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

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

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Aethyrium

So much interest... And characters done up so quickly. Wonderful!

Quote from: caelcormac on December 03, 2019, 10:19:38 AM
I shouldn't join another 5e game but I am going to anyway. Looking to do something martial, probably a pally.
Can you ever truly have too much 5e? Nay, says I.

Quote from: lexikov on December 03, 2019, 06:13:57 AM
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.
Well welcome to the group game section. I'll try to make your first ride a fun one. Excited to see what you brew up.

Quote from: pdragon on December 03, 2019, 11:50:24 AM
Would centaurs be an acceptable race for this game?
It would need to be the Centaur race printed in Guildmaster's Guide to Ravnica; I quickly browsed the one you linked, they're similar. There's certainly no reason that one couldn't be played... With the aforementioned caveat (though, less hostile in regards to Centaurs admittedly).

As a point of being clear, given that there are a limited 6 positions open for the game and we have or have exceeded that level of interest, it's worth noting now that if more than 6 characters are submitted I will be selecting those I feel most appropriate for the game - not based on order of submission.

More to come. Today is busy for me, so I may not get any more replies out until tomorrow eveningish... We'll see how all the cards fall.

ElayneTrakand

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

Intimate Ink


StryxRiver


Eoalande Twycher AKA Kitten or Twitch
RACE Elf (Eladrin)
BACKGROUND Entertainer
CLASS Warlock 3/ Bard 2

Skills
Acrobatics: +5
Animal Handling: +1
Arcana: +3
Athletics: +1
Deception: +7
History: +1
Insight: +3
Intimidation: +5
Investigation: +3
Medicine: +1
Nature: +1
Perception: +3
Performance: +7
Persuasion: +7
Religion: +1
Sleight of Hand: +3
Stealth: +3
Survival: +1
Proficiencies
Weapons: Longbow, Longsword, Shortsword, Simple Weapons
Tools: Disguise kit, Lute, Lyre
Saving Throws: Wisdom, Charisma
Skills: Acrobatics, Arcana, Deception, Insight, Investigation, Perception, Performance, Persuasion
Languages:  Common, Elvish
Spells
Cantrips: Vicious Mockery, Message, Eldritch Blast, Prestidigitation, Toll the Dead (pact of the tome), Spare the Dying(pact of the tome), Green Flame Blade (pact of the tome). 1st Level: Cure wounds, Identify, Detect Magic, Dissonant Wispers, Feather Fall, Faerie Fire, Hex. 2nd Level: Shatter, Invisibility, Misty Step (Eladrin)

Features

NAME Warlock: Otherworldly Patron (archfey), expanded spell list, Fey Presence
Eldritch Evocations: Agonizing Blast, Beguiling influence
Pact Boon: Pact of the Tome
NAME Bard:Bardic Inspiration 4/long rest
Jack of all Trades
Song of Rest
NAME Eladrin (+2 dex) Darkvision, Keen Senses, Fey ancestry, trance, fey step




STRDEXCONINTWISCHA
10
15
14
11
10
18
(0)
(+2)
(+2)
(0)
(0)
(+4)


Armor ClassInitiativeSpeed
14
+3
30ft


Hit Points
Hit Dice
37
5d8


Equipment
Studded Leather

Backpack
Longbow, Dagger, Quarterstaff, Arrows (20)
Backpack, Bedroll, Blanket, Mess Kit, Rations (10), Rope (50 ft), Tent (2 person), Tinderbox, Torch, Waterskin, Lute, Arcane Focus,
Tankard, whetstone
Potion of healing x3
Money
0cp
1sp
429gp
0pp


Where are you from?: She is from the town of Ashura, a quaint village just outside of the major port city to the East. The area is lush and great for farming. The area is advantageous for trade routes, and pop up merchants come all the time. It’s also a wonderful place for people to hear stories of other cities of the great daring dos of heroes.
The town’s mayor is Lord Akeroth, a guild merchant head who is a shrewd businessman and looks out for his people. He knows it would be bad form to let his town fall into disrepair and turn way potential gold. Of course he does request a fee for any temporary merchants who wish to come and sell their wares.
The town holds a secret, only one known to the very curious or the well connected. Ashura is the resting place of the archmagi Tyella, a heroine who fell fighting Tiamat when the dragon queen threatened the world. Everyone knows that part. But what is hidden is that her staff lies in the city square, hidden by a monument to her deeds. Some say it’s a relic that protects the town from detrimental harm. But no magic can be detected from it.
Eoalande knows that Lord Akeroth plans to leave the city and move to the nearby port town and expand his empire. She overheard this when she was performing at the Chocolare Drop tavern one night as the Lord was full of drink and loose of tongue. It makes her worry for her town’s future.
How did you attain level 5?: She began her journey when some of the local trade routes were threatened, she wanted to help her town and ensure it’s continued prosperity. She asked for help from her ancestors and one of them answered, she entered a contract and gained the powers of the archfey. Much to the chagrin of her family. This pact with the Winter Queen has effected her eladrin abilities and she's constantly in winter form. She and a group of mercenaries for hire dispatched the orcs that threatened the merchants. Protecting her town was her priority, so whenever it was needed Eoalande would step up. She gained notoriety with her group quickly with the Mayor, becoming  a trusted advisor and eventually would be asked to help with internal affairs. One of the other merchant lords, Kanna was suspected of smuggling illegal substances into town. Using her skills of persuasion and her bright personality, she was able to enter Kanna’s homestead. She acted as a distraction as her friends went about and snuck to find the documents needed to incriminate Kanna and restore the semblance of a clean trade atmosphere.
It earned her the ire of some of the less than savory traders in the town and she was unwelcome at a few taverns in town because of it. She gained the reputation for being a snitch and the mayors lackey.

Where are you going?: Currently Eoalande’s goal is to find fame outside of Ashura, she feels like there is more she can do to help. Being a warlock as well as a bad she has a thirst for knowelege both arcane and worldly. She feels that she has learned all she can in Ashura and is ready for the next step of being a hero. She wants to leave a mark, and she feels the Pathbreakers can do that for her. She wants to work in a team, and be considered an asset. Eoalande’s ultimate goal is to become the greatest weaver of magic and tales this side of the world. Great heroes do great deats that will be sung about by fellow bards, people would flock to Ashura to see the Eladrin’s home, and her patron may get a few new followers as well. Its beneficial for all who have interest in the young mage.

What have you left behind?: She left her friends, she’s made a few great relationships with her troupe called the Dreamduskers. Mouse, Sparrow, and Pidge were her compatriots and her confidants; however they had families that they wanted to stay by. Eoalande did not, her family did not like that she was closer to her fey ancestry than they were, even less so the fact she made a pact with one of them. The Dreamduskers were her family. She had a great love, a retired Inquisitor who passed away from old age. Eoalande wants to get away from the things that remind her of him, even if it means separating herself from her friends.

You left your native land to join the Pathbreakers. What's unresolved? Who
Because of her dealings with Kanna’s smuggling and illicit trade, there may be a few people who would be looking to find her and “teach her a lesson”. With the “lackey” gone illicit trade and crime might try to rise up again in Ashura dashing Akeroth’s hopes of pursuing his new mayorhood. Corruption could also seep into the Mayor’s inner circle and Akeroth could achieve his goals through nefarious favors by those he trusts. Eoalande was his ears and eyes, without that things can and will be missed.

Aethyrium

Quote from: ElayneTrakand on December 03, 2019, 12:46:00 PM
How much will we be using passive scores?
I use them to determine information outout. So from a narration point of view they get used in almost every scene that I make notes on...though you may never notice that it's coming into play, just because they adjust the things that I'll share in the moment.

Quote from: Intimate Ink on December 03, 2019, 02:15:25 PM
Stating interest, working towards a Circle of Spores druid. 
Oooh. Do like spores. Excited to see!

Nicolae

Work in Progress -> Just needs equipment and to answer the questions

Definitely considering submitting a ranger/gunslinger character with a horse-drawn caravan and a love for exotic wine, food, and women. He'd be the sort who would happily skin, cook, and eat the creatures they hunted just to try the meat.



Roland Grosvenor
RACE Human
BACKGROUND Folk Hero
CLASS Ranger 2 / Fighter (Gunslinger) 3

Skills
Acrobatics: 3
Animal Handling: 5
Arcana: 1
Athletics: 2
Deception: 1
History: 1
Insight: 2
Intimidation: 1
Investigation: 1
Medicine: 2
Nature: 4
Perception: 5
Performance: 1
Persuasion: 1
Religion: 1
Sleight of Hand: 3
Stealth: 6
Survival: 5
Proficiencies
Weapons: Firearms, Martial Weapons, Simple Weapons
Tools: Cook's Utensils, Tinker's Tools, Vehicles (Land)
Saving Throws: Strength, Dexterity
Skills: Animal Handling, Nature, Perception, Stealth, Survival
Languages: Common, Elvish, Sylvan
Spells


Features

Fighting Style (Ranger): Archery - You gain a +2 bonus to attack rolls you make with ranged weapons.
Favored Enemy (Ranger): Beasts - You have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.
Spellcasting (Ranger): You can cast known ranger spells using WIS as your spellcasting modifier (Spell DC 13, Spell Attack +5).
Natural Explorer (Ranger):
Favored Terrain: Forest
You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose one type of favored terrain: arctic, coast, desert, forest, grassland, mountain, swamp, or the Underdark. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you’re proficient in.

While traveling for an hour or more in your favored terrain, you gain the following benefits:

    Difficult terrain doesn’t slow your group’s travel.
    Your group can’t become lost except by magical means.
    Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.
    If you are traveling alone, you can move stealthily at a normal pace.
    When you forage, you find twice as much food as you normally would.
    While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.

Fighting Style (Fighter): Two-Weapon Fighting - When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Action Surge (Fighter): On your turn, you can take one additional action.
Second Wind (Fighter): 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.
Martial Archetype (Fighter): Gunslinger
Firearms Proficiency (Fighter): You gain proficiency with firearms.
Gunsmith (Fighter): You gain proficiency with Tinker’s Tools and can use them to craft ammunition at half cost, repair firearms, and create new ones.


STRDEXCONINTWISCHA
14
17
14
12
14
12
(+2)
(+3)
(+2)
(+1)
(+2)
(+1)


Armor ClassInitiativeSpeed
8
+3
30ft


Hit Points
Hit Dice
0
5d10

Equipment
Worn

Backpack

Money
0cp
0sp
725gp
0pp


Where are you from?: 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).

How did you attain level 5?: 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?

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

What have you left behind?: 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?
O/O   Ideas

RedPhoenix

Okay sorry another question about the price of magic items. The DMG says Uncommon is 100-500 gp and Rare is 500-5000 gp is there any more precise number we can use for spending that starting gold? Just wondering what we can afford with it! Other than how to spend that 500g my sheet is done I think!
Apologies & Absences | Ons & Offs
May you see through a million eyes.

pdragon

I hope you don't mind, but I ended up filling out all of her stat stuff on a mythweavers sheet, just for convenience sake.

Lalatina sheet


Lalatina
Centaur
Outlander
Fighter 5

Skills
Acrobatics: 0
Animal Handling: 3
Arcana: 0
Athletics: 7
Deception: 0
History: 0
Insight: 3
Intimidation: 0
Investigation: 0
Medicine: 0
Nature: 0
Perception: 3
Performance: 0
Persuasion: 0
Religion: 0
Sleight of Hand: 0
Stealth: 0
Survival: 3
Proficiencies
Weapons: simple/martial
Tools: Viola
Saving Throws: Strength/Constitution
Skills: Athletics, Animal Handling, Insight, Perception, Survival
Languages: Common, Sylvan
Spells


Features

Creature type: fey (Race): treated as a Fey

Charge (Race):If you move at least 30 feet straight toward a target and then hit it with a melee weapon attack on the same turn, you can immediately follow that attack with a bonus action, making one attack against the target with your hooves.

Equine Build (Race): Equine Build: You count as one size larger when determining your carrying capacity and the weight you can push or drag.
When you make a climb, each foot of movement costs you 4 extra feet

Fighting Style-Two Weapon Fighting (Fighter): add ability mod to second attack when two weapon fighting

Second Wind (Fighter): bonus action gain 1d10+level HP

Action Surge (Fighter): 1 additional action this turn

Archetype-Champion (Fighter): improved critical- critical hit on 19 or 20

Extra Attack (Fighter): Additional attack per standard action

Dual Wielder (Feat):
-you gain a +1 bonus to AC while you are wielding a separate melee weapon in each hand.

-you can use two-weapon fighting even when the one handed melee weapons you are wielding aren’t light.

-you can draw or stow two one-handed weapons when you would normally be able to draw or stow only one.




STRDEXCONINTWISCHA
18
10
18
11
10
10
(+4)
(0)
(+4)
(0)
(0)
(0)


Armor ClassInitiativeSpeed
17(18)
0
40ft


Hit Points
Hit Dice
54
1d10

Equipment
Worn
Splint Mail (17 AC)
Trident (P-1d6(8)+4  versatile/thrown)
Longsword (S-1d8(10)+4  versatile)
Hooves (B- 1d4+4  natural)
Backpack
Dungeoneer's Pack
Viola
Dice Set
Playing Cards
Block and Tackle
Fishing Tackle
Portable Ram
Signal Whistle
Soap
Sledgehammer
Signet Ring

Total Weight: 122/540
Money
0cp
0sp
456gp
0pp


Where are you from?:
I was born in the flat lands of the Vulcan Steppe, the land that our forebearers have called home for untold generations. It's a land of shallow hills and wide grassy fields, the entire valley ringed by jagged mountains. The beasts there are wild and travel in great packs, and so we ourselves travel to chase them. Our bands of tribes move across the Steppe, following the path of whatever animal is most plentiful that year, never settling in one place. It isn't often that word travels beyond the mountain wall, so I imagine few foreigners know of the steppe's current occupation. The elven warlord Rowdria'l has moved into the area in recent years, his forces snatching up as much land as he can and laying claim to an ever growing territory. At first it was easy enough to avoid him, but the further he expands the more he intercepts our usual hunting routes, making it harder and harder to evade his forces. He has taken to calling himself "The Great Horse Herder" and apparently seeks to unite all of the centaur tribes under his rule. I imagine he intends to do so by force, given that his men have not been friendly the few times we encountered them. Either way I didn't intend to stick around to find out. I spent a whole season secretly studying the mountain paths, seeking the same passage Rowdria'l marched his forces through in order to escape the Steppe, wanting to set out on my own path away from home.

How did you attain level 5?:
After I left my homeland I roved out into the world, simply seeking to see all that I had missed in my years walled away in the steppe. I ended up in a kingdom ruled by a human king, though was open to all. It was there that I first saw a proper noble knight. I heard tales of their exploits and code of chivalry, and I was smitten by the concept from the start. I wanted to emulate them, so I began traveling from city to city, seeking out people that needed saving and great deeds that needed done. It was slow going, but I managed to gain some notoriety after driving off a band of marauding goblins who had managed to take over an entire town. I gained even more notice when I cleared out a nest of kobolds, and even more so after I claimed the head of the leader of an infamous gang of Dwarven highwaymen. Though my greatest accomplishment by far was saving a mayor's daughter from a vile and lustful gnome sorcerer, managing to spare her the fate of having her virginity stolen by the cruel hobbit. Eventually I came to be known as the "Shrimp Slayer", dirge of vertically challenged villains far and wide. I did come under some scrutiny from those who assumed I was taking on such quests simply because they were easy victories, and I was once turned away from a dwarven town under accusations of...racial discrimination, but in truth it twas merely a long string of odd coincidences. Strangely enough I have heard vague rumors of goblin and kobold tribes apparently forming alliances, and something about some sorcerer's apprentice taking leadership over them, but it hardly seems related.

Where are you going?:
My goal is simple. I wish to become a knight! And not merely some adventurer in shiny armor: a true, sworn knight dubbed by the king himself. It is all I've ever wanted in life. Since I first learned of knights a year and half or so ago, it has been my life's dream to walk that same path. So I seek to impress the king with word of my many deeds and chivalrous conduct. And it is for that reason that I seek to join the Pathbreakers, knowing that under their banner my name will travel faster and farther than it would on my own, perhaps into the very ears of royalty. And when that time comes I shall be officially knighted, and will found the very first noble house of centaur knights, creating a new family legacy in place of the old one I've walked away from. 

What have you left behind?:
Sadly in seeking out to find my own legacy, I was forced to leave behind my people. My father and mother, my sisters and brothers, and all the rest of our tribe. It was not easy, but I knew there was no future there for us. The elven warlord's grip on the land was tightening harder and harder with each passing season, and surely it would only be a matter of time before all of us were conscripted or enslaved. I wanted for them to go with me, but they wouldn't listen, said that this was our home, the place of our ancestors, and that they would rather fight to protect it than leave. I know now that their valor should be respected, it is the noble resolve befitting a knight, but at the time I thought them all fools, and so I myself resolved to set out on my own. I don't know what's happening to them right now. Perhaps I may never know. But I have told myself that when I do become a knight I will journey back to find my family, and bring them home to be ushered into my noble house. Tradition or not I'm certain it will be a better life for them.
What a thrill...with silence and darkness through the night....

Request Thread

Cold Heritage

Are there spiked chains or anything like that in 5e?




DOLOREL / BROTHER SWAN
RACE Human
BACKGROUND Dead
CLASS Barbarian 5

Skills
Acrobatics: +0
Animal Handling: +0
Arcana: +0
Athletics: +5
Deception: +0
History*: +0/+3=+3
Insight: +0
Intimidation: +0
Investigation*: +0/+3=+3
Medicine: +2
Nature: +0
Perception*: +0/+3=+3
Performance: +0
Persuasion: +0
Religion: +0
Sleight of Hand: +0
Stealth: +0
Survival*: +0/+3=+3
Proficiencies
Weapons: Simple weapons, Martial Weapons, Light Armor, Medium Armor, Shields
Tools: None
Saving Throws: Strength, Constitution
Skills: Survival, Perception, History, Intimidation
Languages: Common, Abyssal, Orc, Elvish
Spells


Features

RAGE (Barbarian): 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 (Barbarian): 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 (Barbarian): 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 (Barbarian): 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, sue h as traps and spells.

To gain this benefit, you can't be blinded, deafened, or incapacitated.

EXTRA ATTACK (Barbarian): Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

FAST MOVEMENT (Barbarian): Starting at 5th level, your speed increases by 10 feet while you aren't wearing heavy armor.

DIVINE FURY (Path of the Zealot): Starting when you choose this path at 3rd level, you can channel divine fury into your weapon strikes. While you're raging, the first creature you hit on each of your turns with a weapon attack takes extra damage equal to 1d6 + half your barbarian level. The extra damage is necrotic or radiant; you choose the type of damage when you gain this feature.

WARRIOR OF THE GODS (Path of the Zealot): At 3rd level, your soul is marked for endless battle. If a spell, such as raise dead, has the sole effect of restoring you to life (but not undeath), the caster doesn't need material components to cast the spell on you.

SPIRIT TALK (Dead Background): You can connect with the souls of the dead thanks to the long time you spent dead. You may spend a day of downtime communicating with the souls to learn a piece of information by asking a question. The quality and specifics of the information you get is up to the DM.

NAME (SOURCE):

NAME (SOURCE):


STRDEXCONINTWISCHA
20
10
20
10
10
10
(+5)
(+0)
(+5)
(+0)
(+0)
(+0)


Armor ClassInitiativeSpeed
15
+0
30ft/40ft


Hit Points
Hit Dice
72
5d12

Equipment
Worn
Holy Symbol, Reliquary
Flagellant's Attire (Robes)
Flail +1; 1d8 bludgeoning
Dagger; 1d4 piercing

Backpack
Explorer's Pack
Lantern, Hooded
1 Flask Oil
1 Flask Holy Water
1 Potion of Healing
Whip; 1d4 slashing

Other
Mule, Ugly
Saddlebags

Money
0cp
9sp
112gp
0pp


Where are you from?: 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).

Dolorel, now Brother Swan, is from the idyllic bread basket that is Bebbanshire. It is a generally peaceful area, although banditry is known and it seems every three generations or so the orcs and goblins unite to form a great horde that must be pushed back.

One important individual there is Bishop Pious IX. Bishop Pious IX is the de facto leader of the Church of Light, and it is to the office of Bishop that four Orders Militant of The Faithful of the Light owe fealty to. Three of those Orders are quite famous: the Brotherhood of the Rampant Lion is well known as faithful soldiers of the Light; the Brotherhood of the Bright Sun is known for its many guard posts along the borders, given the holy burden to watch for invaders; the Sacred Order of the Swords of the Light seek out fell creatures and dark ones throughout the landing, rooting out corruption and iniquity wherever they find it.

There is another Order Militant of the Faithful of the Light that goes ignored. Or, perhaps, it is forgotten that these humble brothers and sisters were given the mandate to be an Order Militant. That is the Penitent Order of the Twisted Saint. Many regard the members of the Penitent Order of the Twisted Saint as relatively harmless flagellants and would-be martyrs who chief occupy themselves with charitable works for the poor, unaware that they have the Light-given privilege to bear arms. Some call them 'Pennies.' Sometimes it is simply a truncation, other times it is a pejorative for their perceived worth.

Gantz dan Hochwerz, the Grand Master of the Brotherhood of the Rampant Lion, wishes to usurp the Bishop and place himself at the head of the faith, and he is taking steps to weaken the Church overall and the other Orders Militant to pave the way to his ascendancy.

Brother Swan knows that the Penitent Order of the Twisted Saint bear the True Gospel within the deepest archives in their Cathedral of Contrition. The True Gospel is wildly divergent in several keys areas from what the larger Faith adheres to and believes.

How did you attain level 5?: 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?

Dolorel was born the sixth son of a cobbler. His family were more than happy to see him given over to the Church; he was a sickly child often given to illness. Much of his early life was spent in the unremarkable but needful work in the local parish house of the Penitent Order of the Twisted Saint. Dolorel would aid his brothers to collect herbs, give loaves to the poor, collect alms, and that sort of thing.

He attained local fame when the members of the Penitent Order took up arms against an outlaw band making their way through Bebbanshire's townships. The battle was one-sided, and many of the Penitents perished although the did draw blood. Dolorel was one of many taken prisoner and then hung from the neck as an object lesson of the price of resistance. Dolorel died hard, because the noose was not tied in such a way that it would break his neck. Instead he asphyxiated and danced at the end of the rope to the laughter of the outlaws, then was left for the crows. But he did not remain dead. The Light filled him, and an unknown will propelled Dolorel's body to great and mighty violence. He broke free from the gibbet, struck down the disbelieving outlaws, and smote their leader with the Radiance of the Light. Some days afterwards, when Dolorel had recovered from his injuries, he took his vows and became a member of the Order for life, taking on the name of Brother Swan.

The outlaws fled and broke up into smaller bands; without a strong leader to keep them all in line the outlaw group fractured into a dozen tiny groups. Those groups would go on to wreak havoc on a smaller, albeit more widespread, scale. Dolorel has inspired a revival of sorts among the Penitent Order of the Twisted Saint, with a return to martial prowess advocated at all levels. This has upset Gantz, who has long looked upon the Penitent Order as a stain upon the faith. Because of Dolorel's actions, Brothers of the Rampant Lion have taken to murdering Penitents and disguising the killings as 'unfortunate training accidents.'

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

The Word of the Twisted Saint is this: 'there is power in the blood, for those with the fortitude to seek it out.' That is all that Brother Swan desires. He decided to join the Pathbreakers in order to parlay the violence they would have him inflict, engage in, and suffer into spiritual revelations.

Brother Swan does not desire any sort of legacy. It would not enter his mind to consider such vanity. It is sufficient to him to live a life in service to the Light.

What have you left behind?: 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?

There is a religious war brewing in Bebbanshire. Representatives from the Faith are looking for Brother Swan, either to murder and leave in a ditch, or to use as a figurehead for political machinations. Brother Swan will not be there to deal with his Brothers and Sisters being murdered by the Lions. In his absence, the fervor of the Penitents that he inflamed could escalate into the Penitent Order striking the first blow against the Lions, if they should manage to piece together Gantz's agenda, or if too many Penitents find their ends by Lions' hands.
Thank you, fellow Elliquiyan, and have a wonderful day.

Xunthrae


Xurtan

Finished my equipment outside of a question about incense, I think. Updated cantrips, too. Only thing left I believe are my other Infusions, and I'm in process of deciding.

lexikov

Raven is a character that I started on another online roleplay site but, we never got very far with that game and she was 1st level. I have wanted to revisit her and play her for quite some time now so, here she is as a 5th Level Rogue. Since I am brand new to Elliquiy, I'm not sure how you are going to choose who participates and who misses out given the large number of applicants.


Raven Nightfeathers
Half-Elf
Criminal
Rogue

Skills
Acrobatics: +8
Animal Handling: +0
Arcana: +3
Athletics: +0
Deception: +6
History: +3
Insight: +3
Intimidation: +3
Investigation: +6
Medicine: +0
Nature: +3
Perception: +6
Performance: +3
Persuasion: +9
Religion: +3
Sleight of Hand: +8
Stealth: +8
Survival: +0
Proficiencies
Weapons: Simple, Shortsword, Longsword, Rapier, Shortbow, Hand Crossbow
Tools: Thieves' Tools
Saving Throws: Dexterity, Intelligence
Skills: Acrobatics, Deception, Insight, Investigation, Perception*, Persuasion*, Sleight of Hand, Stealth
Languages: Common, Orc, Goblin, Thieves' Cant
Spells


Features

NAME (SOURCE):
Darkvision
Fey Ancestry
Skill Versatility (Perception, Persuasion)
Criminal Contact
Expertise (Perception, Persuasion)
Sneak Attack
Thieves' Cant
Cunning Action
Thief: Fast Hands
Thief: Second-Story Work
Uncanny Dodge


STRDEXCONINTWISCHA
11
20
8
16
10
16
(0)
(+5)
(-1)
(+3)
(0)
(+3)


Armor ClassInitiativeSpeed
17
+5
30ft


Hit Points
Hit Dice
23
5d8

Equipment
Worn
Studded Leather
Rapier +1
Dagger
Shortbow (20 arrows)
Common Clothes
Pouch
Thieves' Tools

Backpack
Bedroll
Ball bearings (bag of 1,000)
String (10 feet)
Bell
Candle
Crowbar
Hammer
Mess kit
Mirror, steel
Pitons (10)
Rations (5 days)
Tinderbox
Waterskin
Rope, hempen (50 feet)


Money
0cp
0sp
575gp
0pp


Where are you from?: Raven was named at the orphanage where she grew up. The story, as has been told to her, is that she was found one morning on the steps to the Church of Lathandar and that she was very sick, perhaps even dying. When she was found, there was a large raven perched on the railing of the stairs above her, almost as if he were watching over her or perhaps waiting for her to pass. The name seemed a natural fit given the blackness of her hair and so it came to pass.

It was assumed that her mother had left her at the church because she had no other options and probably did not have the coin to pay for the healing required by her daughter but, that is just an assumption. Her disease was baffling to both the mundane doctors and the healers of the church. The symptoms were obvious, she had a persistent, worsening cough and trouble taking deep breaths to the point where crying would cause her to lose consciousness due to lack of air. It wasn’t until the High Priest of the church cast a Remove Curse spell followed by Cure Disease that her symptoms finally abated.

However, the disease left her with a reduced lung capacity and a breathing condition (asthma) that she would be forced to deal with for the rest of her life. It also left her indebted to the church for the cost of the magics used to heal her not to mention the costs incurred to raise her. She would, of course, be expected to tithe ten percent of her earnings to the church to assist with the raising of other orphans. The High Priest himself was not one to be overly concerned with gold but, at least in his eyes, favors would also be owed and the timing of those favors would be at his discretion.

It was never determined who cursed the baby in the first place. As a half-breed it could have been someone from either family who refused to acknowledge the child or to live with the shame of having her survive. It could also have been an enemy of her parents or their families. The identity of her parents was never determined, not that much effort was put into it. For all she knows, she could be nobility or her mother could be a fishwife. She hasn’t ever bothered to seek either of her parents out.

How did you attain level 5?: Raven wasn’t like most of the other orphans in the house. She was the only orphan with Elven blood as all the other children were Human. She had a quick mind and a sharp tongue with an innate ability to argue with anyone over anything and she hardly ever lost a debate. In fact,  more times than not, the person she was debating with came out of the discussion happily believing her viewpoint whether actually true or not. Whenever the other children got into any kind of trouble, they would come to her to help get them out of it which, she was happy to do, for a price. Her price for aid was pretty mundane at first including things like the other children’s desserts or perhaps doing her chores for her. Later she would expect a monetary reward for her services.

She was also a bit of a tomboy and wasn’t at all afraid to get into mischief. While the other girls were more interested in the ratty corncob dolls, the chipped tea set, learning to cook, or taking care of the younger kids, she preferred to disappear into the city with the boys having all kinds of adventures. She was never as big as the boys but she was quick, much quicker than any of them and that kept her out of trouble most of the time. Whether it was playing pranks on the men in the Inn, snitching cakes from the bakery, or sneaking into places they didn’t belong, she always had a plan for how they would keep from getting caught and even if they did, she usually found a way to talk them out of it. By the time she was ten, she was the de facto leader of the Eastside Orphans, a small gang she started to do odd jobs around the city for coins.

One day, around the time Raven turned thirteen, she noticed a scruffy looking man in an old leather duster watching them. She didn’t think anything of it at first and it wasn’t until she spotted him several more times that she began to get curious. Who was this man and why was he watching her and her gang of orphans?

As it turns out, the man’s name was Odarious and he was a member of the local Thieves Guild who approached her because she had caught the attention of the city’s Guildmaster. He made her an offer to hire the Eastside Orphans to do a variety of jobs around the city including: spying, carrying messages, and picking pockets. It was a great arrangement for both the orphans and the thieves and both prospered from the relationship.

During this time, Odarious took her as an apprentice and began training her to be a conman. Under his tutelage she learned how to read other people and discern if they were lying to her or telling the truth. He also honed her skills in both deception and persuasion, teaching her how to run cons and use her natural charisma to get what she wanted. He became like a father figure to her and she was crushed when he was finally caught a few years later stealing from a middle-aged noble woman and thrown into prison.

Raven went to the head of the Thieves Guild to try to convince him to help her break Odarious out of prison but, he told her that he could only help her if she officially joined the Guild. So, that’s what she did, she joined and began her training as a thief. They taught her how to pick pockets and use sleight of hand to palm objects. They also trained her how to hide and move silently as well as acrobatics and climbing sheer surfaces. After quite a few months, they finally taught her how to disarm traps and pick locks. Now she was finally ready to free her mentor and flee the city with him. However, when she broke into the prison, he was no longer there. It turns out that the guild had set the whole thing up to recruit her and after a few days they had broken him out and paid him a hefty sum of gold to leave the city.

Now, she is still a member of the local Thieves Guild but she no longer trusts them and wants to get out. However, getting out is harder than it seems. She wants to leave the city and find Odarious but every time she tries, the Guild finds a way to stop her. So, she has hatched a plan to join an adventuring party and flee the city with them, traveling from town to town in search of her mentor.

Where are you going?: Raven is going anywhere she can as long as it gets her out of the city and out from under the control of the Guild. Her goal is to find her mentor and find out why he betrayed her in the first place. She is also becoming more and more curious about her parents are or were and is also seeking information on them but she assumes most of the answers about her parents are back in the city she just left. Finally, she really wants to make a name for herself to show that, even though she was raised in an orphanage, she can still make something of herself and control her own destiny.

What have you left behind?: The biggest thing that Raven left behind was the control that the Guild had over her. She still doesn't know who her parents are or were but she suspects that at least one of them may have been involved with the Guild, maybe even it's leader and she won't be there to figure it out. Her biggest fear is that the Guild will send people out to bring her back so, she is trying to get as far away from the city as she can for now. Once she has made a name for herself, they won't be able to drag her back again.
Lexi’s Likes and Dislikes (On/Offs)

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

caelcormac


Janet Cooper
RACE Human (V)
BACKGROUND Knight of the Order
CLASS Paladin (Devotion) 5

Skills
Acrobatics: +1
Animal Handling: +1
Arcana: +0
Athletics: +6
Deception: +3
History: +3
Insight: +4
Intimidation: +3
Investigation: +0
Medicine: +1
Nature: +0
Perception: +4
Performance: +3
Persuasion: +6
Religion: +3
Sleight of Hand: +1
Stealth: +1
Survival: +1
Proficiencies
Weapons: Simple & Martial Weapons
Tools: Dulcimer
Saving Throws: Wisdom, Charisma
Skills: Athletics, History, Religion, Perception, Persuasion
Languages: Common, Dwarven
Features

Heavy Armor Master (Feat, Varient Human):You can use your armor to deflect strikes that would kill others. You gain the following benefits: Increase your Strength score by 1, to a maximum of 20. While you are wearing heavy armor, bludgeoning, piercing, and slashing damage that you take from nonmagical weapons is reduced by 3.

Great Weapon Master (Feat, Ability Score Increase): You've learned to put the weight of a weapon to your advantage, letting its momentum empower your strikes. You gain the following benefits: On your turn, when you score a critical hit with a melee weapon or reduce a creature to 0 hit points
with one, you can make one melee weapon attack as a bonus action. Before you make a melee attack with a heavy weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack's damage.

Divine Sense (Class Ability): The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell.You can use this feature a number of times equal to1 + your Charisma modifier. When you finish a long rest, you regain all expended uses.

Lay on Hands(Class Ability): Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your paladin level x 5. As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool. Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one.This feature has no effect on undead and constructs.

Fighting Style - Defense (Class Ability): While you are wearing armor, you gain a +1 bonus to AC.

Divine Smite (Class Ability): Starting at 2nd level, when you hit a creature with a melee weapon attack, you can expend one paladin spell slot to deal radiant damage to the target, in addition to the weapon’s damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend.

Divine Health (Class Ability): By 3rd level, the divine magic flowing through you makes you immune to disease.

Channel Divinity (Oath of Devotion): Channel DivinityWhen you take this oath at 3rd level, you gain the following two Channel Divinity options.Sacred Weapon. As an action, you can imbue one weapon that you are holding with positive energy, using your Channel Divinity. For 1 minute, you add your Charisma modifier to attack rolls made with that weapon (with a minimum bonus of +1). The weapon also emits bright light in a 20-foot radius and dim light 20 feet beyond that. If the weapon is not already magical, it becomes magical for the duration.You can end this effect on your turn as part of any other action. If you are no longer holding or carrying this weapon, or if you fall unconscious, this effect ends.
Turn the Unholy. As an action, you present your holy symbol and speak a prayer censuring fiends and undead, using your Channel Divinity. Each fiend or undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes damage.A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.

Extra Attack (Class Ability): Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Spells

Spell DC: 14 (8 + Cha (3) + Prof (3)
Spell Attack: +6
Slots
1st Level: 4
2nd Level: 2


Prepared:
Cure Wounds
Shield of Faith
Command
Find Steed
Aid

Oath:
Protection from evil and good
Sanctuary
Lesser Restoration
Zone of Truth


STRDEXCONINTWISCHA
17
12
14
10
12
16
(+3)
(+1)
(+2)
(+0)
(+1)
(+3)


Armor ClassInitiativeSpeed
18
+1
30ft


Hit Points
Hit Dice
44
5d10

Equipment
Worn
Splint Mail
Silvered Greatsword
Holy Symbol (Amulet)
Traveler’s Clothes
Longbow
Quiver (20 Arrows)
Dagger

Backpack
Military Saddle
Saddlebags
Dulcimer
Whetstone
2 Waterskins
Tinderbox
Tent
Soap
Rope, hemp 100ft
Robes
Rations, 10 days
Mirror
Mess Kit
Manacles
Bullseye Lantern
5 flasks of oil
Grappling Hook
Tankard
Climbers Kit
10 pieces of chalk
Blanket
Bedroll
Backpack
Warhammer
Potion of Healing x2
Holy Water x2
Money
5 cp
7 sp
31 gp
0 pp


Where are you from?:
The city-state of Moore’s Point is a port city named after it’s most prominent geographical feature, Moore’s Point, that has a lighthouse at it’s tip that oversees the harbor. The lighthouse is a relic of a previous age, a huge construction of metal, stone, and magic inaccessible to all except an order of monks who control and maintain it but vital to the continued operation of the harbor. Moore’s Point is a cosmopolitan city and a nexus of trade, with people and goods from all over the world converging on the city. Unlike most of the surrounding region, the city is welcoming to foreigners and new things, giving it an undeserved reputation for vice and lawlessness among it’s more conservative neighbors

The richest and most important man in the region is Colin Seaward, head of the Moore’s Point Association of Coopers, Longshoreman, and Fishmongers a trading consortium that controls all shipping and warehousing in Moore’s Point and has fingers in businesses and enterprises for hundreds of miles. Through the guild he exerts a great deal of control over the city and it’s politics, rivaled only by the Lighthouse Monks for complete domination over the area.

The Lighthouse Monks, Or The Enlightened Order of the Guiding Star as they are formally known, are an esoteric cult who guard the secrets of the lighthouse they call their home. They are both secretive and flamboyant, using elaborate rituals and traditions to distract from the fact they they too seek to influence the city for their own ends. The dispute between the Monks and the Association is something of an open secret in Moore’s Point, and nobody gets in between them and survives unscatehed.

Recently the Monks attempted to smuggle in an artifact into the city with the help of a sympathetic sea captain. Unfortunately his duplicity was discovered by the Association and the artifact was intercepted once it came to shore and the captain was charged with smuggling and publicly hanged as a warning to others. The artifact currently sits in an unmarked crate inside one of Colin Seaward’s personal warehouses, waiting for him to decide weather to ransom it or try and discover it’s secrets for himself.

Across town, Colin owns another prime piece of real estate, The Beaumont Building which houses several Association offices as well as the Fisher King club, an upscale members only establishment for the Moore’s Point wealthy and their guests. Or at least he thinks he does. Somehow his Nephew Gerald got his hands on them in an attempt to use them to pay off a debt, but they were stolen from him before he got the chance. Janet was part of a party hired to hunt down the thieves and found them, but the documents were never recovered and it was only under duress that Gerald confessed the whole story. The whereabouts of those documents remains unknown to most but Janet found evidence that Maryanne Sommer, the daughter of the proprietor of the Fisher King Club, was involved in the theft and their ultimate destination. Janet has not revealed this knowledge to anyone but some of the other members of her party suspect that she knows something.


How did you attain level 5?:
Moore’s point is a sea port, but also exerts a considerable amount of influence on the surrounding region on land. It is forbidden from having a standing army so it relies on Mercenaries, the Swashbuckler’s Union and the Righteous Order of the Weeping Lady to keep the peace.  Devout from a young age Janet served as a page and a man-at-arms with the Order before finally being made a full Paladin a year ago. Once she had earned her seal she was allowed to register with the Swashbuckler’s Union. As a member of the Union Janet filled her days doing odd jobs for the city and its people, while still keeping her obligations to the Order when necessary. Her most recent job, before she received the invitation, was for the Lighthouse Monks. She and a band of fellow Swashbucklers were hired to hunt down a rogue monk who had used some alchemy to turn himself, and several unfortunates, into strange fish-hybrids. Janet regretted doing what was necessary but the party was at least able to rescue the monk’s victims that had yet to be turned.


Where are you going?: What's your goal, your ambition, your desire? Why did you decide to join the Pathbreakers after their invitation? What legacy do you want? Growing up poor and hungry, Janet's greatest joy was hearing romantic tales of heroism and bravery, both legends and fables and the exploits of the Order and members of the Swashbuckler's Union. When she was given the chance to become one of her heroes and  page for the order she lept at it despite her family's reservations. Even after she’d served the Order and been through all the boring, difficult, and unpleasant parts that the stories always skp over she never lost her dream of being a legendary hero. When the invitation to join the Pathbreakers came Janet was given her permission to join them. One of the tenants of the Order of the Weeping Lady is that the world is fundamentally broken and in need of repair, so being given an opportunity like this one is considered a blessing. Other Paladin’s have left to join the Pathbreakers in the past, and those that have returned are among the greatest and storied heroes the Order has to offer.

What have you left behind?: While they are not a wealthy clan, the Coopers are a large one and Janet is not only leaving behind her parents, brothers, and sisters but a whole extended clan of aunts, uncles and cousins. Most of her family are longshoreman or fishmongers, a few become sailors or mercenaries, but Janet is the only one to even try and become a Paladin in living memory. Her young cousin Anne recently confessed to her that she was curious about magic and wished to learn about the Lighthouse Monks, and Janet was torn between telling the girl to follow her dream like she had done and warning her about getting involved with them. She chose the former but tempered with caution, and worried that Anne might take the wrong message. She will. It won’t be long before Anne leaves her family to become an apprentice monk, a decision that will cause a rift in the family, with Janet being blamed for ‘giving the girl ideas.


Chulanowa

Tryin'a decide on a
Aasimar monk
, a
Tabaxi sorcerer
, or an
Elf Ranger

Xunthrae


Atai'Qasim Jalid
RACE Fire Genasi
BACKGROUND Far Traveler
CLASS Sorcerer

Skills
Acrobatics: +2
Animal Handling: +0
Arcana: +5
Athletics: -1
Deception: +4
History: +2
Insight: +0
Intimidation: +4
Investigation: +5
Medicine: +0
Nature: +0
Perception: +3
Performance: +4
Persuasion: +7
Religion: +2
Sleight of Hand: +2
Stealth: +2
Survival: +0
Proficiencies
Weapons:
Tools: Flute
Saving Throws: Str: -1 Dex: +2 Con: +5 Int: +2 Wis: +0 Cha: +7
Skills: Persuasion, Arcana
Languages: Common, Primordial, Draconic
Spells

Cantrips
Produce Flame (Uses Con)
Cantrip conjuration
Casting Time: 1 action
Range: Self
Components: V S
Duration: 10 minutes
A flickering flame appears in your hand. The flame remains there for the duration and harms neither you nor your equipment. The flame sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The spell ends if you dismiss it as an action or if you cast it again.
You can also attack with the flame, although doing so ends the spell. When you cast this spell, or as an action on a later turn, you can hurl the flame at a creature within 30 feet of you. Make a ranged spell attack. On a hit, the target takes 1d8 fire damage. This spell's damage increases by 1d8 when you reach 5th Level (2d8), 11th level (3d8), and 17th level (4d8)
Ray of Frost
evocation
Casting Time: 1 action
Range: 60 feet
Components: V S
Duration: Instantaneous
A frigid beam of blue-white light streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 1d8 cold damage, and its speed is reduced by 10 feet until the start of your next turn. This spell's damage increases by 1d8 when you reach 5th Level (2d8), 11th level (3d8), and 17th level (4d8)
Prestidigitation
transmutation
Casting Time: 1 action
Range: 10 feet
Components: V S
Duration: Up to 1 hour
This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range:
You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.
You instantaneously light or snuff out a candle, a torch, or a small campfire.
You instantaneously clean or soil an object no larger than 1 cubic foot.
You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.
You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.
You create a non-magical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.
If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
Minor Illusion
illusion
Casting Time: 1 action
Range: 30 feet
Components: S M (A bit of fleece)
Duration: 1 minute
You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again.
If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else’s voice, a lion’s roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends.
If you create an image of an object—such as a chair, muddy footprints, or a small chest—it must be no larger than a 5-foot cube. The image can’t create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it.
If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.
Mold Earth
transmutation
Casting Time: 1 action
Range: 30 feet
Components: S
Duration: Instantaneous

You choose a portion of dirt or stone that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:

If you target an area of loose earth, you can instantaneously excavate it, move it along the ground, and deposit it up to 5 feet away. This movement doesn’t have enough force to cause damage.
You cause shapes, colors, or both to appear on the dirt or stone, spelling out words, creating images, or shaping patterns. The changes last for 1 hour.

If the dirt or stone you target is on the ground, you cause it to become difficult terrain. Alternatively, you can cause the ground to become normal terrain if it is already difficult terrain. This change lasts for 1 hour.

If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
Frostbite
Evocation
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Instantaneous

You cause numbing frost to form on one creature that you can see within range. The target must make a Constitution saving throw. On a failed save, the target takes 1d6 cold damage, and it has disadvantage on the next weapon attack roll it makes before the end of its next turn.

The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6)
First Level
Ice Knife
Conjuration
Casting time: 1 Action
Range: 60 feet
Components: S, M
Duration: Instantaneous
(a drop of water or piece of ice)
You create a shard of ice and fling it at one creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 piercing damage. Hit or miss, the shard then explodes. The target and each creature within 5 feet of the point where the ice exploded must succeed on a Dexterity saving throw or take 2d6 cold damage.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the cold damage increases by 1d6 for each slot level above 1st.
Shield
Abjuration
Casting time: Special
Range: Self
Components: V, S
Duration: 1 round
Reaction trigger: You are hit by an attack or targeted by the magic missile spell

An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile.
Second Level
Dragon's Breath
Transmutation
Casting time: 1 Bonus Action
Range: Touch
Components: V, S, M (a hot pepper)
Duration: Concentration, up to 1 minute
You touch one willing creature and imbue it with the power to spew magical energy from its mouth, provided it has one. Choose acid, cold, fire, lightning, or poison. Until the spell ends, the creature can use an action to exhale energy of the chosen type in a 15-foot cone. Each creature in that area must make a Dexterity saving throw, taking 3d6 damage of the chosen type on a failed save, or half as much damage on a successful one.
Misty Step
Conjuration
Casting time: 1 Bonus Action
Range: Self
Components: V
Duration: Instantaneous
Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.
Enhance Ability
Transmutation
Casting time: 1 Action
Range: Touch
Components: V, S, M (fur or a feather from a beast)
Duration: Concentration, up to 1 hour
You touch a creature and bestow upon it a magical enhancement. Choose one of the following effects: the target gains the effect until the spell ends.
- Bear’s Endurance. The target has advantage on Constitution checks. It also gains 2d6 temporary hit points, which are lost when the spell ends.
- Bull’s Strength. The target has advantage on Strength checks, and his or her carrying capacity doubles.
- Cat’s Grace. The target has advantage on Dexterity checks. It also doesn’t take damage from falling 20 feet or less if it isn’t incapacitated.
- Eagle’s Splendor. The target has advantage on Charisma checks.
- Fox’s Cunning. The target thas advantage on Intelligence checks.
- Owl’s Wisdom. The target has advantage on Wisdom checks. 

At higher level
When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.
Third Level
Fireball
Evocation
Casting Time: 1 action
Range: 150 feet
Components: V, S
Duration: Instantaneous
A bright streak flashes from your pointing finger to a point you choose within range and then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one.

The fire spreads around corners. It ignites flammable objects in the area that aren't being worn or carried.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

Features

Sorcerer Features
Font of Magic
At 2nd level, you tap into a deep wellspring of magic within yourself. This wellspring is represented by sorcery points, which allow you to create a variety of magical effects.

Sorcery Points [5/5]
You have 2 sorcery points, and you gain more as you reach higher levels, as shown in the Sorcery Points column of the Sorcerer table. You can never have more sorcery points than shown on the table for your level. You regain all spent 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. You learn other ways to use your sorcery points as you reach higher levels.
-Creating Spell Slots. You can transform unexpended sorcery points into one spell slot as a Bonus Action on Your Turn. The created Spell Slots Vanish at the end of a Long Rest. The Creating Spell Slots table shows the cost of creating a spell slot of a given level. You can create Spell Slots no higher in level than 5th.
-Converting a Spell Slot to Sorcery Points. As a Bonus Action on Your Turn, you can expend one spell slot and gain a number of sorcery points equal to the slot's level.

Metamagic
At 3rd Level, you gain the ability to twist your Spells to suit your needs. You gain two of the following Metamagic options of your choice. You gain another one at 10th and 17th level.

You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.

-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.
-Subtle Spell
When you Cast a Spell, you can spend 1 sorcery point to cast it without any somatic or verbal Components.

Sorcerous Origin
Draconic Bloodline: Silver Dragon
At 1st Level, you choose one type of dragon as your ancestor. The damage type associated with each dragon is used by features you gain later.

You can speak, read, and write Draconic. Additionally, whenever you make a Charisma check when interacting with Dragons, your Proficiency Bonus is doubled if it applies to the check.

Draconic Resilience
As magic flows through your body, it causes physical traits of your dragon ancestors to emerge. At 1st Level, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class.

Additionally, parts of your skin are covered by a thin sheen of dragon-like scales. When you aren’t wearing armor, your AC equals 13 + your Dexterity modifier.

Fire Genasi

Darkvision
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
You have resistance to fire damage.

Reach to the Blaze
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.

FEATS
Elemental Adept[Cold] (4th level Advancement): Prerequisite: Prerequisite: The ability to cast at least one spell.

Spells you cast ignore resistance to damage of the chosen type, and creatures with immunity to the chosen type are instead treated as having resistance to the damage your spell inflicts. In addition, when you roll damage for a spell you cast that deals damage of that type, you can treat any 1 on a damage die as a 2.

You can select this feat multiple times. Each time you do so, you must choose a different damage type.


STRDEXCONINTWISCHA
8
14
16
14
10
18
(-1)
(+2)
(+3)
(+2)
(+0)
(+4)


Armor ClassInitiativeSpeed
15
+2
30ft


Hit Points
Hit Dice
38
5d6

Equipment
Worn
Ruby necklace worth 10g
Pale blue crystal ring (Arcane Focus)
2 daggers
Slippers of Spider Climbing
Backpack
Scholar's Pack (10lbs)
- book of lore, a bottle of ink, an ink pen, 10 sheets of parchment, a little bag of sand, and a small knife.
Bedroll (7lbs)
50ft Silk Rope (5lbs)
2 healing potions
Tinderbox

Money
0cp
5sp
66gp
0pp


Where are you from?:
Atai'Qasim is from a distant land, a place of beautiful, lush, and dangerous jungle life. There, a Silver dragon governs the large, bustling island city of Sakhorra, from the shadows, guiding it towards prosperity and protecting it when necessary. The populace is unaware of the draconic guardian, and she likes it that way. She has rivals who would want to undermine the city if it was well known she was there.

Atai spent most of his youth  at the Arcanum of Sakhorra learning to control his magic. Nearing the end of his time studying there, he met a fellow mage, Caldur. The other mage was studying magic the hard way, training to become a wizard. The two of them sparked a romance and spent much of their time together. Caldur was the son of a very important merchant living in Sakhorra named Brenlir Ilani. One night while they spent the night at the estate of Caldur’s father, Atai’Qasim was restless and decided to take a late night stroll in the gardens behind the mansion proper. There, he witnessed Caldur’s father speaking with some very rough looking figures. Atai’s curiosity got the better of him and he crept closer and listened in.

Those figures were pirates he could tell from the conversation, and Brenlir was paying them to ignore his ships. Conspiring with them to target his rivals to establish himself as -the- most wealthy merchant in Sakhorra, instead of one of the most wealthy. Atai thinks he might have been noticed.


How did you attain level 5?:
Atai left his home soon after his discovery about his lover’s father. The genasi did not want to risk his head over a merchant’s greed. He thought about reporting it, but the man was well respected and had hoards of gold, so Atai thought better of it.

Since leaving his home, he has definitely gotten looks from the locals. He’s always enjoyed the attention, so he is fine with it. He found his livelihood in helping people where he could with his magic. There always seems to be a need for an arcanist of some sort when problems arrive. He took jobs protecting caravans of merchants, occasionally as a performer with his flute, and while sightseeing he even helped a town that was being harried by a troupe of kobolds.

While the town was grateful to be done with the small creatures, the dragon that was commanding them is not so pleased. Unbeknownst to Atai, he made an enemy of the dragon, and it makes moves to find out more about the stranger from a far land who interfered in its busniess.

Where are you going?:
Atai’Qasim wants to master his magic more completely and to see the world. What better way to do both than to join the Pathbreakers? They do all sorts of things in all sorts of places. He wants to one day return to his home and cleanse it of the injustices he knows are there, and to leave a legacy of peace and safety for the weak and defenseless.

What have you left behind?:
In Sakhorra he left a man he was very fond of and hopes to see again, but Atai is sure that his Caldur’s father is looking for him. While he is gone from his city, the crimes of Brenlir go unnoticed and unpunished, leaving him free to do as he pleases. Likely, he will continue to consolidate his business gaining more and more control over the city’s trade.

Ershin

I'm very intrigued by this - I've got a few different characters I've been wanting to try and play for a while now (or have played a little and the games have expired), but I'm having trouble narrowing down what I want to do. Would it be acceptable to present a couple of different character applications to see what might be picked, or would that be considered throwing a bunch of spaghetti on the wall to see what sticks?


Armphid

I know there a 6 character limit and there's way more characters already submitted, so I guess I'll have to bow out.  I hope it goes well and if anything changes!  Good luck!
[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: Cold Heritage on December 03, 2019, 11:35:14 PM
Are there spiked chains or anything like that in 5e?
They did away with these in 5e, sadly. Whips are really the closest to it at this point, I suspect. Could certainly run a reflavored whip, if you were so inclined. I'm on board with that.

Quote from: Armphid on December 04, 2019, 08:41:27 PM
I know there a 6 character limit and there's way more characters already submitted, so I guess I'll have to bow out.  I hope it goes well and if anything changes!  Good luck!
You definitely don't have to pull out your submission. As I said before, if more than six submissions happen, I'll look at all of them and pick the 6 I feel best fit the game as a whole. So you are more than welcome to continue your submission if you're inclined.

On that note, both Xurtan and Intimate Ink have gotten a hold of me, and for unrelated issues had to withdraw interest. So count their submissions / ideas out.

Quote from: Xunthrae on December 04, 2019, 01:07:46 AM
Posting my interest, I'll start working on something right quick :)
Excellent. Can't wait to see what you cook up!

Quote from: RedPhoenix on December 03, 2019, 10:54:15 PM
Okay sorry another question about the price of magic items. The DMG says Uncommon is 100-500 gp and Rare is 500-5000 gp is there any more precise number we can use for spending that starting gold? Just wondering what we can afford with it! Other than how to spend that 500g my sheet is done I think!
Yay for completeness.

As for magic items, I'd need to look into what specifically you'd like to buy. There's no easy way to narrow it down, afaik. I believe I have a homemade sheet of some items I've individually priced out though. So, let me know what you're after (probably stick around the common & uncommon bracket) and we can likely make it work.

Quote from: Chulanowa on December 04, 2019, 03:43:28 PM
Tryin'a decide on a
Aasimar monk
, a
Tabaxi sorcerer
, or an
Elf Ranger
If you're going by images alone, that ranger image is wonderful!

Quote from: Ershin on December 04, 2019, 05:56:28 PM
I'm very intrigued by this - I've got a few different characters I've been wanting to try and play for a while now (or have played a little and the games have expired), but I'm having trouble narrowing down what I want to do. Would it be acceptable to present a couple of different character applications to see what might be picked, or would that be considered throwing a bunch of spaghetti on the wall to see what sticks?
If you would like to take the time to fill out multiple sheets, and are willing to play any of the concepts, you're welcome to. So long as you're willing to run with the concept that is picked, I don't see any issue with it.

Quote from: Marie Reynolds on December 04, 2019, 08:17:11 PM
I would like to express interest in this game!
Woohoo! Welcome to the interest hype!


***Okay, so today also ran longer than intended. So I should be able to do some more detailed talking/reviewing about sheets tomorrow afternoon. :)

RedPhoenix

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

Cold Heritage

Could I do a sword of wounding? It's rare but it doesn't seem super-busted to my inexperienced eyes.
Thank you, fellow Elliquiyan, and have a wonderful day.

lexikov


Raven is done as well with the exception of picking a magic item since they don’t really price them out anymore. I would be happy with either a simple set of Studded Leather +1 or a +1 Rapier. You can always give out more exotic stuff as the game progresses.
Lexi’s Likes and Dislikes (On/Offs)

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

Chulanowa

Won't be able to finish the sheet until after work, but here we go with the very basics...


Elliwick "Fnicket" Revvildazzil
RACE Forest Gnome
BACKGROUND Charlatan
CLASS Wizard

RedPhoenix

Okay so, looking through if I could get any of the following uncommon items for 500g?

Boots of the Winterland
Figurine of Wondrous Power - Silver Raven
Periapt of Wound Closure
Stone of Good Luck


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

Aethyrium

Quote from: Cold Heritage on December 04, 2019, 11:00:53 PM
Could I do a sword of wounding? It's rare but it doesn't seem super-busted to my inexperienced eyes.

If you're going for a weapon, I'd like to stick to a generic +1 weapon for the purposes of character creation.

Quote from: lexikov on December 05, 2019, 06:25:46 AM
Raven is done as well with the exception of picking a magic item since they don’t really price them out anymore. I would be happy with either a simple set of Studded Leather +1 or a +1 Rapier. You can always give out more exotic stuff as the game progresses.
+1 Rapier approved for 500g.

...And just for clarity, this is a price set for character creation, not necessarily reflective of in game pricing. But your deeds must've earned you something.

Quote from: RedPhoenix on December 05, 2019, 02:45:13 PM
Okay so, looking through if I could get any of the following uncommon items for 500g?

Boots of the Winterland
Figurine of Wondrous Power - Silver Raven
Periapt of Wound Closure
Stone of Good Luck
Boots of Winterland, Silver Raven, or Stone of Good Luck. Any one of them for 500g would be acceptable, your choice. Pricing note as above.