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So looking through a few options I think I am landing on a Human Barbarian heading towards Totem Warrior.

It is my first foray into 5e, and I feel like that guy has some interesting mechanics without presenting too many options.


OK, this is Kaldwell. A Dragonborn who was captured and experimented on for...reasons he doesn't know. I'm imagining it was actually the party who rescued Kaldwell from his captivity and helped him heal, hence his ferocious loyalty, but it's easy enough to change that to he went his own way so he could discover who he really is.

Kaldwell is a fairly tanky fighter, whose item - Mithrall Fullplate - and Second Wind means that he is gonna be standing through most poundings. He's surprisingly charismatic, too. On the downside he's massive and clumsy - even with that Mithral he's never going to be sneaky, and if he screws up on Dex saves he falls over.

Kaldwell - Tainted Dragonborn:

Male Dragonborn Fighter 1
Chaotic Good

Initiative; -1 Passive Perception 14
--------------------
Defense
--------------------

AC 19
hp 13
Saving Throws
Strength +6, Dexterity -1, Constitution +5, Intelligence +1, Wisdom +3, Charisma +4.
Resistance: Fire.

--------------------
Offence
--------------------

Speed 30 ft.

Melee 2 x Battle Axe - +6 to hit - 1d8+4 slashing

--------------------
Statistics
--------------------

Str 18, Dex 9, Con 16, Int 13, Wis 14, Cha 18,
Proficiency Bonus +2

Racial Traits
Draconic Ancestry - Gold Dragon
Breath Weapon - 3 per short or long rest - 15ft Cone of Fire, inflict 2d6 fire damage, DC 13 Reflex to half.

Tool Proficiency
Cards
Land Vehicles
Skills
Arcana (Int) +1
Acrobatics (Dex) -1
Animal Handling (Wis) +2
Athletics (Str) - +6 - Proficient
Deception (Cha) +4
History (Int) +1
Intimidate (Cha) - +6 - Proficent
Insight (Wis) +2
Investigation (int) +1
Nature (Int) +1
Performance (Cha) - +4
Persuasion (Cha) +6 - Proficient
Perception (Wis) +4 - Proficient
Medicine (Wis) +2
Religion (Int) +1
Survival (Wis) +2
Stealth (Dex) -1
Sleight of Hand (Dex) -1

Languages Common, Draconic

Combat Gear - 2 x Battle Axe, Mithral Full Plate, Light Cross Bow, 20 Crossbow Bolts.
Gear 1 x Common Clothes, Rank Insignia, Deck of Cards
Cash 10gp

--------------------
Background
--------------------

Mercernary Veteran
- Proficences - Cards, Land Vehicles, Persuasion, Athletics
- Personality Trait - I’m always polite and respectful.
- Ideal - When people blindly follow orders it becomes tyranny.
- Bond - Those who fight besides me are worth fighting for.
- Flaw - My hatred of my enemies is complete.

--------------------
Special Abilities
--------------------

Fighting Style: Two-Weapon Fighting - When using two weapons to fight, the off-hand weapon inflicts full damage.
Second Wind - Once per short or long rest, as a bonus action, heal 1d10+ Fighter Level.

Dual Wielder - Gain +1 to AC when wielding two weapons, use any single-handed weapon in off hand and you can draw or stow two weapons in the same action.
Clumsy - In difficult terrain, and when rolling a Dexterity save, rolling a 1 or 2 results in falling prone.

Appearance:
Standing at a towering seven feet tall even though slightly hunched, Kaldwell is hard to not notice. Massive shoulders and thick arms and legs leave many feeling smaller. His legs alone are larger than some people he knows. Added to that is the massive fullplate he traditionally wears and he is an imposition sightly.

Still, there is something...off about him. Although he is a gold Dragonborn his scales are off colour, more rose gold than the traditional sunlit yellow of his fellows, with the edge of each scale verging towards a light metallic red. The long spines that run from the top of his head have the same strange effect, and his eyes are a dark red.

His suit of armour - fitted for his massive frame, as all sets of plate must be - is lacquered in lack with a trim of gold and bronze. One pauldron is covered by a red cloth, obscuring a symbol beneath, while the other has been worked with the logo of his old mercenary company Not surprisingly, all things considered, he tends to carry a large pack with most of his possessions on his back or by his side for the most part. His axes, when not in his hands, swing from hooks on the massive black leather belt around his waist along with various pouches.

Kaldwell speaks in a low, sibilant rumble that can be felt in the bones as much as heard. As a Dragonborn he doesn’t sweat - something only mammals can do - and as such tends to smell of metal and leather polish.

Personality:
It’s sometimes hard to get to know Kaldwell. He’s friendly enough, cheerful and talkative, but intimidating by his mere presence. Still, those who take the time find him to be charming, unfailingly polite and dedicated to aiding his friends and allies. He is surprisingly insightful and personable.

While Kaldwell is a decent man, his focus is on his friends, his family and his allies first. He’s happy to help people when he can, and often will, but prefers to focus on the people he knows first and foremost.

Kaldwell is respectful most of the time, but does not take abuse of authority especially well. Those who try to exert authority over him without earning some kind of respect, at least by reputation. Without respect the best that is likely to happen is compliance with a malicious bent, or occasionally a blank stare.

History:
Kaldwell has limited memories of his past, now. What he does remember are...snippets. He remembers flashes of a normal childhood with other hatchlings, his shining gold scales the envy of many. If he struggles he can remember...a woman’s voice. A scent of something alchemical. Sensations that mean something but that he can’t recall.

He recalls a mercenary, with a clawed fist as the logo. Looking up to the human soldier who lead the company, after they saved the village from damage. Wanting to join. Just old enough, just tall enough. He learns to wear armour, wield weapons. Fight with two at once, even.

Than there was a battle, Kaldwell thinks. He was captured by...something? There were chains. There was hunger, and thirst. And then there was pain.

This part is fuzzier, and Kaldwell tries very hard not to remember. He remembers...demons. Each time one was forced to possess him, then exorcised from his flesh. And than it was repeated, again, and again, and again. Spells were poured into his mind, trying to change him, the way he thought, who he was. He could feel his mind, his heart being stripped from him a tiny layer at a time.

His body changed too. When it began he had been looking his tormenter - an Elf? A human? - in the eyes. Now he was looking down. Manacles that had bound him were enlarged, strengthened. He felt...powerful. There was armour, and fights. Blood flowed. His sometimes. Not often though. And then sleep once again.

But there snippets. Conversations. Words. Enhanced. Stronger. Tougher. Personality. Clumsy. Slow. Useless. Failure. Kaldwell didn’t understand what the words meant at the time. Didn’t understand why they made him feel odd. Made him feel angry, bitter, like a waste. There was very little of him left by then.

And then...deliverance. Heroes. Adventurers. They arrived in the strange dungeon where Kaldwell, and delivered...mercy. For Kaldwell that meant rescue. For many of the others it meant...a freedom from pain and madness. Kaldwell helped. There was little else left in the massive creature than violence, but that he understood. Oh yes. But the...things...behind it were gone, with there little notes and stacks of books.

Once the place was purged the adventurers began to work to bring Kaldwell back to where he belonged. The problem was that the creature - a massive,rose gold Dragonborn - was not what had been taken into the place. Only snippets of the original still existed. Even his name was gone. So one of the people who rescued him called him Kaldwell, after his own father. Apparently a man even taller and stronger than the Dragonborn, although few believed it.
And, as they journeyed, Kaldwell was taught how to be a sentient creature instead of a weapon. What emerged was a witty, charming being who got on well with the people who weren’t intimidated by his pure size.

The only thing he kept of his old life, of the previous being who’d owned this form, was the symbol of his company. The man deserved to be remembered for the fight he’d put up. Without it Kaldwell would not exist. And he kept the armour. It fit, but the fact it could accommodate even more bulk spoke of...potential.

Grand Lodge

Might change up my concept


Lots of martials.

I’m keeping the nutbar ready player one obsessive of the hidden dragon hoard.

I’m changing to an sun elven arcane trickster sage for game mechanics.

Cheers


Thank you, GM. One Dragonborn Sorcerer Gladiator coming up!


Hello everyone! Definitely interested in this. I'm an experienced 5e player from both sides of the screen, though I'm new to Dragonheist. I'm going back and forth between a Kobold Rogue (Thief) and a Yuan-ti Pureblood Bard (Swords). Any opinions Mr. Boss-Man Sir?

4d6 ⇒ (6, 1, 6, 6) = 19 > 18
4d6 ⇒ (3, 5, 6, 4) = 18 > 15
4d6 ⇒ (5, 2, 6, 3) = 16 > 14
4d6 ⇒ (4, 6, 4, 6) = 20 > 16
4d6 ⇒ (1, 6, 1, 4) = 12 > 11
4d6 ⇒ (1, 2, 2, 5) = 10 > 9
That is the first time I have EVER rolled an 18 for stats!!! If that's not a good omen I dunno what is!


Alright, let's try stats again...

4d6 ⇒ (5, 5, 5, 2) = 17 15
4d6 ⇒ (2, 5, 3, 4) = 14 12
4d6 ⇒ (1, 6, 3, 2) = 12 11
4d6 ⇒ (2, 6, 3, 2) = 13 11
4d6 ⇒ (6, 3, 6, 5) = 20 17
4d6 ⇒ (1, 3, 6, 6) = 16 15

That is decidedly better. Opens up many more options. I'll have to dwell on just what to play.


I love random creation tables...so I am going to roll some stuff for my background.

Origin: 1d10 ⇒ 10 - Tribal Marauder
Personality: 1d8 ⇒ 8 - "I was in fact, raised by wolves"
Ideal already written: "Death is dealt to all. Somedays you are the dealer, one day you will be the dealt." (Neutral)
Bond: 1d6 ⇒ 4 - "I am the last of my tribe, and it is up to me to ensure their names enter legend."
flaw: 1d6 ⇒ 6 - "Don't expect me to save those who can't save themselves. It is nature's way that the strong thrive and the weak perish."

I had already decided on True Neutral because of the idea for his Ideal that I wrote. All of the rest of that fits really well in that.

Sweet.


Okay. I think I am done then. I present Lander Hornbreak for consideration. He is a human barbarian.

He is a human orphan that grew up feral in the wilderness from the age of 6. What he knows of his tribe is the runes scribed on the handle of his greataxe that identifies him as a Hornbreak. He remembers great warriors hiding him away and fighting while an army of orcs burned and ransacked his village.

His experience has given him a Nihlistic outlook on life. He is very much survival of the fittest, and he knows one day he will no longer be the fittest, but until then he plans to bring as much honor and glory to Hornbreak as possible.

This is my first ever 5e character, so I would appreciate any feedback as well as a double check to ensure that I have done everything correctly.


Here is my idea:

Spoiler:
urban bounty Hunter background with stealth 5 and persuasion 4, blood Hunter class with survival 5 and acrobatics 5, human variant so +1 on two and a feat being polearm master. Human skill perception 5.

8(19)str, 16 Dex, 16 con, 13 int, 16 Wis,and 15 cha

Uncommon item gauntlets of ogre power

Netzer has been a guy people come to for finding things on the street until he had a run in with some undead and a local church to restore his lost strength donated the gauntlets to him for his deeds.


I forgot about the uncommon item!

I looked through the DMG, there are some pretty powerful uncommon items to choose from. Maybe it is my Pathfinder showing. I selected Gauntlets of Ogre Power, which bumps my str from 14 to 19. Am I correct in believing that that is allowed by the character creation rules? I am hesitant since that would be a pretty powerful and expensive item in PF.

Oh, just realized that is what Edelsmirge picked out too. If you would prefer not to have that overlap I can go with something else.


Took a little bit of searching through options, but I think I've settled on a kenku sailor cleric of Valkur. More to come as I get it done!


Just need to add spells but here is my bow shooting druid.

Antal


And since I have some time I will try to make one more if you don't mind.

Stats: 4d6 ⇒ (2, 6, 4, 6) = 18 16
Stats: 4d6 ⇒ (5, 5, 6, 3) = 19 16
Stats: 4d6 ⇒ (5, 1, 3, 5) = 14 13
Stats: 4d6 ⇒ (5, 4, 4, 6) = 19 15
Stats: 4d6 ⇒ (2, 6, 1, 1) = 10 9
Stats: 4d6 ⇒ (5, 6, 4, 2) = 17 15

I smell a power house, I think maybe a Paladin or Arcane Trickster


I'll give it a roll...

4d6 ⇒ (6, 1, 4, 6) = 17 -> 16
4d6 ⇒ (4, 2, 2, 2) = 10 -> 8
4d6 ⇒ (4, 4, 5, 4) = 17 -> 13
4d6 ⇒ (5, 3, 2, 6) = 16 -> 14
4d6 ⇒ (2, 4, 5, 3) = 14 -> 12
4d6 ⇒ (2, 5, 2, 2) = 11 -> 9

I wanted to give Eldritch Knight a go.

Grand Lodge

Okay changing my character to a female Yaun-Ti, Pureblood Draconic[Gold] Sorceror looking at backgrounds now


Pathfinder Maps Subscriber; Pathfinder Roleplaying Game Superscriber

Stat Roll: 4d6 ⇒ (6, 1, 5, 5) = 17
Stat Roll: 4d6 ⇒ (6, 4, 6, 5) = 21
Stat Roll: 4d6 ⇒ (4, 6, 2, 3) = 15
Stat Roll: 4d6 ⇒ (1, 4, 5, 6) = 16
Stat Roll: 4d6 ⇒ (3, 4, 3, 2) = 12
Stat Roll: 4d6 ⇒ (3, 6, 5, 3) = 17

16, 17, 13, 15, 10, 14... well then... thats a lot of viable optiona open to me.


Here is my submission:

Elan, a human ranger (likely to choose the gloomstalker archetype from Xanathar's guide). He's from an obscure sect of Helm in the north who dedicated themselves to protecting innocents from incursions from the underdark. He was brought to near death during an assault on the sect's base when it was overrun. He wasn't the only survivor but the remnants of the cult scattered after that.

During the fight, the head of the order bestowed a relic of the sect - the shield of the sentinel which he still carries.

He's going to be a tanky melee fighter (with the protection fighting style and using a longsword and shield) - focussed on protecting the party and the world from the creatures lurking in darkness. He'll have underdark as his favored terrain.

Base Info:
Race – Human
Class – Ranger
Background – Acolyte of Helm (God of Protection)
Alignment – Neutral Good
Languages – Common, Drow, Dwarven, Infernal

Stats:
Hit Points - 11
Armor Class – 18 with shield

Strength – 16
Dexterity – 14
Constitution – 13
Intelligence – 12
Wisdom – 16
Charisma – 8

Proficiencies:
Strength and Dexterity Saves

Insight (WIS)
Religion (INT)
Perception (WIS)
Stealth (DEX)
Survival (WIS)

Equipment:
Scale Mail
Longsword
Shield of the Sentinel
Longbow
Quiver (20 arrows)
Holy Symbol of Torm

Backpack
Crowbar
Hammer
10 pitons
10 torches
Tinderbox
10 daysrtions
Waterskin
50 feet hempen rope
Prayer book
5 sticks of incense
Vestments
Common Cloths

Pouch – 10gp


Here is my submission: Tarkax the Thunderer, Dragonborn Draconic Bloodline Sorcerer (Bronze Dragon). He's mostly a damage dealer with some mild utility, and equally good with spell and trident.

Crunch:

Tarkax the Thunderer
Male Dragonborn sorcerer 1
Chaotic Neutral

Initiative +3; Passive Perception 9
----------------
DEFENSE
----------------

AC 16
HP 9
Saving Throws
Strength +3, Dexterity +3, Constitution +4, Intelligence +0, Wisdom -1, Charisma +5
Resistance: Electricity

----------------
OFFENSE
----------------

Speed 30 ft

Melee Trident +5 (1d8+3 piercing, thrown (range 20/60), versatile (1d10))
Ranged Light Crossbow +5 (1d8 piercing, Ammunition (range 80/320), loading, two-handed)
Either Dagger +5 (1d4+3 piercing, Finesse, light, thrown (range 20/60))

----------------
SPELLCASTING
----------------

Spell Attack +5
Spell Save DC 13

Spell Slots: 1st - 2

Cantrips Known
Fire Bolt
Light
Mage Hand
Shocking Grasp

Spells Known
Burning Hands
Shield

----------------
STATISTICS
----------------

Str 17, Dex 16, Con 15, Int 11, Wis 8, Cha 17
Proficiency Bonus +2

Racial Traits
Draconic Ancestry - Bronze
Breath Weapon - 1 per short or long rest, 5 x 30 ft. line, 2d6 lightning damage, DC 12 Dex save for half

Tool Proficiencies
Disguise Kit

Weapon Proficiencies
Daggers, darts, slings, quarterstaffs, light crossbow, tridents

Skills
Acrobatics (Dex) +5 - Proficient
Animal Handling (Wis) -1
Arcana (Int) +2 - Proficient
Athletics (Str) - +3
Deception (Cha) +3
History (Int) +0
Intimidate (Cha) +3
Insight (Wis) -1
Investigation (int) +0
Nature (Int) +0
Performance (Cha) - +5 - Proficient
Persuasion (Cha) +5 - Proficient
Perception (Wis) -1
Medicine (Wis) -1
Religion (Int) +0
Survival (Wis) -1
Stealth (Dex) +3
Sleight of Hand (Dex) +3

Languages: Common, Draconic

Combat Gear: Trident, light crossbow with 20 bolts, two daggers
Gear: ring of jumping, favor of an admirer (scarf), costume, pouch w/ 15 gp, dungeoneer's pack, component pouch

----------------
Background
----------------

Gladiator
-Proficiencies: Acrobatics, Performance, Disguise Kit, Trident
-Personality Trait: I love a good insult, even one directed at me.
-Ideal: Creativity. The world is in need of new ideas and bold action
-Bond: I want to be famous, whatever it takes.
-Flaw: I'll do anything to win fame and renown.

----------------
Class Abilities
----------------

Sorcerous Origin: Draconic Bloodline
Dragon Ancestor: Bronze
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.

Elevator Pitch Backstory:

Tarkax was kidnapped as a hatchling from Tymanther and taken to Calimshan, where he was trained to fight in the arena for entertainment. Being blessed of both great physical traits and a knack for performance, he soon became a fan favorite. Once he began exhibiting signs of magical powers, he was gifted a ring of jumping by his trainers with the intent being to have him use it to make matches more exciting. None of them expected him to use the ring to jump into the stands and escape the arena.

Tarkax had arranged passage for himself on a boat bound for Baldur’s Gate. He escaped the watch chasing him, leapt onto the boat as it sailed away, and escaped. Once free of Calimshan and in Baldur’s Gate, Tarkax worked his way north to the city of Waterdeep, far from Calimshan. Perhaps he may even venture all the way to Icewind Dale, eventually, putting as much distance between himself and his trainers as possible.

Grand Lodge

Zihu Wands:

Zihu Wands
Yuan-Ti,Pureblood female Sorceror(Draconic) 1st
Medium Humanoid(Yuan-Ti) N
Hgt 6’’ Wgt.135 Age:18
Init:+2 Perception 1
XP:
Defense:
Armor:15
AC:
HP:8
Offense:
Speed: 30ft.,
Melee:
Dagger+4 1d4+2
Ranged:
Light Crossbow +4
Statistics:
Str:10 Dex:15 Con:13 Int:12 Wis:11 Cha:16
Proficiency Bonus: +2
Saving Throws: Str:+0 Dex:+2 Con:+3 Int:+1 Wis :+0 Cha:+5
Skills: Decpetion+5, Persausion+5,History +3,Arcana+3
Tools:
Language: Common, Draconic, Abyssal,Elven
Gear:A set of fine clothes, a signet ring or brooch, a scroll of pedigree, a skin of fine wine, and a purse containing 20 gp
Explorers Outfit:Backpack,Bedroll,mess kit, tinderbox,10 torches,10 days rations,waterskin,50ft. Hemp Rope
PP: GP:20 SP:CP:
Magical Items:

Feat:

Racial Traits:
+2 Cha,+1 Int
Speed:30ft,
Darkvision:
You can see in dim light within 60 feet of you as if it were a bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

Innate Spellcasting:
You know the poison spray cantrip. You can cast animal friendship an unlimited number of times with this trait, but you can target only snakes with it. Starting at 3rd level, you can also cast suggestion with this trait. Once you cast it, you can’t do so again until you finish a long rest. Charisma is your spellcasting ability for these spells.

Magic Resistance:
You have advantage on saving throws against spells and other magical effects.

Poison Immunity:
You are immune to poison damage and the poisoned condition.

Size: Medium.
Speed: 30ft,
Background: Waterdhavian Noble
Skills: History, Persuasion
Languages: Elven
Tools: Violin
Traits:

Personality:
-I have very high standards for my food, drink and physical pleasures
-My eloquent flattery makes everyone I talk to feel like the most wonderful and important person in the world.

Ideal:
-Inspiration. My actions set an example for the lesser castes to emulate. (Any)
-Independence. I must prove that I can handle myself without the coddling of my family.

Bonds:
-I have an interest in an unsuitable mate, which I can’t suppress.
-My house’s alliance with another noble family must be sustained at all costs.

Flaw:
-I hide a truly scandalous secret that could ruin my family forever.[That she is Yuan-Ti and not just Dragon Blooded]
-I secretly believe that everyone is beneath me.
Feature:
Kept in Style:
While you are in Waterdeep or elsewhere in the North, your house sees to your everyday needs. Your name and signet are sufficient to cover most of your expenses; the inns, taverns, and festhalls you frequent are glad to record your debt and send an accounting to your family’s estate in Waterdeep to settle what you owe.
This advantage enables you to live a comfortable lifestyle without having to pay 2 gp a day for it or reduces the cost of a wealthy or aristocratic lifestyle by that amount. You may not maintain a less affluent lifestyle and use the difference as income—the benefit is a line of credit, not an actual monetary reward.
Class Features: Sorceror
Sorcerous Bloodline: Draconic
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.
Gold Dragon: Fire
Dragon Resilience:
As magic flows through your body, it causes physical traits of your dragon ancestors to emerge. At 1st level, your hit points 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.

.

Spell- DC:13 Spell Attack:+5
Cantrips-41st- 2
Cantrips: Poison Spray, Fire Bolt, Prestidigitation, Light
1st- Magic Missile, Shield

Ritual Spells”:


Zihu Wands is the Bastard Daughter of house wands who is exotic looking Human with golden hair[uses the Circlet of Human Perfection]seeking fortune to elevate herself above her [Human] lessers! Hearing about this fortune she has begun to gather the right information to bring her closure to such fortune and reveal her true self!


Very interested in applying for this game. However, I haven't rolled dice on this forum before so let me know if I've made a mistake:

Stat Roll: 4d6 ⇒ (1, 2, 2, 2) = 7
Stat Roll: 4d6 ⇒ (6, 3, 1, 6) = 16
Stat Roll: 4d6 ⇒ (6, 6, 3, 3) = 18
Stat Roll: 4d6 ⇒ (6, 6, 1, 3) = 16
Stat Roll: 4d6 ⇒ (2, 4, 4, 3) = 13
Stat Roll: 4d6 ⇒ (4, 6, 5, 3) = 18

EDIT: Alright that didn't work. Let's see if it will roll now.

EDIT 2: Ok so I got a 6 (rounded up to 8), 15, 15, 15, 11 and a 15.

Alright barring that glaring weakness, mostly fairly decent numbers. Let me give some thought on what that 8 should be. I'm thinking probably strength.


Alright so I've got my character idea. An Undying Warlock human (non-variant) named Reesa Shay.

Stats: https://ddb.ac/characters/11527064/lhVEvu

Reesa Shay backstory:

Background: There are manystreet rats who grow up on the streets of Waterdeep, orphaned but with big dreams of finding that big score, of being rich enough to never struggle again. As they grow older, they forget their dreams, beaten down by the cruelty that was reality.

Not Reesa. She held onto that dream, of finding the biggest score, Dagult's Vault and made it her life's work. She's worked for thieves guilds and gone temple diving, honing her craft until one day she hit what she thought was the big score. A hidden lost temple vault, close to Waterdeep.

She took some heavy loans from some very bad people, but she knew finding the vault would make everything alright. She went there with a top crew. But the vault was no Dagult's dragons, but instead held a few glowing crystals and a single ring on a pedestal.

She walked to the ring and picked it up, when she suddenly heard a voice call from it.

"They're about to kill you."

Before she could consider what that meant, suddenly she was stabbed in the back. Then again. And then again.

As she fell to the ground, her body growing cold, she whispered, "I don't want to die."

the voice in the ring whispered back,

"Swear yourself to me, and I will give you power beyond death."

"I swear. I just don't want to die."

There was a flash of purple light, and then nothing.

When Reesa awoke, she was surrounded by the smoking skeletons of her traitorous crew. She immediately fled the temple, taking the ring with her, and stuffing a minor crystal in her pocket.

She knew she couldn't go back to the loansharks-she hadn't found the temple, and it looked like she had killed her entire crew, so they're definitely going to be after her. Worst of all, the ring had changed her into something else. More to the point the spirit would make demands, and she found it difficult to not obey the voice which had given her new life.

Regardless of the cost, Ressa knows the only way she can make things right, the only way to make things worth it, is to find the vault. And she's going to need a new crew. Time to call in some old friends.

Picture: https://i.pinimg.com/originals/b5/2f/5e/b52f5ef08fded7f696f7cf0d0cb07026.jp g

Let me know what you guys think. I've gone with kind of a roguey Warlock with some interesting powers. Not sure how effective the anti-undead thing is gonna be, but it could be fun.

The uncommon item I picked was the Ring of Mindshielding (https://roll20.net/compendium/dnd5e/Ring%20of%20Mind%20Shielding#content). I decided the ring already has a spirit in it, her Undying Patron. I'm thinking some kind of wizard or something like that, but I'm ok with whatever idea the GM might have for who or what could be in that ring.

Let me know what you think!


Ok strange thing I can't edit my last post. I changed my character slightly. Her old name is Shayde (as in Shayde on the rooftops), and her current name is Reesa.

Also she's a Tabaxi: https://i.redd.it/p54xt5airzq01.png

However the character sheet link will still link to the current upto date character sheet. Do you want me to write it out like the others have?


CoreBrute wrote:
Ok strange thing I can't edit my last post.

There's a one hour timer - after that window has closed, you can't edit old posts.


Dotting for interest. I love 5E and it’s been a while since I’ve been a player. I’ll likely roll up a bard today or tomorrow!


Ready Player One:

Race: Sun (High) Elf
Class: Rogue / Arcane Trickster
Str 14, Dex 18, Con 14, Int 15, Wis 14, Cha 14
Skills: Acrobatics, Arcana, Athletics, History, Investigation, Perception, Stealth
Languages: Common, Elvish, Draconic, Sylvan
Uncommon Magic Item: Winged Boots
Background: Sage
* Personality traits:
1. There’s nothing I like more than a good mystery.
2. I’m convinced that people are always trying to steal my secrets.
* Ideal: Knowledge. The path to power and self-improvement is through knowledge.
* Bond: I've been searching my whole life for the answer to a certain questions: Where is the secret vault of Dagult Neverember hiding a half a million dragons, and how do you open it?
* Flaw: I am easily distracted by the promise of information.
Alignment: Neutral
Backstory: Ivelios Liadon grew up at a small elven court in the High Forest isolated from much of Faerun. He danced and learned and frolicked within the forest. One day, he shared a campfire with a gnome tinker who told him an amazing story of hoard of treasure hidden within the largest city that he had ever heard described. After saying farewell to his family, he followed the gnome to Waterdeep.

In the years since, he has stayed obsessed with finding the secret vault of Dagult Neverember. Ivelios has devoured every scrap of esoteric information about Dagult Neverember and pursued every lead. While some of the gold of the hoard would be fun, his source of passion is the mystery and ambition to be the one solve it.

Liberty's Edge

Here is Ellena Garvaneel, Charlatan Warlock. D&D Beyond does not allow me to share description and background, so I'm copying them down here.

Traits:

Personality Traits
- Flattery is my preferred trick for getting what I want.
- I keep multiple holy symbols on me and invoke whatever deity might come in useful at any given moment.
Ideals
- Independence. I am a free spirit—no one tells me what to do. (Chaotic)
Bonds
- I fleeced the wrong person and must work to ensure that this individual never crosses paths with me or those I care about.
Flaws
- I’m convinced that no one could ever fool me the way I fool others.

Backstory:

Mistshore is not a safe place for a street kid to grow up in, but if, for a stroke of luck, you happen to join one of the varying small communes of people sharing adverse fortunes, it may be not that bad of a childhood.
Ellena, an abandoned human given a halfling name and an elven surname, grew up among people who had to scrounge every copper nib for every meal. She learned to pick a pocket as soon as she managed to walk, and she was taught to lie as soon as she could speak. Before the age of 16 she had learned most of the tools of the trade: confidence tricks, no confidence tricks, selling almost legitimate Philosopher's Stones, the Impoverished Heir gambit and all sorts of ways to sell glass as diamond and brass as gold.

When an opportunity that was too good to be true presented itself, in hindsight, she should have known that it was, indeed, too good to be true. But the chance to enter the good graces of Baron Vorel tempted her too much. She fashioned herself as a food merchant, infiltrated the network of suppliers, and within a month she had managed to get herself an audience with the lord. Her plan was to sell a non-existent cargo of Rashemeni food, then disappear in the shadows.
Then it all went wrong.
When she woke up, she was in the Misty Forest, and from a distance she heard dogs and yells. Her blood chilled when she recognized the cries as calls to Malar. Night-blind, she ran away until an arrow hit her leg, sending her to the ground. Up in the air was Baron Vorel, flying and grinning as he nocked an arrow. She commended her soul to any god who could find it, and to her surprise something answered. Lurue, foe of Malar, had decided by some whim to grant her some measure of power, and Ellena quickly accepted the pact. The Eldritch Blast knocked the Baron unconscious.
As he fell, she stole the magical boots that were allowing him to fly, and quickly fled to the familiar shores of Waterdeep, hoping that he would never track her down.

Nowadays, she's still running some petty coins and swindling those who would swindle others, but she can always feel the tingle of magic, often giving her the upper hand. Many times has she wondered what Lurue might ask from her in exchange for those powers, and as many times she has found no answer. It doesn't seem to be worship, Ellena is no cleric. For the meantime, she's just keeping herself in the game, running cons long and short, taking money from those who have too much, and helping those in the commune, as she herself was helped. And recently there are voices of new clues leading to Dagult's vault...


I took Winged Boots as my object, tell me if it's too strong.


Ready Player One:
The hooks to other player characters can be threefold.
1. They could share the obsession to find the secret vault of Dagult Neverember.
2. They could be roommates or flatmates; Ivelios needs to trance some where relatively safe.
3. Ivelios could help the others earning coin for food and shelter; he has a diverse skill set and a fair hand with a bow and blade, so he is up for most anything, as long as it doesn’t take him too much away from his obsession…


And this one is ready my Paladin of Tyr.
Quonx

Grand Lodge

Readying a character...

4d6 ⇒ (1, 4, 2, 4) = 11
10
4d6 ⇒ (6, 2, 2, 1) = 11
10
4d6 ⇒ (1, 3, 5, 4) = 13
12
4d6 ⇒ (1, 5, 2, 3) = 11
10
4d6 ⇒ (2, 2, 2, 5) = 11
9
4d6 ⇒ (3, 2, 2, 2) = 9
7... becomes 8.

Errr... I'm pretty sure the dice gods have not shined on me here. Am I allowed a re-roll?

Aiming for a rogue swashbuckler character but will see what any possible re-roll may bring.


Helaman wrote:

Readying a character...

4d6
10
4d6
10
4d6
12
4d6
10
4d6
9
4d6
7... becomes 8.

Errr... I'm pretty sure the dice gods have not shined on me here. Am I allowed a re-roll?

Aiming for a rogue swashbuckler character but will see what any possible re-roll may bring.

I think you’re fine:

wicked_raygun wrote:
Wow. There has been a much bigger response then I was guessing there would be. So to make things a little easier to manage for myself, if you roll your stats and feel like you need a re-roll, go ahead and take it. Use your best judgement. If I see something that's egregious, I'll step in quietly with a PM.

Hard to see anyone rolling a more dull set of stats than you did!


Pathfinder Maps Subscriber; Pathfinder Roleplaying Game Superscriber

Hob Teabadger-Stout Halfling Sage Diviner

Hob was a wizard's apprentice who is unusually lucky though that doesn't always apply to those around him. While out fetching some spell components for his master he returned to find the wizard's tower a flaming inferno... he's since bumbled through a few ways of making the money to survive. He's mastered a few cantrips and even spells in the time since.

He has worked as a librarian, special affects artist for some plays but has recently fallen in with a group of adventurers...

Hob Teabadger -The Failed Apprentice?:

Stout Halfling Sage Wizard
Str 10, Dex 16, Con 16, Int 17, Wis 13, Cha 14
HP: 9
Proficient Saving Throws: Intelligence, Wisdom
Skill Proficiency: Arcana, History, Insight, Investigation
Athletics +0, Acrobatics +3, Sleight of Hand +3, Stealth +3, Arcana +5, History +5, Investigation +5, Nature +3, Religion +3, Animal Handling +1, Insight +3, Medicine +1, Perception +1, Surival +1, Deception +2, Intimidation +2, Performance +2, Persuasion +2
Weapon Proficiencies: Dagger, Dart, Slings, Quarterstaffs, Light Crossbow

Spell DCs 13. Spell Attack Modifier +5
Cantrips x3
Firebolt, Light, Minor Illussion
Spells Known x6
Detect Magic, Sleep, Mage Armour, Identify, Grease, Fog Cloud
Spell Slots x2

Equipment: A bottle of black ink, quill, small knife, letter from a dead colleague posing a question you have not yet been able to answer, a set of common clothes, pouch containing 4gp, 8ep, 7sp, 8cp. Dagger, Component Pouch, Explorer’s Pack ( Includes a backpack, a bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.), Spellbook, Dice Set, Playing Card Set, Chalk x10 Pieces, Ink Pen, Signet Ring (Badger Rampant), Sealing Wax, Immovable Rod

Lucky, Brave, Arcane Recovery, Halfling Nimbleness, Researcher
Languages: Common, Halfling, Draconic, Undercommon

This is indeed what I am making... ...it seems suitable for a heist!


Alright, things are coming along fairly nicely. I like Nairb's idea above of rolling randomly for all the traits and stuff for the background, so I'll roll those before writing up my bird of the high seas...

Personality Trait: 1d8 ⇒ 7 My language is as foul as an otyugh nest. (That'll be fun to play out.)
Ideal: 1d6 ⇒ 6 Someday I'll own my own ship and chart my own destiny.
Bond: 1d6 ⇒ 5 I was cheated out of my fair share of the profits, and I want to get my due.
Flaw: 1d6 ⇒ 6 My pride will probably lead to my destruction.

Interesting stuff. I'm definitely seeing why they'd sign on for a heist!


Decimus Observet wrote:

Can we arrange the rolls, or take them as we receive them?

I have notions for a multiclass fighter/rogue.

4d6, drop lowest: 100d611 ⇒ (518, 443, 306, 342, 277, 419, 572, 216, 20, 496, 24, 31, 242, 181, 334, 498, 570, 566, 370, 350, 167, 67, 13, 561, 530, 118, 257, 29, 196, 503, 597, 13, 553, 584, 98, 496, 453, 369, 477, 472, 497, 359, 137, 185, 220, 21, 349, 167, 89, 284, 174, 182, 521, 94, 16, 406, 433, 378, 219, 451, 87, 295, 265, 110, 105, 520, 26, 113, 545, 280, 526, 24, 105, 416, 595, 521, 228, 283, 85, 490, 396, 356, 605, 319, 175, 257, 260, 200, 281, 3, 230, 330, 367, 457, 230, 21, 411, 373, 44, 329) = 29773

@Wicked Raygun: Cheers for the rerolls!

4d6, drop lowest: 4d6 ⇒ (1, 2, 6, 1) = 10 9
4d6, drop lowest: 4d6 ⇒ (2, 5, 4, 1) = 12 11
4d6, drop lowest: 4d6 ⇒ (5, 4, 5, 1) = 15 14
4d6, drop lowest: 4d6 ⇒ (4, 6, 1, 5) = 16 15
4d6, drop lowest: 4d6 ⇒ (3, 6, 1, 2) = 12 11
4d6, drop lowest: 4d6 ⇒ (6, 5, 1, 4) = 16 15


@Wicked Raygun: I'm looking at urban bounty hunter as one of the closest matches for a background for an assassin. Would it be okay to take it, and replace the intimidate skill proficiency with stealth?


GhostInTheMachine wrote:

Lucian of the Dark Moon

TN Shadar-kai Monk, Urban Bounty Hunter

Withdrawing my application. Have fun, all.


Let's roll up some stats!

Stats: 4d6 ⇒ (4, 5, 2, 1) = 12 -1 = 11
Stats: 4d6 ⇒ (3, 6, 6, 3) = 18 -3 = 15
Stats: 4d6 ⇒ (5, 5, 3, 2) = 15 -2 = 13
Stats: 4d6 ⇒ (4, 2, 2, 6) = 14 -2 = 12
Stats: 4d6 ⇒ (1, 4, 6, 4) = 15 -1 = 14
Stats: 4d6 ⇒ (3, 6, 6, 6) = 21 -3 = 18

Well then. That gives me a lot of options.


And since I became bored, here is one more re-skin

Stats: 4d6 ⇒ (1, 2, 5, 1) = 9 8
Stats: 4d6 ⇒ (4, 1, 5, 1) = 11 10
Stats: 4d6 ⇒ (2, 5, 3, 6) = 16 14
Stats: 4d6 ⇒ (1, 4, 2, 6) = 13 12
Stats: 4d6 ⇒ (2, 6, 6, 1) = 15 14
Stats: 4d6 ⇒ (4, 6, 4, 4) = 18 14

well not horrible but bellow average


Need to work on the back story a bit. But here you go

Antonio

Grand Lodge

Re-rolls ahoy

4d6 ⇒ (4, 5, 4, 5) = 18
14
4d6 ⇒ (4, 2, 4, 1) = 11
10
4d6 ⇒ (3, 1, 2, 3) = 9
8
4d6 ⇒ (3, 5, 3, 1) = 12
11
4d6 ⇒ (6, 4, 1, 6) = 17
16
4d6 ⇒ (1, 4, 5, 4) = 14
13

Soooo 16,14,13,11,10,8

That not far off standard array... let me have a crack with this. Variant human changes this to 16, 14, 14*, 12*, 10, 8

Grand Lodge

I present "Drake". A criminal who was previously a Blade for hire/Enforcer. I'll be aiming at Battlemaster then swashbuckler. IF AN EDGIER FIGURE IS A BETTER FIT, CHANGE PERSAUSION FOR INTIMIDATION

* Notes *
Would like to downgrade the chainmail choice in the PHB to chainshirt (Takes AC to 15 instead of 16) and change the PHB mandated handaxes to daggers... uncommon item? Rapier +1. The errr "legacy" of his teacher... and probably the reason Drake is looking for work again. The sell sword who was teaching him made a few bad choices in life. Drake was one of the few crew who survived the fall out and incidentally took his now ex-mentors sword. Drake feels a deep sense of gratitude towards his father figure mentor and his ego thrills at the confirmation of his impending greatness that is, in part, bestowed by ownership of such a fine sword.

Drake
Male Human (Variant) Fighter 1
Medium humanoid, chaotic good
Armor Class 16 (chain mail)
Hit Points 12 (1d10+2)
Speed 30 ft. (20 ft. in armor)
STR 12 (+1), DEX 16 (+3), CON 14 (+2), INT 8 (-1), WIS 10 (+0), CHA 14 (+2)

Feats Prodigy (Expertise in Perception, skilled in Persausion, Tool in Lute: Language TBA
Saving Throws Str +3, Con +4
Skills Acrobatics +5, Athletics +3, Deception +4, Perception +4, Persuasion +4, Stealth +5 (Disadvantage from armor worn)
Senses passive Perception 14
Languages Common, Thieves Cant + 1 unselected

Fighting Style: Duelling

Handaxe. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20 ft./60 ft., one target.
Hit: 1d6+3 slashing damage in melee or 1d6+1 slashing damage at range.

Handaxe. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20 ft./60 ft., one target.
Hit: 1d6+3 slashing damage in melee or 1d6+1 slashing damage at range.

Rapier. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 1d8+5 piercing damage.

Unarmed Strike. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature.
Hit: 2 bludgeoning damage.

Whip. Melee Weapon Attack: +5 to hit, reach 10 ft., one target.
Hit: 1d4+5 slashing damage.

Background
Drake has grown up on the streets as part of street gangs at one point or another but hes' a personable chap at heart who would rather make a friend than a foe, which is unusual given that until recently he's been a blade for hire. Luckily he's had the opportunity to work with a better class of criminal the last two years - that is to say criminals with some professional ethics and who are skilled in actual fighting rather than brawling.

Drake gives money regularly to his "mum", a kind hearted brothel madam who saw to it he didn't starve to death while looking over his shoulder to make sure he wasn't too far over his head. She serves as his contact into murkier areas of the criminal world as her business touches many others... and in fact has quietly guided his career so far within the criminal world. She may be shaping him for her own purposes or maybe it's just because she can see Drake has a good heart under the street grime and gang bluster.

Drake suffers a just a bit from little man syndrome, and goes on sporadic gambling sprees. He's an easy touch for a well told sob story and a sucker for a pretty face who preys on his considerable ego. While he loves and trusts his "Mum" (seeing her as his only family), he doesn't always listen to her. Not a thinker, and definitely not a planner, he tends to find himself swept up in events rather than shaping them.

* Notes *

Would like to downgrade the chainmail choice in the PHB to chainshirt and change the PHB mandated handaxes to daggers

Equipment chain mail, Handaxe, Handaxe, Rapier, Whip, backpack, clothes, common, crowbar, crowbar, hammer, piton (10), rations (10), rope, hempen (50 feet), tinderbox, torch (10), waterskin, 15 gp

-Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com System Reference Document 5.1 Copyright 2016, Wizards of the Coast, Inc.-


Dotting. Thinking about a gnome illusionist, but I'm already running an illusionist in another game, so there's that.


Sorry for the wait. Life got nuts. Decided to go with the Yuan-ti Bard, still debating between colleges (gonna be either Swords or Shadows), but for now, here is Maboa the Masterless.

Stats:
Maboa the Masterless
Yuan-ti Pureblood M, True Neutral
Lv1 Bard, Spy
---
57yo, 6', 141lbs.
black hair, green eyes, caucasian skin (green scales on arms and back)
Str 9 (-1) // Dex 18 (+4) // Con 11 (+0) // Int 15 (+2) // Wis 15 (+2) // Cha 18 (+4)
---
Proficiency +2
Speed 30ft, AC 15, HP 8 (1d8), Initiative +4
Skills: Deception +6, Insight +4, Insight +4, Performance +6, Sleight of Hand +6, Stealth +6
Saving Throws: Dexterity +6, Charisma +6
Languages: Abyssal, Common, Draconic
Weapon Prof.: simple weapons, longswords, rapiers, shortswords, hand crossbows
Armor Prof.: light armor
Other Prof.: Dragonchess set, musical instrument (lute, lyre, viol), thieves'tools
---
Darkvision; Innate Spellcasting*; Magic Resistance; Poison Immunity
Criminal Contact
Spellcasting (Cha, ritual, musical instrument focus); Bardic Inspiration (1d6, 4 uses)
---
Rapier: +6, 1d8+4 piercing; finesse
Dagger: +6, 1d4+4 piercing; finesse, light, thrown (20/60)
Poison Spray: DC 14 Con, 1d12 poison; range 10ft
Vicious Mockery: DC 14 Wis, 1d4 psychic; range 60ft, disadvantage on next attack
---
Encumbrance: 60 / 135 lbs
rapier, leather armor, dagger, viol
Fouchlucan bandore** (@)
crowbar, set of dark common clothes, backpack, bedroll, candle (5), costume (2), disguise kit, day's rations (5), waterskin
bright green cockatrice feather
15gp
---
Charisma, Spell DC 14, Atk +6
Known Spells: 4
Cantrips: *Animal Friendship^ (snakes only), Minor Illusion^, *Poison Spray, **Shillelagh, Vicious Mockery
1st: Charm Person, Detect Magic [r], Dissonant Whispers, **Entangle, **Faerie Fire, Healing Word, **Protection from Evil and Good, **Speak with Animals
2nd: **Invisibility, **Levitate
3rd: **Fly
Slots: 2 first
---
Personality Trait: "I am incredibly slow to trust. Those who seem the fairest often have the most to hide."
Ideal: People - "I'm loyal to my friends, not to any ideals, and everyone else can take a trip down the Styx for all I care."
Bond: "Someone I loved died because of a mistake I made. That will never happen again."
Flaw: "An innocent person is in prison for a crime that I committed. I'm okay with that."

D&D Beyond Link

Backstory:
The Yuan-ti do not feel. At least, not like mammals do.

There was a time when Maboa did not feel. He did no feel compassion for the humans, dwarves, and elves he helped his serpentine masters subjugate. He was proud to be an emotionless agent of a secretly expanding empire.

Then he met Pyrrada.

Pyrrada was a bard who had settled in a sleepy village deep in the wilderness of the Sword Coast, a tiny place no one would miss. Which is why the Yuan-ti sent Maboa to infiltrate the township and sabotage their defenses. What they had not expected was bardic magic defending the settlement.

Maboa began a mission to gain the bard's trust. His goal was to either find a way to undo her magic, or kill her in retribution. Both if he could manage it. So, he posed as an aspiring student of the bardic ways and petitioned Pyrrada for lessons. With surprising swiftness, she accepted him as a pupil. It is here however, that something happened none expected:

Maboa fell in love.

You see, Pyrrada was no man or dwarf or elf, she was a dragonborn, a race of people that Maboa had never encountered before. As she was a reptile like himself, he did not immediately dismiss her as inferior to himself. But...she was like the mammals. She had empathy, sympathy, mercy and kindness in abundance. And the people of the village loved her for it. They almost treated her like a goddess, a factor that greatly impressed Maboa.

So, as the lessons went on for weeks, then months, then years, and over time Maboa found himself infatuated with the dragonborn songstress. This affection allowed her to teach the snake-man in disguise about those things he had long dismissed and rejected. And indeed, she had always known he was an infiltrator, but she saw in him the spark of greatness. The spark of a true hero, as she called it.

But despite his attempts to placate them, Maboa's superiors became impatient with his lack of progress. The spy found himself torn. He still cared very little for the mammals, but he understood why Pyrrada did, and he loved Pyrrada very much. So, he concocted a clever plan. In the dead of night, he sabotaged the protective wards and tried to have Pyrrada and her favorite mammals steal away with him in the night. To his suprise, Pyrrada refused to leave her people undefended.

In the resulting invasion by the Yuan-ti, Pyrrada would die in Maboa's arms, having been felled by poison-tipped arrows. With her last breath, she bequeathed her instrument, a Fouchlucan bandore, to him, and told him to find his own village to watch over. Heartbroken, confused, and fearing for his life, Maboa watched her slip away, then slipped away himself into the night.

Of course, all of this was decades ago.

As far as the Yuan-ti are concerned, Maboa died in the battle for the village. The village itself has been neatly scrubbed from public records by other serpentine spies, so none even know to miss it. Maboa has spent many years now as a wandering entertainer, singing sad songs upon roadsides for the spare coins thrown his way. He has spent many years a broken man, his reptilian lineage disguised by clever clothing and make-up.

Recently however, he has heard rumor of a great treasure in Waterdeep. For some reason, this horde has sparked a curiosity in him that he has not felt in a long time. He has found himself wondering if the gold would be enough to buy his own township, to purchase a new home in honor of Pyrrada. So he has made his way to the shady port town, tuning his viol and Pyrrada's bandore in preparation for what's to come...


Rolling stats:
4d6 minus the lowest roll: 4d6 ⇒ (2, 2, 2, 6) = 12 > 10
4d6 minus the lowest roll: 4d6 ⇒ (6, 6, 6, 1) = 19 >18
4d6 minus the lowest roll: 4d6 ⇒ (1, 4, 2, 5) = 12 > 11
4d6 minus the lowest roll: 4d6 ⇒ (5, 1, 2, 4) = 12 > 11
4d6 minus the lowest roll: 4d6 ⇒ (1, 5, 6, 6) = 18 >17
4d6 minus the lowest roll: 4d6 ⇒ (4, 1, 4, 6) = 15 > 14

18/17/14/11/11/10. I'm trying to figure out how to make a wizard/thief work, so I'll be 'back' with that later in the form of a bit of crunch, backstory, and fluff :)

@GM: are stats above 18 okay? Because I as a player honestly do not feel that it is cool.


Yan Alaw, Forest Gnome Bard:

Init:+4 Passive Perception 14
Darkvision 60ft

Defense:
Armor: leather armor
AC: 15
HP: 8
Resistances: none

Speed:25ft.

Melee:
Rapier +6 / 1d8+4 / piercing
Dagger +6 / 1d4+4 / range 20/60 / piercing

Ranged:
Dart +6 / 1d4+4 / range 20/60 / piercing

Statistics:
Str:11 | Dex: 18 | Con: 11 | Int: 12 | Wis: 14 | Cha: 18
Proficiency Bonus:+2

Saving Throws:
Str+0 | Dex:+6 | Con +0 | Int +1 | Wis +2 | Cha +6
Advantage to INT, WIS and CHA saves versus magic

Proficient Skills:
1 Investigation +3
2 Perception +4
3 Insight +4
BG Stealth +6 (Advantage)
BG Deception +6

Other Proficiencies:
1 Flute
2 Lute
3 Viol
BG Thieves’ Tools
BG Playing Cards
Language: Common, Gnome

Features:
Darkvision 60'
Gnome Cunning: You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.
Languages: You can speak, read, and write Common and Gnomish.
Natural Illusionist: You know the Minor Illusion cantrip. Intelligence is your spellcasting ability for it.
Speak with Small Beasts: Through sounds and gestures, you can communicate simple ideas with Small or smaller beasts.
Armor & Weapons: light armor, simple weapons, hand crossbows, longswords, rapiers, shortswords.
Cantrips: Start with two cantrips known.
Spellcasting: Start with four level 1 spells known.
Ritual Casting: you can cast any bard spell you know as a ritual if that spell has the ritual tag.
Spellcasting Focus: You can use a musical instrument as a spellcasting focus.
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 rol, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding whether to use the die or not, but must decide before the DM says it fails or succeeds.
You can use this CHA mod (4) times a day. You regain these after a long rest.
Criminal Contact: You have a reliable and trustworthy contact who acts as your liaison to a network of other criminals. You know how to get messages to and from your contact, even over great distances; specifically, you know the local messengers, corrupt caravan masters, and seedy sailors who can deliver messages for you.

Spells known:
0: Minor Illusion, Vicious Mockery, Mage Hand
1: Heroism, Silent Image, Cure Wounds, Sleep
Spellcasting:
1: can cast 2 spells a day

Gear:
Rapier, 5 darts, entertainer pack (backpack, bedroll, 2 costumes, 5 candles, 5 rations, waterskin, disguise kit), flute, leather armor, dagger, crowbar, a set of fashionable pilferous clothes, belt pouch.

Coin: 14gp 7sp 5cp

Pitch:
Hailing from the Reaching Woods, Yan Alaw fled to Waterdeep together with those who remain of his people after their village, Gwanyn-Cad, was burned to the ground by the monstrous humanoid Zhentarim forces from Darkhold.

Unfamiliar with the ways of Men, the gnomes are having a rather hard time staying afloat. Doing what he can, Yan tries to support his people, but as a result of doing what he can, the bard finds himself sinking ever deeper into the rotten undercroft of Waterdeep’s less-than-civil society.

Treated as a curiousity, the forest gnome tries to remain unnoticed, but after overhearing a conversation he wasn’t supposed to be privy to, Yan now knows he can’t remain unnoticed for much longer if he wants to save his people once and for all.

Uncommon Item:
Cloak of Elvenkind (Advantage on Stealth when hiding, foes gain disadvantage on Perception checks to see you. Pulling the hood up/down requires an action.)


wicked_raygun wrote:

Wow. There has been a much bigger response then I was guessing there would be. So to make things a little easier to manage for myself, if you roll your stats and feel like you need a re-roll, go ahead and take it. Use your best judgement. If I see something that's egregious, I'll step in quietly with a PM.

I forgot to include the submission close date. Sorry about that. I will close submissions on Sunday, May 12th, 8PM EST. I will make choices on the next day or so. So please don't feel like you need to rush.

If you would like to sell any extraneous items in your kit for 50% gold, that's fine. But you should probably wait until you've been picked for that level of nitty gritty detail. I always allow a grace period for players to make final adjustments to character sheets before a game starts.

As for Phntm888 who wanted to add a weapon proficiency through their background. That's fine. Doesn't seem like it would really effect game play that much. Especially for a sorcerer.

Just a reminder for everyone about Wicked_raygun's written intent.


SUBMISSIONS

* Solicitor - Forest Gnome Bard Criminal
* Blue Symbiote - Yuan-ti Bard Criminal
* Helaman- Human (Variant) Fighter Criminal
* Buckshot Bob - Human Rogue Noble
* Kevin O'Rourke - Stout Halfling Sage Diviner
* Sapiens - Human Warlock Charlatan
* Jubal Breakbottle - Elf Sage Rogue
* CoreBrute - Undying Warlock tabaxi
* Critzible- Yuan-Ti,Pureblood female Sorceror Waterdhavian Noble
* Phntm888 - Dragonborn Draconic Bloodline Sorcerer Gladiator
* Steve Geddes - human ranger Acolyte of Helm
* Edelsmirge - urban bounty Hunter
* Nairb the Grey - human barbarian outlander
* Jon Garrett - dragonborn fighter mercenary veteran
* -Karma- - human fighter soldier
* AdamWarnock - link?
* scranford - human paladin noble
* GhostInTheMachine - Shadar-kai Monk, Urban Bounty Hunter
* Daniel Stewart - Half-elf Monk urchin?
* dreaming warforged - Half-elf Rogue, Criminal

I think I got all submissions. Apologies if I missed you. Somethings were not clear to me, so I linked all the posts.


I'll withdraw. My concept is not coming together well enough for my liking, and I'm in a lot of games as is.

To whomever gets in: have fun!


Stats

Background's in the profile. and here for your convenience.

Background:

Talliree Yndercook grew up in Waterdeep's Mistward as a small waif that was easily recruited by one of the gangs that vied for control of the city's underbelly with the promise of food and a shelter from the elements. The young half-elf proved to have charm and pluck aplenty that helped her out of jams when her swift feet and nimble fingers failed her.
The gang, known as the Crimson Breakers, grew in power and soon had the sponsorship of several nobles looking to use them in their power plays. Pickpocketing and confidence scams were replaced with burglary and murder, and Talliree felt her heart grow sick as she learned what her "family" had become. She withdrew and kept to her close friend, Farlo Hen, a young boy just a little older than she. Farlo, though, was a human, and after only a few years, he was growing into a strong, tall, young man.

A year ago, when Talliree was sixteen, she confessed to Farlo that she couldn't do it anymore. She couldn't stand by as innocent people were killed by the Breakers' enforcers. Farlo sold her out, and was tasked with taking care of Talliree, by beating her to a pulp and bringing her to the leader of the Crimson Breakers, an elf called Shiva Rune. Farlo was more than willing to carry out the task, seeing it as his chance for promotion.

Unfortunately for Farlo, though, he didn't know Talliree as well as he thought. He had planned on overpowering her only to find her more than a match for his strength and much tougher than he thought anyone built on Talliree's slight frame could be. Talliree, angered and hurt by the betrayal, tapped into hidden wellsprings of strength and resolve even she hadn't realized were there. The rush as she strained to prove her strength was heady indeed and by the time she punched Farlo's lights out, she was laughing and enjoying the fight.

Afterwards, Talliree realized her time with the Crimson Breakers was at an end, and decided to pull a stunt she might not have gone through with if she had been even just a little less giddy from the adrenaline rush. She took Farlo's picks and went to Shiva Rune's private quarters and stole a pile of gold from the gang leader's coffers. She slipped out into the night, stifling the laughter until she was out of the Mistward then cackling like a madwoman as she was finally free.

For the past year, she has been bouncing around Waterdeep's poorer sections, distributing the gold among those in need while it lasted. Her charm and willingness to help out have earned her a small amount of trust from the city's underclasses, while her sense of adventure has kept her busy over the past year.


Talliree's fancy new cloak:

I'm imagining that Talliree grabbed the Cloak of Elvenkind on a whim as she was helping one or more of the other party members out of a tight spot. She found that the cloak's magic made it easy to slip past the thieves looking for the group, or to kill them without them knowing what was going on. It would have also become clear that Talliree's plans basically involve setting a goal, finding out what's in the way, and improvising a solution.


Thanks, everyone, for the submissions. Since the response was larger than I thought it would be, I'll announce the party on Saturday, May 18th.

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