The Elite Team (Gestalt D&D 5e | Seeking Players)

Started by PhantomPistoleer, October 14, 2022, 07:40:52 PM

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AndyZ

Eh, if I was going to remake somebody, I'd do an Alisandra 2.0 with a Paladin/Celestial Warlock.  Which I could do, but I expect somebody to take that combination because it's quite potent.
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PhantomPistoleer

If it is so potent, the elite team should have two.

Because it's elite.
Always seeking 5E games.
O/O

ReijiTabibito

Aiming for some form of overlap with my classes.  Current considered combos are Druid/Monk, Fighter/Wizard (specific subclasses of Fighter), or something with a Warlock.

AndyZ

Quote from: PhantomPistoleer on October 15, 2022, 08:31:41 PM
If it is so potent, the elite team should have two.

Because it's elite.

Are you inviting me to make two characters?  Because I could try.
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PhantomPistoleer

Quote from: AndyZ on October 15, 2022, 08:47:16 PM
Are you inviting me to make two characters?  Because I could try.

Negative.  What I'm saying is that two characters can be a paladin/warlock or whatever it is you want to make.
Always seeking 5E games.
O/O

AndyZ

Sure, but if we can have whatever, our best chances come from having a diverse team.
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Muse

I'm bowing out, Andy.  I've got plenty of games.  You do the paladin/warlock.  :) 
A link for all of us who ever had a shouting match with our muse: http://www.ted.com/talks/elizabeth_gilbert_on_genius.html

How to set this Muse ablaze (O/Os)

When the little angel won't appear no matter how many plum blossoms you swirl:  https://elliquiy.com/forums/index.php?topic=135346.msg16474321#msg16474321 (Major update 5/10/2023)

RedPhoenix

#32
Quote from: PhantomPistoleer on October 15, 2022, 06:23:51 PM
I love it.  I really like your avatar, too.  Is that Nocturne from the X-Men?

It's a painting inspired by the Aztec goddess Mictecacihuatl by Sara Diesel. https://www.saradiesel.com/

Edit....it occurs to me you probably meant by character's avatar. Oops.

It's titled "Samantha Stone" by June Jenssen. I assume she's an original character the artist created. https://www.artstation.com/artwork/nY1PbX
Apologies & Absences | Ons & Offs
May you see through a million eyes.

Daril

I have a concept for a slave dancer with a connection to a Phoenix who joined the group after they freed her but it uses the Phoenix sorcerer from Unearthed Arcana. Is that all right?

(This is a WIP but it should give a general idea of what I'm aiming for.)

Nara
Half-elf (Pheonix Sorcerer | Bard) | Background: Entertainer | Neutral Good


HP:  11 (1d8+3)
AC:  14 (unarmored)
Speed: 30 ft.


STR 14 (+2) | DEX 18 (+4) | CON 16 (+3) | INT 14 (+2) | WIS 16 (+3) | CHA 20 (+5)


Saving Throws DEX +6, CHA +7 CON +5
Skills Athletics +4, Acrobatics +6, Sleight of Hand +6, Stealth +6, Insight +5, Perception +5, Intimidation +7, Performance +7, Persuasion +7
Tools  Flute
Senses  Passive perception 15
Languages  Common, Elven, ?


Ignite

At 1st level, you gain the ability to start fires with a touch. As an action, you can magically ignite a flammable object you touch with your hand—an object such as a torch, a piece of tinder, or the hem of drapes.

Mantle of Flame

Starting at 1st level, you can unleash the phoenix fire that blazes within you.

As a bonus action, you magically wreathe yourself in swirling fire, as your eyes glow like hot coals. For 1 minute, you gain the following benefits:
* You shed bright light in a 30-foot radius and dim light for an additional 30 feet.
* Any creature takes fire damage equal to your Charisma modifier if it hits you with a melee attack from within 5 feet of you or if it touches you.
* Whenever you roll fire damage on your turn, the roll gains a bonus equal to your Charisma modifier.

Once you use this feature, you can’t use it again until you finish a long rest.

Bardic Inspiration

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.

Sorcerer Spells

Cantrips
Dancing Lights
Firebolt
Greenflame Blade
Light

1st Level
Burning Hands
Fog Cloud



Bard Spells

Cantrips
Mage Hand
Prestidigitation

1st Level
Cure Wounds
Detect Magic
Feather Fall
Unearthly Chorus



Short Sword Attack: 1d20+6 Damage: 1d6+4 piercing



Equipment:

Arcane Focus
Entertainer's Pack

PhantomPistoleer

Quote from: Daril on October 16, 2022, 02:21:50 AM
I have a concept for a slave dancer with a connection to a Phoenix who joined the group after they freed her but it uses the Phoenix sorcerer from Unearthed Arcana. Is that all right?

(This is a WIP but it should give a general idea of what I'm aiming for.)

Nara
Half-elf (Pheonix Sorcerer | Bard) | Background: Entertainer | Neutral Good


HP:  11 (1d8+3)
AC:  14 (unarmored)
Speed: 30 ft.


STR 14 (+2) | DEX 18 (+4) | CON 16 (+3) | INT 14 (+2) | WIS 16 (+3) | CHA 20 (+5)


Saving Throws DEX +6, CHA +7 CON +5
Skills Athletics +4, Acrobatics +6, Sleight of Hand +6, Stealth +6, Insight +5, Perception +5, Intimidation +7, Performance +7, Persuasion +7
Tools  Flute
Senses  Passive perception 15
Languages  Common, Elven, ?


Ignite

At 1st level, you gain the ability to start fires with a touch. As an action, you can magically ignite a flammable object you touch with your hand—an object such as a torch, a piece of tinder, or the hem of drapes.

Mantle of Flame

Starting at 1st level, you can unleash the phoenix fire that blazes within you.

As a bonus action, you magically wreathe yourself in swirling fire, as your eyes glow like hot coals. For 1 minute, you gain the following benefits:
* You shed bright light in a 30-foot radius and dim light for an additional 30 feet.
* Any creature takes fire damage equal to your Charisma modifier if it hits you with a melee attack from within 5 feet of you or if it touches you.
* Whenever you roll fire damage on your turn, the roll gains a bonus equal to your Charisma modifier.

Once you use this feature, you can’t use it again until you finish a long rest.

Bardic Inspiration

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.

Sorcerer Spells

Cantrips
Dancing Lights
Firebolt
Greenflame Blade
Light

1st Level
Burning Hands
Fog Cloud



Bard Spells

Cantrips
Mage Hand
Prestidigitation

1st Level
Cure Wounds
Detect Magic
Feather Fall
Unearthly Chorus



Short Sword Attack: 1d20+6 Damage: 1d6+4 piercing



Equipment:

Arcane Focus
Entertainer's Pack

I think, really, my only issue with the character, would be for her to have been a former-slave, and not the party's slave.

The party has an LG monk and paladin who might frown on running around with a slave.
Always seeking 5E games.
O/O

Daril

Quote from: PhantomPistoleer on October 16, 2022, 02:35:53 AM
I think, really, my only issue with the character, would be for her to have been a former-slave, and not the party's slave.

The party has an LG monk and paladin who might frown on running around with a slave.

Former slave is what I meant when I said "who joined the group after they freed her" though I could probably have been more clear.

A different character I've been considering is a chaotic good "Robin Hood" type modelled on this girl.  I was thinking she might have been in conflict with the group before becoming a member due to a misunderstanding over her Robin Hood tendencies though I'm not sure how you feel about that idea.  Class wise I'm thinking she might be either a Sorcerer (Draconic)/Bard build or maybe a Light Domain cleric crossed with something though I'm not sure how well the latter would fit the lore if we're doing official modules.

Do you (or anyone who is planning to play a character in this RPG) have any preference between the two concepts?

AndyZ

Make what you like ^_^ We have someone working on a Cleric/Ranger if it helps to know.
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RedPhoenix

I think I'd much more enjoy the robin hood type than a former slave tbh. As far as what they are mechanically with everyone being a gestalt I'm not sure it matters much although a light cleric/bard could make for some dazzling spectacle shows xD
Apologies & Absences | Ons & Offs
May you see through a million eyes.

AribethAmkiir

#38
The Twilight Lady |  Xyrlee Galanodel
Reborn Gestalt (Twilight Cleric | Ranger)  |  Background: Far Traveler | Chaotic Good


HP: 13 (1d10+3)
AC: 17 (Studded Leather, 19 w/ shield); 15 (unarmored)
Initiative: +5
Speed: 30'
Passive Perception: 16
Hit Dice: d10
Proficiency Bonus: +2
Deity Sehanine Moonbow


STR: 13 (+1) | DEX: 20(+5) | CON: 16 (+3) | INT: 14 (+2) | WIS: 18 (+4) | CHA: 15(+2)


Saving Throws: STR*: +3  | DEX*: +7  | CON: +3  | INT: +2  | WIS*: +6  | CHA*: +4
Weapon Proficiency: Simple and Martial weapons
Armor Proficiency: All Armor and Shields
Skills: Insight +6, Perception +6, Persuasion +4, Religion +4, Nature +3, Stealth +7, Survival +6, Deception +4, Acrobatics +7
Tools: Harp
Languages: Common, Elvish, Halfling, Orcish


Features and Traits:
Background - All Eyes on You: Her accent, mannerisms, figures of speech, and perhaps even her appearance all mark her as foreigner. Curious glances are directed her way wherever she goes, which can be a nuisance, but she also gains the friendly interest of scholars and others intrigued by far-off lands, to say nothing of everyday folk who are eager to hear stories of her homeland.

She can parley this attention into access to people and places she might not otherwise have, for her and her traveling companions. Noble lords, scholars, and merchant princes, to name a few, might be interested in hearing about her distant homeland and people.

Race:
  • Ancestral Legacy: gain proficiency with 2 skills of choice: Acrobatics and Deception
  • Deathless Nature: advantage on saving throws against disease and being poisoned, and resistance to poison damage; advantage on death saving throws; no need to to eat, drink, or breathe; don’t need to sleep, and magic can’t put her to sleep. She can finish a long rest in 4 hours if she spends those hours in an inactive, motionless state, during which she retains consciousness.
  • Knowledge of a Past Life: She temporarily remembers glimpses of the past, perhaps faded memories from ages ago or a previous life. When she makes an ability check that uses a skill, she can roll a d6 immediately after seeing the number on the d20 and add the number on the d6 to the check. She can use this feature a number of times equal to her proficiency bonus, and she regains all expended uses when she finishes a long rest.
Cleric Class:
  • Spell casting (Cleric), WIS is Spell casting ability, Prepared spells is Cleric level + Wis, Can cast ritual spells without using slots
  • Heavy armor proficiency (Twilight Domain)
  • Eyes of Night: Starting at 1st level, she can see through the deepest gloom. She has darkvision out to a range of 300 feet. In that radius, she can see in dim light as if it were bright light and in darkness as if it were dim light.

    As an action, she can magically share the darkvision of this feature with willing creatures she can see within 10 feet of her, up to a number of creatures equal to her Wisdom modifier (minimum of one creature). The shared darkvision lasts for 1 hour. Once she shares it, she can't do so again until she finishes a long rest, unless she expends a spell slot of any level to share it again.
  • Vigilant Blessing:At 1st level, the night has taught her to be vigilant. As an action, she gives one creature she touches (including possibly herself) advantage on the next initiative roll the creature makes. This benefit ends immediately after the roll or if she use this feature again.
Ranger Class:
  • Favored Enemy - Orcs and Goblins: She has advantage on Wisdom (Survival) checks to track her favored enemies, as well as on Intelligence checks to recall information about them.
  • Natural Explorer - Forests: 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.


Spells

Spell Casting ability: WIS
Spell Save DC: 14
Spell Attack Bonus: +6
Levels/Slots: 2 first level

Cantrips: Guidance, Toll the Dead, Thaumaturgy

1st Level: Domain spells: Faerie Fire, Sleep

Prepared Spells: (5) Bless, Guiding Bolt, Healing Word, Cure Wounds, Sanctuary


Attacks

Shortsword: +7, 1d6+5 piercing
Longbow: +7, 1d8 +5 piercing (150/600)



Equipment
Warhammer
Chain Mail
Light crossbow and 20 bolts
a priest’s pack
A shield and a holy symbol
Scale Mail
2 Shortswords
Explorer's pack
A longbow and a quiver of 40 arrows
Traveler's clothes
Harp
poorly wrought maps from your homeland that depict where you are in Faerûn
small piece of jewelry worth 10gp (pendant)  in the style of your homeland's (Evermeet) craftsmanship
Ruby of the Warmage (75 gp?)
Studded Leather armor
Earring of Message (75gp) [5/5 charges]
a pouch containing 177gp 12sp

(still working on equipment)


Once upon a time, Xyrlee was an elven priestess of Sehanine Moonbow and lived in the far off paradise of Evermeet.  However, her memories of that place and the people she loved there are lost to her.  What she does know is that she was a part of a diplomatic delegation to broker peace.  Why and with whom, she was never told - or more likely, she was at some point, but wasn't told since her awakening.  The delegation was ambushed, seemingly by orcs, though she can't recall.  She fell during the attack, and when a passing cleric attempted to resurrect her something went wrong. 

When she first woke she attempted to discover who she was and what had happened to her.  She eventually found some surviving members of the delegation, but when they learned of her condition they shunned her and treated her like an abomination.  She quickly realized that she couldn't return to her past life and joined a Halfling caravan which traveled North.  Despite her death having occurred a handful of years ago, she has not regained many of her memories from that other life, and has all but given up hope of recalling anything more than what she already knows.

Eager to make new connections and form new memories, she joins this Elite group.

PhantomPistoleer

Quote from: Daril on October 16, 2022, 10:32:22 PM
Former slave is what I meant when I said "who joined the group after they freed her" though I could probably have been more clear.

A different character I've been considering is a chaotic good "Robin Hood" type modelled on this girl.  I was thinking she might have been in conflict with the group before becoming a member due to a misunderstanding over her Robin Hood tendencies though I'm not sure how you feel about that idea.  Class wise I'm thinking she might be either a Sorcerer (Draconic)/Bard build or maybe a Light Domain cleric crossed with something though I'm not sure how well the latter would fit the lore if we're doing official modules.

Do you (or anyone who is planning to play a character in this RPG) have any preference between the two concepts?

Sorry, I should have been more clear, too.

I think your character is great!  But play what you want to play.
Always seeking 5E games.
O/O

PhantomPistoleer

Quote from: AribethAmkiir on October 17, 2022, 04:50:14 AM
The Twilight Lady |  Xyrlee Galanodel
Reborn Gestalt (Twilight Cleric | Ranger)  |  Background: Far Traveler | Chaotic Good


HP: 13 (1d10+3)
AC: 17 (Studded Leather, 19 w/ shield); 15 (unarmored)
Initiative: +5
Speed: 30'
Passive Perception: 16
Hit Dice: d10
Proficiency Bonus: +2
Deity Sehanine Moonbow


STR: 13 (+1) | DEX: 20(+5) | CON: 16 (+3) | INT: 14 (+2) | WIS: 18 (+4) | CHA: 15(+2)


Saving Throws: STR*: +3  | DEX*: +7  | CON: +3  | INT: +2  | WIS*: +6  | CHA*: +4
Weapon Proficiency: Simple and Martial weapons
Armor Proficiency: All Armor and Shields
Skills: Insight +6, Perception +6, Persuasion +4, Religion +4, Nature +3, Stealth +7, Survival +6, Deception +4, Acrobatics +7
Tools: Harp
Languages: Common, Elvish, Halfling, Orcish


Features and Traits:
Background - All Eyes on You: Her accent, mannerisms, figures of speech, and perhaps even her appearance all mark her as foreigner. Curious glances are directed her way wherever she goes, which can be a nuisance, but she also gains the friendly interest of scholars and others intrigued by far-off lands, to say nothing of everyday folk who are eager to hear stories of her homeland.

She can parley this attention into access to people and places she might not otherwise have, for her and her traveling companions. Noble lords, scholars, and merchant princes, to name a few, might be interested in hearing about her distant homeland and people.

Race:
  • Ancestral Legacy: gain proficiency with 2 skills of choice: Acrobatics and Deception
  • Deathless Nature: advantage on saving throws against disease and being poisoned, and resistance to poison damage; advantage on death saving throws; no need to to eat, drink, or breathe; don’t need to sleep, and magic can’t put her to sleep. She can finish a long rest in 4 hours if she spends those hours in an inactive, motionless state, during which she retains consciousness.
  • Knowledge of a Past Life: She temporarily remembers glimpses of the past, perhaps faded memories from ages ago or a previous life. When she makes an ability check that uses a skill, she can roll a d6 immediately after seeing the number on the d20 and add the number on the d6 to the check. She can use this feature a number of times equal to her proficiency bonus, and she regains all expended uses when she finishes a long rest.
Cleric Class:
  • Spell casting (Cleric), WIS is Spell casting ability, Prepared spells is Cleric level + Wis, Can cast ritual spells without using slots
  • Heavy armor proficiency (Twilight Domain)
  • Eyes of Night: Starting at 1st level, she can see through the deepest gloom. She has darkvision out to a range of 300 feet. In that radius, she can see in dim light as if it were bright light and in darkness as if it were dim light.

    As an action, she can magically share the darkvision of this feature with willing creatures she can see within 10 feet of her, up to a number of creatures equal to her Wisdom modifier (minimum of one creature). The shared darkvision lasts for 1 hour. Once she shares it, she can't do so again until she finishes a long rest, unless she expends a spell slot of any level to share it again.
  • Vigilant Blessing:At 1st level, the night has taught her to be vigilant. As an action, she gives one creature she touches (including possibly herself) advantage on the next initiative roll the creature makes. This benefit ends immediately after the roll or if she use this feature again.
Ranger Class:
  • Favored Enemy - Orcs and Goblins: She has advantage on Wisdom (Survival) checks to track her favored enemies, as well as on Intelligence checks to recall information about them.
  • Natural Explorer - Forests: 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.


Spells

Spell Casting ability: WIS
Spell Save DC: 14
Spell Attack Bonus: +6
Levels/Slots: 2 first level

Cantrips: Guidance, Toll the Dead, Thaumaturgy

1st Level: Domain spells: Faerie Fire, Sleep

Prepared Spells: (5) Bless, Guiding Bolt, Healing Word, Cure Wounds, Sanctuary


Attacks

Shortsword: +7, 1d6+5 piercing
Longbow: +7, 1d8 +5 piercing (150/600)



Equipment
Warhammer
Chain Mail
Light crossbow and 20 bolts
a priest’s pack
A shield and a holy symbol
Scale Mail
2 Shortswords
Explorer's pack
A longbow and a quiver of 20 arrows
Traveler's clothes
Harp
poorly wrought maps from your homeland that depict where you are in Faerûn
small piece of jewelry worth 10gp (pendant)  in the style of your homeland's (Evermeet) craftsmanship
Ruby of the Warmage (75 gp?)
Studded Leather armor
a pouch containing 85gp

(still working on equipment)


Once upon a time, Xyrlee was an elven priestess of Sehanine Moonbow and lived in the far off paradise of Evermeet.  However, her memories of that place and the people she loved there are lost to her.  What she does know is that she was a part of a diplomatic delegation to broker peace.  Why and with whom, she was never told - or more likely, she was at some point, but wasn't told since her awakening.  The delegation was ambushed, seemingly by orcs, though she can't recall.  She fell during the attack, and when a passing cleric attempted to resurrect her something went wrong. 

When she first woke she attempted to discover who she was and what had happened to her.  She eventually found some surviving members of the delegation, but when they learned of her condition they shunned her and treated her like an abomination.  She quickly realized that she couldn't return to her past life and joined a Halfling caravan which traveled North.  Despite her death having occurred a handful of years ago, she has not regained many of her memories from that other life, and has all but given up hope of recalling anything more than what she already knows.

Eager to make new connections and form new memories, she joins this Elite group.

Oof, kind of makes me regret the no-smut proviso I laid out earlier!  I'm kidding.  No I'm not!

I think she's awesome.
Always seeking 5E games.
O/O

Elven Sex Goddess

Still Room,  I am interested....   Have something up for acceptance tomorrow.  About to go into work now, off tomorrow.   

PhantomPistoleer

Quote from: Elven Sex Goddess on October 17, 2022, 12:23:56 PM
Still Room,  I am interested....   Have something up for acceptance tomorrow.  About to go into work now, off tomorrow.

You know I would love for you to join, ESG!

But... can you post once every day? o_o

Are you free?!?!?!
Always seeking 5E games.
O/O

Daril

#43
So this is a WIP version of the chaotic good "robin hood" type who I have now named Silixia.  I ended up making her a sorcerer/bard cross as well but she differs from Nara in the details.  For example Nara can charm with Unseen Chorus, while Silixia has Command which seemed more suited to someone with draconic blood running through her veins (she has a bit of a "beware the nice ones" personality).  Obviously I will need to settle on one character or the other but I wanted to put them both out there.

Silixia
Human (Variant) (Draconic Sorcerer | Bard) | Background: Entertainer | Chaotic Good


HP:  12 (1d8+4)
AC:  16
Speed: 30 ft.


STR 18 (+4) | DEX 16 (+3) | CON 16 (+3) | INT 14 (+2) | WIS 14 (+2) | CHA 18 (+4)


Saving Throws DEX +5, CHA +6 CON +5
Skills Acrobatics +5, Sleight of Hand +5, Stealth +5, Investigation +7, Insight +4 Perception +7, Deception +6, Intimidation +6, Performance +6, Persuasion +6
Tools Flute
Senses  Passive perception 17
Languages  Common, Elven, Draconic


Observant (Feat)

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.

Draconic Ancestor (Brass)

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

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.

Bardic Inspiration

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.

Sorcerer Spells

Cantrips
Control Flames
Firebolt
Greenflame Blade
Light

1st Level
Burning Hands
Shield



Bard Spells

Cantrips
Mage Hand
Prestidigitation

1st Level
Command
Cure Wounds
Detect Magic
Identify



Longsword Attack: 1d20+6 Damage: 1d8+4 slashing, versatile (1d10)
Daggerx2 Attack: 1d20+6 Damage: 1d4+4 piercing, thrown, 20/60


Equipment:

Arcane Focus
Entertainer's Pack

AribethAmkiir


PhantomPistoleer

Always seeking 5E games.
O/O

RedPhoenix

No reason you can't make a STR based valor or blades bard!
Apologies & Absences | Ons & Offs
May you see through a million eyes.

PhantomPistoleer

#47
All right, I know it was horribly unexpected, but:

Bookmark!
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Daril, you can pick either or.  Both are fine.

I don't think I managed to pick up six players, but we'll work with what we have.
Always seeking 5E games.
O/O

ReijiTabibito

If I put in a character, will that make six?  Finally got one online, just need to make the sheet.

PhantomPistoleer

Quote from: ReijiTabibito on October 18, 2022, 11:26:52 AM
If I put in a character, will that make six?  Finally got one online, just need to make the sheet.

Sure.
Always seeking 5E games.
O/O