra damage to the target you hit and to any other creature of your choice that you can see within 5 feet of you. The damage equals the number you roll on the Bardic Inspiration die.
  • Mobile Flourish. You can expend one use of your Bardic Inspiration to cause the weapon to deal extra damage to the target you hit. The damage equals the number you roll on the Bardic Inspiration die. You can also push the target up to 5 feet away from you, plus a number of feet equal to the number you roll on that die. You can then immediately use your reaction to move up to your walking speed to an unoccupied space within 5 feet of the target.

Expertise (Bard): Choose two of your skill proficiencies (). Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. At 10th level, you can choose another two skill proficiencies to gain this benefit.

Orcish Fury (Xanathar's Guide to Everything, pg76)

  • +1 Str or Con (max 20)
  • Once every long or short rest when hitting with simple or martial weapon, can add weapon dmg die to do additional dmg same as the weapon type (doubled on crit).
  • Immediately when you have used Relentless Endurance, as reaction you can do one weapon attack.

Font of Inspiration (Bard): You regain all of your expended uses of Bardic Inspiration when you finish a short or long rest.


STRDEXCONINTWISCHA
18
14
13
10
10
16
(+4)
(+2)
(+1)
(+0)
(+0)
(+3)


Armor ClassInitiativeSpeed
16
+3
30ft


Hit Points
Hit Dice
33
5d8

Equipment
Worn
2xScimitars (large khatars)
2xDagger
Costume (in pic)
Breastplate
Belt Pouch
2xPotion of Healing
Charlatan Die

Backpack
Favor of Admirer (fine perfumed lingerie panties)
Entertainer's Pack
Bagpipes, Viol
Leather Armor

Money
0cp
0sp
75gp
0pp


Where are you from?: I am from lands of Khurma, specifically from sultanate of Khamir D'mahas. I was born in city of gold, Garunda. I knew neither of my parents, but what I know I was sold to the gladiator master Dirk who then raised and trained me become a gladiator for the crowd. First years of my life I lived as a slave who lived on razor edge being killed in the ring, albeit sting of that status was alleviated thanks of my success in the ring and comforts I gained from my victories and popularity I gained. Including women who paid sleep with me and most of them weren't ugly at all. Through those nightly encounters I learned many secrets, some which I would be slain if any women's husbands would learn I know about them. Biggest being the merchant's council is unhappy about Khamir D'mahas reign and plans to coup him soon as opportunity presents itself and take control of the city and providence for themselves and spread their disease of the dragon; relentless greed.

Besides that I know many women visit gladiators also for one purpose only; to conceive a child from one and declare it belonging to their husbands instead. From amount of women visited and turning pregnant it indicates reason or another majority of rich and noble alike are infertile in city of Garunda. May relate to by law illegal drug which they are enjoying secretly yet society largely knows they are enjoying it. Making wonder how many present or future sultans and nobles alike are just bastards despite so much speech for honoring ancestral blood? If this would become common known fact, it would crumble society at least in Garunda and cause civil unrest. As only reason commoners endure their suffering as by ancient traditions and bloodlines decided on that.

How did you attain level 5?: I gained my skills through the rings, but things escalated when I achieved victory on Blood King sports event, it's event when accomplished slave gladiators are given a once a lifetime chance to join the competition where they risk their all for freedom. In short description it's grand battle royale where blood will flow like in rivers as gladiators battle for the death and there is hundred and one contestants, only one person allowed walk out of competition alive. This is done as means to appease goddess Braha, goddess of battle and death which is ancient deity revered in Khurma. In times of peace you need sacrifice hundred souls to her to keep peace going, or else city which fails appease her gets to suffer thousand deaths.

I won my freedom, I was crowned as Blood King in that year's competition, earning me nickname title as Goldtusk which locals will call me by. Thanks my past and present success I was recruited to become employed by adviser of Khamir D'hamas, lord Valdrus Drake. He was foreigner but has lived thirty or so years in Khurma and through business deals and some undisclosed deeds earned Khamir's favor. My tasks involved guarding him, the mansion and his daughter, Lasheen Drake. She was lovely but had wild spirit in her, defying customs and her father's demands. We developed a affair and she grew bold to point to expose her father's plots towards Khamir, as albeit in past earned Khamir's trust he now exploited it to seek better position in new government formed by merchant's council. I helped her but she was too reckless, as she stole document of the plans and tried deliver them to Khamir but she was slain by her own father hired assassins, which I fought and killed but she died on poison before I could cure her.

So thus I left lands of Khurma behind and deadly plots, but no doubt father is aware who helped her daughter, had affair with her despite forbidden to do so and who slew the assassins. I am unaware what my or Lasheen actions caused as chain reaction.

Where are you going?: Most I want grow stronger so I can remain free, perhaps revenge for Lasheen if powerful enough to oppose and kill Valdrus Drake and perhaps put stop for his and merchant council's operations. As if merchant's council comes to power it means bad news everyone else. Khamir may not be saint but is not bad man. Besides that I enjoy good battles, good food and drinks and company. Becoming famous would be nice and become wealthy.

What have you left behind?: Valdrus Drake murdered woman whom I cared for, so that's unresolved as what plot he and merchant council were up to. Also my parentage, albeit unlikely ever resolved.

pdragon

What a thrill...with silence and darkness through the night....

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