Gralnir Raghan

Dugwyn Deepforge's page

23 posts. Alias of Gaming Ranger.


Race

Stats:
HP: 10/10 | AC:14 | Str +3 Dex +2 Con +2 Int +2 Wis +0 Cha +3 | Init +2 | bardic inspiration: 3/3 spells: 1st lv 2/2l

Classes/Levels

Attacks:
| Handaxe +5 1d6+3 (range/60)(light thrown); Crossbow+4 1d8 (range 80/320)ammo =19

Gender

Saves & Proficiency:
Dexterity (+4), Charisma (+5) //Investigation (+4), Persuasion (+5), Performance (+5), Arcana (+4), History (+4)

About Dugwyn Deepforge

Dugwyn Deepforge, Mountain Dwarf Sage Bard/1
HP 10/10, AC 14, Initiative +2, Speed: 25 feet, Proficiency +2
STR 17 DEX 14 CON 14 INT 14 WIS 11 CHA 17
Inspiration (DM): 0

Attacks:

Handaxe: 1d20+5, 1d6+3 Slashing Damage, Light, Thrown, (range20/60)
Dagger: 1d20+5, 1d4+3 Piercing Damage, Finesse, Light, (Thrown [20/60])
Crossbow, light: 1d20+4, 1d8 Piercing Damage, (Range [80/320]), Ammunition, loading, two handed.

Proficiencies:

Saving Throws: Dexterity (+4), Charisma (+5)
Skills: Investigation (+4), Persuasion (+5), Performance (+5), Arcana (+4), History (+4)
Weapons: All Simple Weapons, Hand Crossbows, longswords, rapiers, shortswords, Battle axe, handaxe, throwing hammer, warhammer.
Armor: Light Armor, Medium Armor
Tools: Brewers supplies, Fiddle,
Languages: Common, Dwarven, Elvish, Giant
special" Stonecunning[add double your proficiency bonus when making history checks about stonework]

Spellcasting:

Spellcasting Bonus: +5
Spellcasting DC: 13
Spell Slots: 2/2
Cantrips Known: Light, Vicious Mockery
1st-Level Spells Known: Heroism, Cure Wounds, Faerie Fire, Dissonant Whispers
Prepared Spells: Cure Wounds, faerie Fire

Other Class, Race and Background Features:

Class Features:
SPELL CASTING (You can cast Bard spells and have learned to untangle and reshape the fabric of reality in harmony with your wishes and music [PHB pg52-53])
BARDIC INSPIRATION(You can inspire others through stirring words or music (1d6, 3/day reset on long rest)[PHB pg53-54])

Race Features:
ABILITY SCORE INCREASE (STR +2, CON +2)
MEDIUM ARMOR PROFICIENCY
SPEED speed 25 feet and not reduced by wearing heavy armor.
STONECUNNING
DARKVISION
DWARVEN RESILIENCE advantage on saving throws against poison and resistance against poison damage.

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

Inventory:

Total Inventory Slots:
Unencumbered: Strength (17) x 1.5 (Round Down) = 25 max.
Encumbered: Strength (17) x 3 (Round Down) = 51 max.
Heavily Encumbered: Strength (17) x 4.5 (Round Down) = 76.5 max.
Slots Used: 26 [22 without armor]
Status: unencumbered
Penalty: None

Coins & Gems: 1 Slots Used
Coins and Gems List
12GP, 1EP, 5SP, 13CP (1)

Armor Slots: 4 Slots Used
Armor List
Chain Shirt (4)

Weapon Slots: 6 Slots Used
(Maximum of six.)
Weapon List
Handaxe (1), Handaxe (1), Crossbow, light (2); Hammer, light (1); 20 bolts (1);

Readied Item Slots: 4 Slots Used
(Maximum of four.)
Readied Items List
Rope, Hemp (2); Quill (0); Paper [1 sheets] (0), Waterskin (1), Lute (1)

Stored Item Slots: 11 Slots Used
Stored Items List
Backpack (1)
Rations [2] (2/5)
Mess kit [1]
Bottle (ink, black) (0)
Quill (0)
Knife, small (1/5)
Cloths, travelers (1)
Cloths, fine (2)
Letter (from colleague) (0)
sealing wax (0)
Soap (0)
Tinder box (1/5)
Bed roll (2)
Blanket (1)
Waterskin (1)
Case, crossbow bolt (1)
Crossbow bolts [20] (1)
Mirror, steel (1/5)
Party treasure (0)

Background:

Sage
You spent years learning the lore of the multiverse. You scoured manuscripts, studied scrolls, and listened to the greatest experts on the subjects that interest you. Your efforts have made you a master in your fields of study.
Specialty: Researcher

Personal Characteristics:

Alignment: Neutral Good

Personality:
Dugwyn is out going and inquisitive. He is often brash and unintentionally insults people with his blunt nature. He has quite a bit of knowlege on all things dwarvish and Ian't afraid to share it (and let you know how superiour it is).

Appearance:
Dugwyn has light colored hair the color of the sun on a warm summers day with a large mustache and neatly braided beard the same color. His skin is lightly tanned and he has sparkling blue eyes that are alive with mischief. Dugwyn is on the short side for a dwarf, but wider then most.

Portraits: Dugwyn

Personality Trait There is nothing I like more then a good mystery.

Ideal Self-Improvement: The foal of a life of study is the betterment of oneself. (Any)

Bond My life's work is a series of tomes related to a specific field of lore.

Flaw I speak without really thinking through my words, invariably insulting others.

Trinket A brass ring that never tarnishes.

Back Story:

The Sun beats down on the squat Dwarfs head as he wonders at the turn of events that have led him to such desperate straits. Dugwyn remembers the optimism he had when he set forth from his master’s hall not so long ago. He was well provisioned for travel and armed with the stories of a hundred Dwarven Kings.

So with great anticipation he set off in search of some recipes to add to his catalog of Ales, Beers, and Other Brews. His journey began well as he traveled along the Sword Coast. He searched the libraries of Candlekeep for lore on old brewing techniques and found a surpisingly fruity mead at the Friendly Arms Inn. Dugwyn eventually found his way to the city of Waterdeep. Unfortunately, his time in the city met with one disaster after another until he was almost destitute.

Down on his luck Dugwyn traveled the city looking for Any type of work. As he travels through the city streets he sighs, as he considers, for such a cosmopolitan city the residents have little love for me Dwarven epics or me somber ballads. If me run of bad luck persists I’ll have to sell me lute

Dugwyn enters the tavern in order to get out of the days heat hoping, if he is lucky, that someone will buy him a drink and, if he is really lucky someone will offer him some work. He looks around the bar and notices a few Dwarven faces as he makes his way to the bar, perhaps the swill they call ale is better here if some of me kinsmen frequent the place?”.

Faction:

Faction information: