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Noble Entertainer and Entrepeneur
 
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Gender: Male
Race: Mountain Dwarf
Alignment: Neutral Good
 
Class: Artificer (Battle Smith)
Background: Noble

Passive Perception: -
Passive Investigation: -
Passive Insight: -

 

Hit Points: 13
Hit Dice: 2d8
AC: 17 (+1 Enhanced Scale Mail, Shield)
Initiative: +0
Size: Medium
Speed: 25 feet

 

"The sky is not the limit!"

 

ABILITIES & SKILLS

Proficiency Bonus: +2

STR DEX CON INT WIS CHA

17

(+3)

10

(+0)

13

(+1)

15

(+2)

10

(+0)

10

(+0)

Save +3 Save +0 Save +3 Save +4* Save +0 Save +0
Athletics +3

Acrobatics +0

Sleight of Hand +0

Stealth +0

 

Arcana +4

History +4

Investigation +2

Nature +2

Religion +2
Stonecunning +6*

Animal Handling +0

Insight +0

Medicine +0

Perception +2

Survival +0

 

Deception +0

Intimidation +0

Performance +0

Persuasion +2

* Dwarven racial trait.
 

PROFICIENCIES & ABILITIES

PROFICIENCIES LANGUAGES CLASS ABILITIES RACIAL TRAITS

Light Armor (race)

Medium Armor (race)

Shields (class)

Simple Weapons (race)

Battleaxe (race)

Warhammer (race)
Leatherworking Tools (class)
Playing Cards (background)

Smith's Tools (race)

Thieves' Tools (class)

Tinker's Tools (class)

 

Common (race)

Draconic (background)

Dwarven (race)

Hit PointsHit Dice: 1d8 per artificer level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per artificer level after 1st

ProficienciesArmor: Light armor, medium armor, shields
Weapons: Simple weapons
Tools: Thieves’ tools, tinker’s tools, one type of artisan’s tools of your choice (leatherworking)
Saving Throws: Constitution, Intelligence
Skills: Choose two from Arcana, History, Investigation, Medicine, Nature, Perception, Sleight of Hand (Arcana, Perception)

EquipmentYou start with the following equipment, in addition to the equipment granted by your background:

any two simple weapons ( 2 x handaxe)
a light crossbow and 20 bolts
(a) studded leather armor or (b) scale mail (scale mail)
thieves’ tools and a dungeoneer’s pack

Magical TinkeringAt 1st level, you've learned how to invest a spark of magic into mundane objects. To use this ability, you must have thieves' tools or artisan's tools in hand. You then touch a Tiny nonmagical object as an action and give it one of the following magical properties of your choice:

* The object sheds bright light in a 5-foot radius and dim light for an additional 5 feet.
* Whenever tapped by a creature, the object emits a recorded message that can be heard up to 10 feet away. You utter the message when you bestow this property on the object, and the recording can be no more than 6 seconds long.
* The object continuously emits your choice of an odor or a nonverbal sound (wind, waves, chirping, or the like). The chosen phenomenon is perceivable up to 10 feet away.
* A static visual effect appears on one of the object's surfaces. This effect can be a picture, up to 25 words of text, lines and shapes, or a mixture of these elements, as you like.

The chosen property lasts indefinitely. As an action, you can touch the object and end the property early.

You can bestow magic on multiple objects, touching one object each time you use this feature, though a single object can only bear one property at a time. The maximum number of objects you can affect with this feature at one time is equal to your Intelligence modifier (minimum of one object). If you try to exceed your maximum, the oldest property immediately ends, and then the new property applies.

SpellcastingYou've studied the workings of magic and how to cast spells, channeling the magic through objects. To observers, you don't appear to be casting spells in a conventional way; you appear to produce wonders from mundane items and outlandish inventions.

Tools Required
You produce your artificer spell effects through your tools. You must have a spellcasting focus-specifically thieves' tools or some kind of artisan's tool-in hand when you cast any spell with this Spellcasting feature (meaning the spell has an "M" component when you cast it). You must be proficient with the tool to use it in this way. See the equipment chapter in the Player's Handbook for descriptions of these tools.

After you gain the Infuse Item feature at 2nd level, you can also use any item bearing one of your infusions as a spellcasting focus.

Cantrips (0-Level Spells)
At 1st level, you know two cantrips of your choice from the artificer spell list. At higher levels, you learn additional artificer can trips of your choice, as shown in the Cantrips Known column of the Artificer table.

When you gain a level in this class, you can replace one of the artificer cantrips you know with another cantrip from the artificer spell list.

Preparing and Casting Spells
The Artificer table shows how many spell slots you have to cast your artificer spells. To cast one of your artificer spells of 1st level or higher, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

You prepare the list of artificer spells that are available for you to cast, choosing from the artificer spell list. When you do so, choose a number of artificer spells equal to your Intelligence modifier + half your artificer level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.

For example, if you are a 5th-level artificer, you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell Cure Wounds, you can cast it using a lst-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.

You can change your list of prepared spells when you finish a long rest. Preparing a new list of artificer spells requires time spent tinkering with your spellcasting focuses: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability
Intelligence is your spellcasting ability for your artificer spells; your understanding of the theory behind magic allows you to wield these spells with superior skill. You use your Intelligence whenever an artificer spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for an artificer spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Intelligence modifier

Spell attack modifier = your proficiency bonus + your Intelligence modifier

Ritual Casting
You can cast an artificer spell as a ritual if that spell has the ritual tag and you have the spell prepared.

Infuse ItemAt 2nd level, you've gained the ability to imbue mundane items with certain magical infusions, turning those objects into magic items.

Infusions Known
When you gain this feature, pick four artificer infusions to learn. You learn additional infusions of your choice when you reach certain levels in this class, as shown in the Infusions Known column of the Artificer table.

Whenever you gain a level in this class, you can replace one of the artificer infusions you learned with a new one.

(Enhanced Defense*, Returning Weapon*, Replicate Magic Items (Bag if Holding), Enhanced Arcane Focus)
* = Active Infusions

Infusing an Item
Whenever you finish a long rest, you can touch a nonmagical object and imbue it with one of your artificer infusions, turning it into a magic item. An infusion works on only certain kinds of objects, as specified in the infusion's description. If the item requires attunement, you can attune yourself to it the instant you infuse the item. If you decide to attune to the item later, you must do so using the normal process for attunement (see the attunement rules in the Dungeon Master's Guide).

Your infusion remains in an item indefinitely, but when you die, the infusion vanishes after a number of days equal to your Intelligence modifier (minimum of 1 day). The infusion also vanishes if you replace your knowledge of the infusion.

You can infuse more than one nonmagical object at the end of a long rest; the maximum number of objects appears in the Infused Items column of the Artificer table. You must touch each of the objects, and each of your infusions can be in only one object at a time. Moreover, no object can bear more than one of your infusions at a time. If you try to exceed your maximum number of infusions, the oldest infusion ends, and then the new infusion applies.

If an infusion ends on an item that contains other things, like a bag of holding, its contents harmlessly appear in and around its space.

 

Active Infusions

Enhanced DefenseA creature gains a +1 bonus to Armor Class while wearing (armor) or wielding (shield) the infused item.

The bonus increases to +2 when you reach 10th level in this class.

Infusion currently on scale mail.

Returning WeaponThis magic weapon grants a +1 bonus to attack and damage rolls made with it, and it returns to the wielder’s hand immediately after it is used to make a ranged attack.

Currently on first handaxe.

Dwarf

Ability Score IncreaseYour Constitution score increases by 2.

AgeDwarves mature at the same rate as humans, but they're considered young until they reach the age of 50. On average, they live about 350 years.

SizeDwarves stand between 4 and 5 feet tall and average about 150 pounds. Your size is Medium.

SpeedYour base walking speed is 25 feet. Your speed is not reduced by wearing heavy armor.

DarkvisionAccustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Dwarven ResilienceYou have advantage on saving throws against poison, and you have resistance against poison damage.

Dwarven Combat TrainingYou have proficiency with the battleaxe, handaxe, light hammer, and warhammer.

Tool ProficiencyYou gain proficiency with the artisan's tools of your choice: smith's tools, brewer's supplies, or mason's tools.

Smith's Tools Chosen

StonecunningWhenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.

LanguagesYou can speak, read, and write Common and Dwarvish. Dwarvish is full of hard consonants and guttural sounds, and those characteristics spill over into whatever other language a dwarf might speak.

 

Mountain Dwarf

Ability Score IncreaseYour Strength score increases by 2.

Dwarven Armor TrainingYou have proficiency with light and medium armor.

 

 

 

 

8437-200.pngATTACKS

WEAPON TO HIT DAMAGE PROPERTIES / (RANGE)
+1 Enhanced Handaxe +6 1d6+5 Slashing, Magic Light, thrown (range 20/60)
Handaxe +5 1d6+4 Slashing Light, thrown (range 20/60)
Battleaxe +5 1d8+4 Slashing Versatile (1d10)
Warhammer +5 1d8+4 Bludgeoning Versatile (1d10)
       
       

 

spacer.pngSPELLS


Spell Slots: 2/2 (1st)

Spell Save DC: 14 Spell Attack Mod: +4 Spells Prepared: 3

CANTRIPS 1ST LEVEL 2ND LEVEL 3RD LEVEL

Create BonfireSource: Tasha's Cauldron of Everything

Conjuration cantrip

Casting Time: 1 action
Range: Self (5-foot radius)
Components: V
Duration: Instantaneous

You create a momentary circle of spectral blades that sweep around you. All other creatures within 5 feet of you must succeed on a Dexterity saving throw or take 1d6 force damage.

At Higher Levels. This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Spell Lists. Artificer, Sorcerer, Warlock, Wizard

Sword BurstSource: Tasha's Cauldron of Everything

Conjuration cantrip

Casting Time: 1 action
Range: Self (5-foot radius)
Components: V
Duration: Instantaneous

You create a momentary circle of spectral blades that sweep around you. All other creatures within 5 feet of you must succeed on a Dexterity saving throw or take 1d6 force damage.

At Higher Levels. This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Spell Lists. Artificer, Sorcerer, Warlock, Wizard

 

CatapultSource: Xanathar's Guide to Everything

1st-level transmutation

Casting Time: 1 action
Range: 60 feet
Components: S
Duration: Instantaneous

Choose one object weighing 1 to 5 pounds within range that isn’t being worn or carried. The object flies in a straight line up to 90 feet in a direction you choose before falling to the ground, stopping early if it impacts against a solid surface. If the object would strike a creature, that creature must make a Dexterity saving throw. On a failed save, the object strikes the target and stops moving. When the object strikes something, the object and what it strikes each take 3d8 bludgeoning damage.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the maximum weight of objects that you can target with this spell increases by 5 pounds, and the damage increases by 1d8, for each slot level above 1st.

Spell Lists. Sorcerer, Wizard, Artificer

Cure WoundsSource: Player's Handbook

1st-level evocation

Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Instantaneous

A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.

Spell Lists. Artificer, Bard, Cleric, Druid, Paladin, Ranger

Faerie FireSource: Player's Handbook

1st-level evocation

Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Instantaneous

A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.

Spell Lists. Artificer, Bard, Cleric, Druid, Paladin, Ranger

 

 

 

 

money-dollar-circle-512.pngMONEY


Copper: 0 Silver: Electrum:Gold: 10 Platinum: 0

(15 Coins * .02 lbs. = 0.3 lbs. Total Weight)

 

Encumbrance, heaviness, load, mass, sinker, stowage, weight icon - Download  on IconfinderENCUMBRANCE


Weight: 116.8 lbs. / 255 lbs. max. (15 x STR Score)
Status: Unencumbered
Penalty: None

 

688885-200.pngEQUIPMENT READIED


Equipped Items: (61 lbs.)

Equipped items can be retrieved with a manipulate item interaction.

ARMOR (51 lbs.) WEAPONS (8 lbs.) READIED ITEMS (2 lbs.)
Scale Mail - 45 lbs.
Shield - 6 lbs.

Battleaxe - 4 lbs.

+1 Enhanced Handaxe - 2 lbs.

Handaxe - 2 lbs.

Warhammer - 2 lbs.

 

Signet Ring

Pouch - 1 lb.

Thieves' Tools - 1 lb.

Tinderbox - 1 lb.

Waterskin - 5 lbs.

 

 

education_icons_IF-06-512.pngEQUIPMENT STORED


Stored Items: (55.5 lbs.)

Stored items can be retrieved with an action.

IN BACKPACK (27.5 lbs.) STRAPPED TO BACKPACK (28 lbs.)

Backpack - 5 lbs.

10x Pitons - 2.5 lbs.

10x Rations - 20 lbs.

Scroll of Pedigree 

Metal Can (Trinket)A metal can that has no opening but sounds as if it is filled with broken glass.

 

10x Torches - 10 lbs.

50' Hempen Rope - 10 lbs.

Crowbar - 5 lbs.

Hammer - 3 lbs.

 

Item_necklace_9.pngMAGIC ITEMS


Magic Items: (0 lbs.)

 

NON-ATTUNED (0.0 lbs) ATTUNED 0/3 (3 lbs.)
 

 

 

CHARACTER OVERVIEW


Appearance
Age: 105 Height: 4' 6" Weight: 166 lbs.
Hair: Gray Eyes: Hazel Complexion: Brown

 

The first thing people notice about Vondal is his height, at 4' 6" he is shorter than even most dwarves. On top of that his hair and his beard are fully gray, almost white, which is highly unusual for a dwarf of only 102 years. (That is roughly around 35 for all you human folks.) The rough pock-marked skin of his exposed face is tanned a deep brown and if it wasn't for the full beard and distinctive jewelry that he wears it might be even more of a focal point. For Vondal has all manner of earrings, necklaces, bracelets, and rings that adorn him, each in an intricate pattern or design made of various metals and even stranger materials. Some move as if on their own power and others spin and whirl, whether by some mechanical means or just powered by the wind blowing.

 

When Vondal speaks it is with a persistent cough that punctuate his words, some feel it might be from smoking or from some other drug. Vondal lets them think what they want, sharing the truth only with those he trusts, he never using his ailments as a crutch, and he never expects pity for his condition. Although we he is nervous or ill at ease, he has a bad habit of removing his heavy leather gloves and biting his fingernails. A nasty habit that his mother has been after him to quit since he was a wee little lad.

 

spacer.pngHis strong powerful build is hidden from view below runed-etched set of scale mail armor, with an intricate tabard of red cloth that is trimmed in gold. Likewise, his shoulder pauldrons bare the same red and gold motif. From his pack sprouts any number of gadgets that vary from time to time, some create light while others form tools or other basic instruments. His pack is often protected by a pronounced shield of obvious dwarven make. Rarely does one see the shield strapped to Vondal's arm for his hands are usually too busy with other things.

 

From each side of his pack hangs his weapons, a dwarven battleaxe on one side and a dwarven warhammer on the other, tightly secured in place with breakaway ties if one should be needed quickly. On his belt rest two handaxes, one on each side, the one on the right as intricately carved with dwarven runes as his armor, and the one on the left a axe of standard affair with nicks and blemishes in the blade.

 

 

spacer.pngBACKGROUND

Noble


Personality Traits: My eloquent flattery makes everyone I talk to feel like the most wonderful and important person in the world.

 

Ideals: If I can attain more power, no one will tell me what to do.

 

Bonds: My loyalty to my sovereign is unwavering.

 

Flaws: I hide a truly scandalous secret that could ruin my family forever.

 

Became a Noble Because. My family is filled with remarkable people. I hope to live up to their example.

 

Background Feature: Position of Privilege 

Thanks to your noble birth, people are inclined to think the best of you. You are welcome in high society, and people assume you have the right to be wherever you are. The common folk make every effort to accommodate you and avoid your displeasure, and other people of high birth treat you as a member of the same social sphere. You can secure an audience with a local noble if you need to.

 

Backstory

 

Vondal Silverstone, where to begin?  Good question. Was it the fact that his mother birthed him in a carriage? No, that's not interesting enough. Is it the fact that he grew up wealthy in a mansion instead of in a mine? No, that is to run of the mill for a starting point. Maybe it is his ordinary childhood and his close friends? Hhmmm... No, that is not where this story begins at all.

 

spacer.pngYou see, Vondal decided to leave all that behind and become an entertainer of sorts, this after he fell in love with a dwarven laborer from the mines and got married without his parents blessing. But even that was some years ago now. For you see none of that applies to Vondal any longer, for he is now a widow. Many years back there was a mine collapse you see, and his wife, Brenbara Silverstone, who would not give up mining even at his request was trapped in it. Now Vondal, led the charge to try to rescue the trapped miners and his wife but you see, the collapse had opened up something else in the earth where things dark and toxic came from the underdark and found their way into the mines. It wasn't just the fact that he had failed in his attempt to rescue Brenbara but the disease he had caught during the attempt.

 

The priest still don't have a name for it. But Vondal lay unconscious for nearly six weeks from it and when he awoke, he found himself horribly scared from the experience.  His once regal features were now pock-mocked and scarred, his once dark hair was now prematurely gray, and he found he could not speak more than a few words without coughing, and sometimes a strange black tar like substance would come from within him during one of his coughing fits.  No magic, divine or arcane had been able to alleviate the disease from him. Not completely anyway.

 

It was some twenty years later when he found out that the collapse in the mine had been no accident. Someone, or something, had caused the collapse to get to something in the mines. Perhaps the very thing that had caused Vondal to be stricken with the disease in the first place. Whatever the case he had determined to get to the bottom of it and find who it was that was responsible for Brenbara's death and the death of her mining group.

 

Flash forward to a month ago, or thereabout at least, Vondal began to have a strange sequence of apocalyptic dreams. First it was a reoccurring nightmare where the entire world was destroyed by cold, then it changed to choking fumes, then to lightning storms, then to waves of acid, and finally to horrible fire. Always the same dream, twice per tenday now, eight times in all. Each time the dream began it was in the town of Greenest, he had recognized it by the signpost that often accompanied it in his dream, as if some force beyond wanted to be sure he knew what town he was seeing. And each time, the dream ended with ten evil eyes glaring back at Vondal from the darkness. 

 

Vondal had felt a strange compulsion to travel to Greenest once he had learned it was a real place and not just one that his imagination had cooked up. Perhaps the answer to the riddle of his apocalyptic dreams awaited him there. He also felt strongly that this was all connected to what ailed him as he often awoke from these dreams with the strange black substance upon his pillow.

 

It wasn't easy to come up with passage to the town, Greenest was not a significant site of production or trade in the context of the landscape as a whole, and thus not many caravans travelled there very often. But he had convinced his parents to pay a good amount for the travel arrangements and he had booked passage with a caravan.

 

Now he made his way to the town that was in his dreams..... the town of Greenest. 

 

This would be that story.

 


Other Defining Characteristics of Vondal

Interaction Trait: Honest
Values: Self-sacrifice, Protective of colleagues or compatriots
Flaw or Secret: Has a powerful enemy

Trinket: A metal can that has no opening but sounds as if it is filled with broken glass.

 

Life Events

Occupation: Entertainer (gadgets & tech)
Marriage: You fell in love or got married to a(n) dwarf laborer. (Brenbara, now deceased)
Boon: A relative bequeathed you a set of handaxes.
Life Changin: You contracted an unknown disease while trying to rescue your wife from a mine collapse. You recovered from the disease, but you have a persistent cough, pockmarks on your skin, and prematurely gray hair.
Recent: Apocalyptic end of the world dreams started one month ago. 

Current: Apocalyptic dreams always start at Greenest, now traveling there for answers.

 

 

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Mervyn Tumblelock
 
1377bcef10d89e2513ded94c80bf1e1e.jpg
 
"Blimey! Well, wotcher cock an' welcome ter Hawker's Row! The Full Monty yew lookin' for, an' everythin' yew ain't is right 'ere at yaaahr fingertips. Nuff said, yeah?"

 

Gender: Male
Race: Halfling (Lightfoot)
Alignment: Chaotic Good

 
Class: Rogue (Thief) 5
Background: Criminal

Passive Perception/Investigation: 13
Passive Insight: 11

 

HP: 28
Hit Dice: 5d8
AC: 15
Initiative: +3
Size: Small
Speed: 35 feet

 


skill-1-512.png Abilities & Skills
Proficiency Bonus: +2
STR
10
(+0)
DEX
17
(+3)
CON
10
(+0)
INT
13
(+1)
WIS
13
(+1)
CHA
13
(+1)
+0 Saves
+6 Saves
+0 Saves
+4 Saves
+1 Saves
+1 Saves
+0 Athletics



 
+6 Acrobatics
+6 Sleight of Hand
+9 Stealth (Expert)


 
  +1 Arcana
+1 History
+4 Investigation
+1 Nature
+1 Religion
+1 Animal Handling
+1 Insight
+1 Medicine
+4 Perception
+1 Survival
+4 Deception
+1 Intimidation
+1 Performance
+1 Persuasion

 
 
Proficiencies Languages Class Feats Race & Feats
Light Armour
Simple Weapons
Crossbow, Hand
Longsword
Rapier
Shortsword
Forgery Kit
Playing Card Set
Thieves' Tools (*Expert)
Common
Halfling
Thieves' Cant


 
Cunning ActionUse bonus action to Dash, Disengage, or Hide on your turn.
Expertise (Thieves' Tools)Double proficiency bonus with selected skill.
Fast HandsUse Cunning Action for Dex (Sleight of Hand) check, disarm trap, open lock, or Use Object.
Second Story WorkClimb at normal rate, add Dex modifier to running jump distance.
Sneak Attack (3d6)Finesse or ranged weapon deal extra dam when you have advantage or an adjacent ally.
Thieves' CantSecretly pass messages in conversation, read thieves' signs and symbols.
Uncanny DodgeWhen an attacker that you can see hits you with an Attack, you can use your reaction to halve the attack's damage against you.
Criminal ContactYou 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.
Halfling NimblenessYou can move through the space of any creature that is at least one size larger than you.
LuckyReroll when you roll a 1 on attacks, saves, or ability checks.
Naturally StealthyYou can attempt to hide even when you are obscured only by a creature that is at least one size larger than you.
MobileYou are exceptionally speedy and agile. You gain the following benefits: Your speed increases by 10 feet. - When you use the Dash action, difficult terrain doesn't cost you extra movement on that turn. - When you make a melee attack against a creature, you don't provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not.
 

8437-200.png Attacks

Weapon To Hit Damage Type/(Range)
(2) Shortsword
(2) Dagger
Shortbow
Unarmed Strike
+6
+6
+6
+3
1d6 +3
1d4 +3
1d6 +3
(1) 1 +0
Piercing
Piercing (20/60)
Piercing (80/320)
Bludgeoning
 
money-dollar-circle-512.png Money
 

Copper: 19 Silver: 1 Gold: 4 Platinum: 25 (49 Coins * .02 lbs. = 0.98 lbs. Total Weight)
 
Encumbrance, heaviness, load, mass, sinker, stowage, weight icon - Download  on Iconfinder Encumbrance
 

Weight: 93.58 lbs. / 150 lbs. max.
Status: Unencumbered
Penalty: None
 
688885-200.png Equipment Readied
 

Equipped Items: (43.1 lbs.)
 
Armor (16 lbs.) Weapons (9 lbs.) Readied Items (19 lbs.)
Studed Leather Armor (13 lbs.)
Dark Common Clothes (3 lbs.)
Including a hood.















 
2 x Shortsword (4 lbs.)
2 x Daggers (2 lbs.)
Shortbow (2 lbs.)
20 x Arrows, Quiver (1 lb.)












 
Pouch: (1 lb.)
- Money (see above)
- 10 Ft. of String (0 lbs.)
- Ball Bearings (Bag of 1,000) (2 lbs.)
- Bell (0 lbs.)
- 5 x Candles (0 lbs.)
- Sealing Wax (0 lbs.)
- Signal Whistle (0 lbs.)
- Thieves' Tools (1 lb.)
- Tinderbox (1 lb.)

Bandolier #1: (1 lb.)
- 4 x Acid (4 lbs.)
- 0 x Oil (flask) (1 lb.)
- 2 x Potion of Healing (1 lb.)

Bandolier #2: (1 lb.)
- 4 x Antitoxin (4 lbs.)
- 1 x Oil (flask) (1 lb.)
- 2 x Potion of Healing (1 lb.)
 
education_icons_IF-06-512.png Equipment Stored
 

Stored Items: (49.5 lbs.)
 
In Backpack (30.5 lbs.) * Includes 5 lbs. for backpack Strapped To Backpack (19 lbs.)
Crowbar (5 lbs.)
Forgery Kit (5 lbs.)
Hammer (3 lbs.)
10 x Pitons (2.5 lbs.)
5 x Rations (10 lbs.)
Hooded Lantern (2 lbs.)
Rope, Hempen (50 feet) (10 lbs.)
4 x Sack (empty) (2 lbs.)
Waterskin (5 lbs.)
 
Item_necklace_9.png Magic Items
 

Magic Items: (0.0 lbs.)
 
Non-Attuned (0.0 lbs.) Attuned 1/3 (0.0 lbs.)
 

Right Ring FingerRing of Jumping (gold ring with amethyst gem) (0 lbs.)While wearing this ring, you can cast the jump spell from it as a Bonus Action at will, but can target only yourself when you do so.


5386-200.png Character Overview

 
 
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Born into a life of bondage in the home of a minor Thay Noble family, much of Mervyn’s early childhood is martyred with the death of his parents to an obscure diabolistic ritual and years of abuse at the hands of sadistic masters. Granted, Mervyn made the best of his situation. Defiant by nature, the young Halfling frequently shirk his responsibilities and kept his eyes on food and trinkets that were clearly not meant for him.

His behavior clearly would have had him slain by his masters, were it not for an elderly halfing by the name of Turik. Turik’s willingness to take the blame for Mervyn’s wrongdoings lead to many scars and bruises on his body that would have otherwise been meant for Mervyn, eventually rendering the elderly Halfling mostly lame. However, one night when a particularly noteworthy bauble was found missing, the masters quickly had the slave’s quarters torn apart to find it. It was around this time that Turik managed to sneak the young Mervyn out of the house via waste gratings, but the event did not leave Mervyn unscarred as the young Halfling heard the beatings and cries of his former friend right up until the point that they stopped echoing through the dense pipes.
 
spacer.pngHaving little in the way of food or shelter, Mervyn had to quickly adapt to life on the streets of Thay, stealing what he could to survive, keeping underfoot to avoid re-capture. His tendency to take too much almost landed him in a cell, and possibly back to his former masters, were it not for the timely intervention of a plain-looking middle aged Halfling woman, whom to this day Mervyn does not remember the name of. Following a lengthy detention, he was drug kicking and screaming across the border by the Shadowmasters of Telflamm into the Nation of Thesk. It was there that Mervyn began his new life. Having little to no skills, Mervyn “apprenticed” under the Gnome Shadowmaster, Bilskromminet Yakanderosstenfal. The 'thieves guild' conducted various illegal activities, but in his mind “the end justified the means, within reason” and the thief began to help refine both Mervyn’s skills as a thief and his sense of morality. To do so, Bilskromminet instilled within Mervyn his basic code of thievery, to which Mervyn still follows to this day:
 
Mervyn's Basic Code of Thievery

Do not kill or hurt anyone if you can help it. You’re the thief in their home.

Unless they had it coming.

Do not let your eyes get bigger than your satchels.

Do not take that which will be sorely missed.

Especially if the owner is a very powerful person and will come looking for it.

Stealing from those that have nothing is both the mark of a terrible thief and a terrible person.

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Mervyn had a fairly profitable life within Thesk for some time. You would not know this by looking at him, as Mervyn had a marked propensity to aid urchins like himself monetarily and by training them in “the art.” Mervyn was also more than happy to tithe to churches that were in the habit of taking in orphans and escaped slaves like himself. But his reputation for ill-gotten gains left him tithing in the night many times where the priests would not question from where the money came.

Over time, Mervyn became aware of the ignorance of his knowledge of his own race’s history and culture, finding that many of the halfings he also knew were former or descended from former slaves, Mervyn left Thesk and crossed the Inner Sea and worked his way to the Sword Coast in an attempt to find answers (and avoid jail time for an incident involving the botched theft of several bottles of toady). Imbued with the Thesk sense of freedom and equality, and armed with skills no lawful land could easily tolerate, Mervyn left for the city with the second largest halfing population in the area, Waterdeep. Mervyn took to the City of Splendors all too well, finding many ripe targets and few authorities in significant number to enforce the cities laws among such a large populace. Mervyn has fallen in with a local thieves guild called the Lord's Defiance, helping out other, less fortunate halflings in the city where he can and gathering what information he can on “the job” when opportunity presents itself.

Mervyn is a burglar by trade and often holds out for assignments and work that take advantage of his ability to stealth and pick locks, preferring assignments where the 'mark' isn't home as to allow him a comfortable time to work. He hates bloodshed and only will result in the drawing of it, if it absolutely becomes necessary or on the off chance that the victim deserves it.

Mervyn speaks with a Cockney accent due to his street-upbringing. He addresses many with a relaxed demeanor and posture, and acerbic nature and tone. This is because losing people that he cares about has been very common in his life, and as such it takes time for him to get comfortable dealing with new people, much less tall folk. This transitory feature in his life has also left him mildly hedonistic, and he loves good drink, good food, and despite not really knowing how to dance, good music. If Mervyn sees an opportunity to help an orphaned child or free an escaped slave, he will take it, but not without proper planning and not haphazardly if he can help it. Also, he will follow his rules of thievery to the letter, and violations of those will cause him some levels of grief.
 
 

Personality Quirks:
  • Chronic Smoker (Imagine him frequently lighting up during rest or when he is nervous, especially before disarming a trap)
  • Hates Wizards (I mean he really does, you can give him a penalty to dealing with them and I would not complain one bit)
  • Dick with a heart of gold (hard to pull off)
  • Over-eater (Oh he will)
  • Suspicious (but not necessarily hostile about it)

 

spacer.pngBackground
PHB: Criminal
 

Personality Traits:
Because of his poor upbringing Mervyn gets easily angered when he or other halflings are insulted, this has often led to scirmishes at the local taverns that attract more attention than Mervyn sometimes needs or wants. It is a character flaw that he is well aware of, because of this the Bucker brothers have learned that in negotiations for Mervyn to do a job, it is often as easy to tell Mervyn that he 'can't do it' than it is to offer him more money to get him to try. This has made Mervyn a valuable asset to the guild for jobs that others may be more hesitant to take.

Ideal:
Mervyn is fiercely loyal to his friends, however beyond that, you are just another mark. However Mervyn does have a soft side for urchins and the poor, one he tries to keep a secret.

Bond:
Mervyn hopes to one day be able to redeem himself for the torture that was inflicted on Turik on his behalf. He knows that if it wasn't for the elderly halfling he would have been slain long ago by his masters at the time. He holds himself responsible for Turik's death however, as the noteworthy bauble that went missing was one that Mervyn took. One that he let Turik be beaten to death for.

Flaw:
Mervyn often likes a well laid out plan, but often he makes spur of the moment decisions that forgo any plan that has been made. Mervyn explains it as liking to "fly by the seat of his pants." When in actuality Mervyn is just impatient when it comes to inaction and often doesn't feel he has the time for such planning. It has gotten him in trouble in the past and will probably do so again in the future.

Specialty:
Mervyn is a burglar by trade, that being the trade he was taught in Thesk, he continues to hone his skill in both lock picking and stealth, preferring marks that are not home at the time of the crime. He is short in stature but not afraid of heights or climbing and has recently began honing a new skill in forging documents, mostly city papers and permits for those wealthy enough to afford such things. Mervyn hopes one day he will be able to come out of the 'field' and just forge papers in his elder years, so far that is just a dream however.


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Spiritlord of Ubtao
 
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Gender: Male
Race: Variant Human (Chultan)
Alignment: Neutral
 
Class: Spiritlord (Cleric of Life) 6
Background: Sage

Passive Perception: 13
Passive Investigation: 11
Passive Insight: 13

 

Hit Points: 39
Hit Dice: 6d8
AC: 16 (Hide Armor and Hlang)
Initiative: +7 (Never Surprised)
Size: Medium
Speed: 30 feet

 

"If you think you a' too small to make a diffa'nce you aven't spent a night with a mosquito."

 

Symbol of Ubtao

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This symbol is on the disk that in embedded into Pokna's top lip.

 

"Ubtao is the Father of the Dinosaurs, Creator of Chult, Founder of Mezro, and The Deceiver."

 

What is a Spiritlord?

Spiritlords live outside the city and seek to ensure a safe passage for their clan through the spirit-infested world. Their main goal is to ensure the clan does not offend ancestor spirits or elemental deities by missing sacrifices and rituals. They also aim for favors from the spirits.

 

ABILITIES & SKILLS

Proficiency Bonus: +3

STR DEX CON INT WIS CHA

19

(+4)

14

(+2)

12

(+1)

12

(+1)

16

(+3)

12

(+1)

Save +4 Save +2 Save +1 Save +1 Save +6 Save +4
Athletics +4

Acrobatics +2

Sleight of Hand +2

Stealth +2

 

Arcana +4

History +4

Investigation +2

Nature +4

Religion +4

Animal Handling +3

Insight +3

Medicine +6

Perception +3

Survival +3

 

Deception +1

Intimidation +1

Performance +1

Persuasion +1

Bold detnotes proficiency.
 

PROFICIENCIES & ABILITIES

PROFICIENCIES LANGUAGES CLASS ABILITIES RACIAL TRAITS & FEATS

All armour
Shields
Simple Weapons

 

Common
Chultan
Draconic
Primordial

Blessed HealerWhen you cast a spell of 1st level or higher that restores hit points to a creature other than you, you regain hit points equal to 2 + the spell’s level.

Channel Divinity (2 per rest)At 2nd level, you gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Turn Undead and an effect determined by your domain. Some domains grant you additional effects as you advance in levels, as noted in the domain description.

When you use your Channel Divinity, you choose which effect to create. You must then finish a short or long rest to use your Channel Divinity again.

Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your cleric spell save DC.

Beginning at 6th level, you can use your Channel Divinity twice between rests, and beginning at 18th level, you can use it three times between rests. When you finish a short or long rest, you regain your expended uses.

  • Turn UndeadAs an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.

    A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.
  • Destroy UndeadStarting at 5th level, when an undead fails its saving throw against your Turn Undead feature, the creature is instantly destroyed if its challenge rating is at or below a certain threshold, as shown in the Destroy Undead table.

    CR 1/2 or lower currently.
    As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.

    A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.
  •  Preserve LifeStarting at 2nd level, you can use your Channel Divinity to heal the badly injured.

    As an action, you present your holy symbol and evoke healing energy that can restore a number of hit points equal to five times your cleric level. Choose any creatures within 30 feet of you, and divide those hit points among them. This feature can restore a creature to no more than half of its hit point maximum. You can’t use this feature on an undead or a construct.

Disciple of LifeAlso starting at 1st level, your healing spells are more effective. Whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2 + the spell’s level.

ResearcherWhen you attempt to learn or recall a piece of lore, if you do not know that information, you often know where and from 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 or even a whole campaign.

 

Feats

AlertWhen you attempt to learn or recall a piece of lore, if you do not know that information, you often know where and from 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 or even a whole campaign.

HealerSource: Player's Handbook

You are an able physician, allowing you to mend wounds quickly and get your allies back in the fight. You gain the following benefits:

When you use a healer's kit to stabilize a dying creature, that creature also regains 1 hit point.
As an action. you can spend one use of a healer's kit to tend to a creature and restore 1d6 + 4 hit points to it, plus additional hit points equal to the creature's maximum number of Hit Dice. The creature can't regain hit points from this feat again until it finishes a short or long rest.

Magic InitiateSource: Player's Handbook

Choose a class: bard, cleric, druid, sorcerer, warlock, or wizard. You learn two cantrips of your choice from that class's spell list.

In addition, choose one 1st-level spell to learn from that same list. Using this feat, you can cast the spell once at its lowest level, and you must finish a long rest before you can cast it in this way again.

Your spellcasting ability for these spells depends on the class you chose: Charisma for bard, sorcerer, or warlock; Wisdom for cleric or druid; or Intelligence for wizard.

 

 

 

 

8437-200.pngATTACKS

WEAPON TO HIT DAMAGE PROPERTIES / (RANGE)
Mace +7 1d6+4 Bludgeoning  
Bone Dagger +7 1d4+4 Piercing Finesse, light, thrown (range 20/60)
(2) Handaxe +7 1d6+4 Slashing Light, thrown (range 20/60)
Crossbow, Light +5 1d8+2 Piercing Ammunition (range 80/320), loading, two-handed
Unarmed Strike +7 5 Bludgeoning  
       

 

spacer.pngSPELLS


Spell Slots: 4/4 (1st), 3/3 (2nd), 3/3 (3rd)

Spell Save DC: 14 Spell Attack Mod: +6 Spells Prepared: 10 + Domain Spells + Magic Initiate

CANTRIPS 1ST LEVEL 2ND LEVEL 3RD LEVEL

Guidance
Infestation
Light
Shocking Grasp
Spare the Dying
Toll the Dead

 

Bless
Cure Wounds
Guiding Bolt
Healing Word
Inflict Wounds
Shield of Faith

 

Magic Missile
(1/long rest)
* Doesn't use a slot.

 

Gentle Repose
Lesser Restoration
Prayer of Healing
Silence
Spiritual Weapon

Beacon of Hope
Life Tranference
Water Walk
Spirit Guardians

 

money-dollar-circle-512.pngMONEY


Copper: Silver: Electrum:Gold: 3 Platinum: 0

(20 Coins * .02 lbs. = 0.4 lbs. Total Weight)

 

Encumbrance, heaviness, load, mass, sinker, stowage, weight icon - Download  on IconfinderENCUMBRANCE


Weight: 79.4 lbs. / 285 lbs. max. (15 x STR Score)
Status: Unencumbered
Penalty: None

 

688885-200.pngEQUIPMENT READIED


Equipped Items: (48.5 lbs.)

Equipped items can be retrieved with a manipulate item interaction.

ARMOR (18 lbs.) WEAPONS (14 lbs.) READIED ITEMS (16.5 lbs.)

Hide Armor (12 lbs.)
(Made from the skin of a leopard.)

Hlang (6 lbs.)
(Dinosaur hide stretched over a wood shield that can be converted into a chair)

Cleric Vestments
Basically, a cloak made out of feathers.

Mace (4 lbs.)
2 x Handaxe (4 lbs.)
Dagger (1 lbs.)
Crossbow, Light (5 lbs.)

 

Bolt Case (20 bolts) (1.5 lbs.)

Bone Scroll Case: (1 lb.)
Pouch: (1 lb.)
Bandolier #1: (1 lb.)

  • 2 x Acid (2 lbs.)
  • 2 x Antitoxin (2 lbs.)
  • 2 x Alchemist Fire (2 lbs.)

Bandolier #2: (1 lb.)

  • 3 x Holy Water (3 lbs.)
  • Healer's Kit (3 lbs.)
     

 

education_icons_IF-06-512.pngEQUIPMENT STORED


Stored Items: (33 lbs.)

Stored items can be retrieved with an action.

IN BACKPACK (14 lbs.) STRAPPED TO BACKPACK (19 lbs.)

Backpack (5 lbs.)

2 x Blocks of incense
10 x Candles
Censer
Cloths, common (3 lbs.)
Empty Flask (1 lb.)
Ink (1 oz bottle)
Quill
Letter From Colleague
Posing a question about the Death Curse
2 x Rations (4 lbs.)
Small Knife
Tinderbox (1 lb.)

 

4 x Healer's kit (12 lbs.)
Bag of 1,000 ball bearings (2 lbs.)
Blanket (3 lbs.)
Bag of 20 caltrops (2 lbs.)

 

Item_necklace_9.pngMAGIC ITEMS


Magic Items: (0.5 lbs.)

 

NON-ATTUNED (0.5 lbs) ATTUNED 1/3 (0 lbs.)

Spell Scroll Protection from Evil & Good (scroll case)
Spell Scroll Thunderwave (scroll case)
Spell Scroll Thunderwave (scroll case)

Potion of Healing (0.5 lb.) (bandolier)
 

Gauntlets of Ogre Power
They look like normal gloves made of hide and fur.

 

CHARACTER OVERVIEW


Pokna is a spiritlord, following the ancient teachings of Ubtao along with the pantheon of gods and goddesses, embodiments of nature, and spirits of the honored dead. Spiritlords seek to smooth their clan's passage through the spirit-infested world. They live to insure the clan doesn't offend the supernatural powers by missing a ritual or a sacrifice.

During a conclave of other spiritlords, Pokna became aware that the spirits of the honored dead are no longer passing to the afterlife. Despite the lack of youth, Pokna has taken it upon himself to find and end this threat.

The tools of Pokna's trade are uniquely Chultan. His most potent relic and holy symbol is his spirit mask. It serves as a typical holy symbol, but it must be worn to be used. Pokna also imbibe many roots, berries, and herbs to enter trances and practice his craft.

 

 

spacer.pngBACKGROUND

Player's Handbook: Sage


Personality Traits: Pokna believes if there is sound judgement to be made, then both sides of an argument must be listened to, but the holy man tends to come across awkwardly in social situations, especially those that do not remember the old ways. He offers his healing arts and tailors conversations to keep the peace while keeping allies on the goal, but he will be demanding when gentle diplomacy fails. He will maintain bizarre rituals to appease spirits that others (including other Chultans) don't always understand.

Ideal: Pokna has dedicated his life to the ideal of study to better oneself. He has long been a follower of the faith but has also dabbled some in the arcane arts as an apprentice to learn the ways of magic. He has left that part of his life behind and now believes that too much of the arcane arts leads to bad things happening to nature itself and only uses his gifts for them if he absolutely has to.

Bond: A single question has become an obsession for Pokna, finding the cause of and cure for the "Death Curse", at this point nothing else matters. He takes this role seriously. He is also aware that he lacked the physical power to accomplish this task, so he relies on a set of gauntlets that he wears, they look to be ordinary fur gloves, but they are actually Gauntlets of Ogre Power. Still, he was interested in joining with a group to help accomplish the task and has done so.

Flaw: Pokna quite often speaks his mind when he should hold his tongue. He does not lie, and it usually gets him in situations where society expects a little fib here and there. He is not a man to ask questions to if you do not want an honest answer. Some find this to be insulting, so he has taken to speaking in parables and riddles when talking on quite a few occasions as of late.

Specialty: Pokna was a wizard's apprentice for about three years when he was a much younger man and something he did outside of his clans wishes. He would have had to travel to the mainland for it as his clan lives outside of Port Nyanzaru in the edges of the jungle and like most Chultan families are a bit afraid of arcane magic and families are usually limited to having only one arcane magic wielder. Unfortunately, Pokna was told at a young age that he was not allowed to study magic and thus the magic training was his rebellious years before realizing and feeling the calling of Ubtao that brought him home.

It is also another reason he is still just a Spiritlord (adept) by title, as with his abilities and age he has long earned the right to have the title upgraded to Mazewalker (cleric). But it is a way that the elders in his clan are punishing him for his youthful rebellion. It is also something that he hopes to be forgiven for and his proper title given if he successfully finds a cure for the Death Curse.

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