Skills: Acrobatics +4, Arcana +4, Athletics +5, History +4
Languages: Common, Netherese, Draconic, Elven
Class Features: Fighting Style (Defensive), Second Wind (1d10+3), Action Surge. Martial Archetype (Brute; Brute Force +1d4)
Feats: Sentinel (When you hit a creature with an opportunity attack, the creature’s speed becomes 0 for the rest of the turn; Creatures within 5 feet of you provoke opportunity attacks from you even if they take the Disengage action before leaving your reach; When a creature within 5 feet of you makes an attack against a target other than you (and that target doesn’t have this feat), you can use your reaction to make a melee weapon attack against the attacking creature.)
Equipment: None, 341 GP
Race info: going with Warforged (Juggernaut)
Stat mods: +1 con
Speed. Your base walking speed is 30 feet.
Warforged Resilience. You were created to have remarkable fortitude, represented by the following benefits:
• You have advantage on saving throws against being poisoned, and you have resistance to poison damage.
• You are immune to disease.
• You don’t need to eat, drink, or breathe.
• You don’t need to sleep and don’t suffer the effects of exhaustion due to lack of rest, and magic can’t put you to sleep.
Sentry’s Rest: When you take a long rest, you must spend at least six hours in an inactive, motionless state, rather than sleeping. In this state, you appear inert, but it doesn’t render you unconscious, and you can see and hear as normal.
Integrated Protection: Your body has built-in defensive layers, which determine your armor class. You gain no benefit from wearing armor, but if you are using a shield, you apply its bonus as normal. You can alter your body to enter different defensive modes; each time you finish a long rest, choose one mode to adopt from the Integrated Protection table, provided you meet the mode’s prerequisite.
Darkwood Core (unarmored): None 11 + your Dexterity modifier (add proficiency bonus if proficient with light armor)
Composite Plating (armor): Medium armor proficiency 13 + your Dexterity modifier (maximum of 2) + your proficiency bonus.
Heavy Plating (armor): Heavy armor proficiency 16 + your proficiency bonus; disadvantage on Dexterity (Stealth) checks.
Languages. You can speak, read, and write Common.
Subrace. As a warforged, your body was designed for a specific purpose. Choose one of these subraces: envoy, juggernaut, or skirmisher:
You’re an imposing war machine built for close combat and raw might. You tower over your comrades; juggernaut warforged stand between 6 and 7 feet in height and can weigh up to 450 pounds.
Ability Score Increase. Your Strength score increases by 2.
Iron Fists. When you make an unarmed strike, you can deal 1d4 + your Strength modifier bludgeoning damage instead of the normal damage.
Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Background: Sage (Archmage)
Personality Trait: I am willing to listen to all sides before making a decision
Personality Trait: I belive that all knowledge is worth pursuing.
Ideal: Self-Improvement - The goal of a life of study is betterment of oneself
Bond: I sold my magic to live. I hope one day to get it back.
Flaw: Nothing will stop me from again wielding the power I once did.
In the days of yore, before the Mighty Netheril Empire was ground to dust, there was a time of great knowledge. The Netherese were powerful magic users, and there was no source of magic that was beyond their reach: They could part the veil of time and space, travel to different planes, and even bring the living back to life.
One of the archmages made great strides into the creation of an entirely new servitor race: The Golem. They would be completely subservient to their creator, or those who had the control rod, and even the most powerful magical spells would not effect them.
As this Master wizard, whose name is lost to the ages, reached his waning years of life, he knew that he must do something to extend his time on Faerun, yet he was known to loath necromancy, as one of his most hated rivals was a Necromancer of no small power.
So this mage, who is known as the Golem Mage in honor of his contributions to the dweomercraft of Golemancy, performed a ritual that none have been able to even begin to duplicate: He used his soul to power one of his creations.
There was, however, something wrong with the ritual. While the mage's life force was preserved, it came at a terrible cost: All of his magic powers, and a great deal of his higher reasoning, were stripped from him.
When he rose in his new body, it is said that all of Faerun shook from the roar of rage that he released.
No one knows what happened next, but as the millennia grew, he became at best a footnote for the rare historical scholar. The world forgot his name, or even that he existed at all.
It wasn't until an adventuring company of renown, The Gilded Fist, came to explore and excavate his laboratory. There, on a table made of the purest crystal that was now cracked and blackened, lay what at first the adventurers believed to be an animated suit of armor, or a Golem.
Instead, as he stirred, he asked them who they were and what they were doing in his laboratory.
Wishing to avoid a battle if they could, and intrigued by his ability to speak, the mage of the group entered into negotiations with the Golem, who lacked a name. It was the Divine servant of the party who suggested his name, Piety (for he was devout in his worship of magic itself). Taking on this name, and having reached an accord, Piety escorted them through his laboratory complex, accessing areas that had long remained dormant.
Once the Gilded Fist has completed exploring the complex, they invited him to come with them, pointing out that he had nothing left here worth staying for. Piety agreed, and joined the Gilded Fist on several of their adventures before striking out on his own when the group broke up.
Now he wanders the new world, learning all he can about both the History of the world and the place his people hold in that history.