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❛ cassandra talos, human psychic favored soul sorcerer
original character for DUNGEONS & DRAGONS fifth edition, level 1
endowed with psychic precognition, able to gain brief foresight into the immediate future. she has frequent visions like waking nightmares, and most of her spells and abilities are instinctual, triggering when she feels as though she is in immediate danger. unable to handle intensity or over-stimulation, she over all else desires a quiet, safe, peaceful life, but she is viewed as strange for her behavior alone, and her abilities make her even more of a target to those looking to gain advantage against their enemies.
she is gentle and loving at best, and wary and paranoid to the point of violence at worst, usually behaving in a distracted, flinching manner, easily confused and mildly neglectful of those she claims to love. the god who blessed her with her powers also cursed her, and being around clergy or places of high magic tends to increase her instability and reactionary vitriol. cautiously optimistic on her good days and viciously unstable on her bad, she is nevertheless artistic and intelligent, and does her best to feel and appear normal. though she has her lucid days, she is too often easily distracted, losing her train of thought in the middle of a sentence, forgetting what she’s doing or where she is, and dissociating for sometimes minutes at a time. her visions take their toll on her psyche, and she commonly turns to drugs and drink to numb her powers and control her own overreactions.
❛ cassandra, level 1 human favored soul sorcerer
STR 9 / -1 / -1 • DEX 16 / +3 / +3 • CON 13 / +1 / +3* INT 8 / -1 / -1 • WIS 17 / +3 / +3 • CHA 18 / +4 / +6*
HP: 8 • AC: 13 • LEVEL: 1 • HD: 1d6 SPEED: 30ft • ARMOR: none • PROF: +2 RACE: human • LANGUAGES: common, elvish, celestial
skills:
STR: -1 athletics
DEX: +3 acrobatics • +3 sleight of hand • +5 stealth*
INT: +2 arcana • +2 history • +2 investigation • +2 nature • +2 religion
WIS: +2 animal h. • +6 insight** • +2 medicine • +4 perception* • +2 survival
CHA: +6 deception* • +4 intimidation • +4 performance • +6 persuasion* *proficient **double proficiency
feats:
EMPATHIC: your wisdom score increases by one, you gain proficiency in insight, or double proficiency if you are already proficient in insight, and you can use your action to try to get uncanny insight about one humanoid you can see within 30 feet of you. make an insight check vs the target's deception check. if your check succeeds, you have advantage on attack rolls and ability checks against the target until the end of your next turn.
favored soul abilities:
SUPERNATURAL RESILIENCE: the blessing of the gods grants you enhanced durability. your hit point maximum increases by 1, and it increases by 1 again whenever you gain a level in this class.
FAVORED BY THE GODS: divine power guards your destiny, allowing you glimpses into the future. once per short or long rest, if you fail a saving throw or miss with an attack roll, you can roll 2d4 and add it to the total, possibly changing the outcome.
spellcasting:
SPELLS: you know 4 cantrips, and 2 spells and have 2 first level spell slots per long rest.
DIVINE MAGIC: your link to the divine allows you to learn spells normally associated with the cleric class. when you learn a cantrip or spell, you may choose from the cleric mist in addition to the sorcerer spell list, and that spell becomes a sorcerer spell for you.
SPELL SAVE DC: 14
SPELL ATTACK MODIFIER: +6
cantrips:
BLADE WARD: one action, verbal / somatic, self, one round. able to sense where you will be struck, you are able to minimize the damage done to yourself. until the end of your next turn, you have resistance against bludgeoning, piercing, and slashing damage from weapon attacks.
FRIENDS: one action, somatic / a small amount of makeup applied to the face as the spell is cast, self, up to one minute with concentration. for the duration, you have advantage on all charisma checks directed at one creature of your choice that isn’t hostile toward you. when the spell ends, the creature realizes that you used magic to influence its mood and becomes hostile toward you.
SACRED FLAME: one action, verbal / somatic, 60 foot range, instantaneous. flame-like radiance descends on a creature that you can see within range. the target must succeed on a dexterity saving throw or take 1d8 radiant damage, gaining no benefit from cover for the saving throw, and increasing by 1d8 at fifth and eleventh level.
TRUE STRIKE: one action, somatic, 30 foot range, up to one round with concentration. you glimpse into the future, gaining insight into the target’s movements and defenses. on your next turn, you gain advantage on your first attack roll again the target, provided that this spell hasn’t ended.
first level spells:
DETECT EVIL AND GOOD: one action, verbal / somatic, self, up to ten minutes with concentration. for the duration, you know if there is an aberration, celestial, elemental, fey, fiend, or undead within 30 feet of you, as well as where the creature is located. similarly, you know if there is a place or object within 30 feet of you that has been magically consecrated or desecrated.
DETECT POISON AND DISEASE: one action, verbal / somatic / a yew leaf, self, up to ten minutes with concentration. for the duration, you can sense the presence and location of poisons, poisonous creatures, and diseases within 30 feet of you. you can also identify the kind of poison, poisonous creature, or disease in each case.
weapons:
3 DAGGERS: +5 to attack, 1d4+3 slashing, light, finesse, thrown 20/60
equipment:
CLOTHING: traveler’s clothes, a ragged lacy white dress and red shawl
BACKPACK: a bedroll, a blanket, 10 days rations, 10 torches, a tinderbox, a mess kit, a waterskin, a component pouch, a bag with 10 gold, 50 feet of hempen rope
background:
PSYCHIC: endowed with psychic precognition, able to gain brief foresight into the immediate future. she has frequent visions like waking nightmares, and most of her spells and abilities are instinctual, triggering when she feels as though she is in immediate danger. viewed as strange for her behavior alone, her abilities make her even more of a target to those looking to gain advantage against their enemies.
PERSONALITY: she is gentle and loving at best, and wary and paranoid to the point of violence at worst, usually behaving in a distracted, flinching manner, easily confused and mildly neglectful of those she claims to love. cautiously optimistic on her good days and viciously unstable on her bad, she is nevertheless artistic and intelligent, and does her best to feel and appear normal.
IDEAL: she cannot handle intensity or over-stimulation, and over all else desires a quiet, safe, peaceful life. (neutral)
BOND: the god who blessed her with her powers also cursed her, and being around clergy or places of high magic tends to increase her instability and reactionary vitriol.
FLAW: though she has her lucid days, she is too often easily distracted, losing her train of thought in the middle of a sentence, forgetting what she's doing or where she is, and dissociating for sometimes minutes at a time. her visions take their toll on her psyche, and she commonly turns to drugs and drink to numb her powers and control her own overreactions.
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octavius solnar, human acolyte grave cleric of hades
original character for DUNGEONS & DRAGONS fifth edition, levels 6-10
octavius came from a mixed background of various cultures and religions, raised in turns by his bright and colorful mother and step-father and his serious, dour birth father, but when he died just before his eighteenth birthday, it was to the underworld of his father’s pantheon that his soul was carried. passing through the gates of judgement into lower elysium, he was taken to hades’ dark palace, able to observe from there that the once peaceful fields of asphodel had fallen into confusion and blight.
whether the pity and compassion that filled his heart was by hades’ will or not, octavius felt it was his purpose to reclaim the fields and remake them as they once were: a place of renewal and reincarnation. returned to life and imbued with the power of hades and the grave, he fights to protect balance and deliver the souls of those vile undead who think they can thwart death to the gates of judgement.
❛ octavius, level 6 human grave cleric of hades
STR 20 / +5 / +8* • DEX 14 / +2 / +2 • CON 18 / +4 / +7* INT 11 / +0 / +0 • WIS 16 / +3 / +3 • CHA 11 / +0 / +0
HP: 63 • AC: 18 • LEVEL: 6 (5 fighter, 1 cleric) • HD: 5d10 + 1d8 SPEED: 30ft • ARMOR: chain mail, shield • PROF: +3 RACE: human • LANGUAGES: common, dwarvish, elvish, giant
skills:
STR: +7 athletics*
DEX: +2 acrobatics • +2 sleight of hand • +2 stealth (disadvantage)
INT: +0 arcana • +3 history* • +0 investigation • +0 nature • +3 religion*
WIS: +3 animal handling • +3 insight • +3 medicine • +6 perception* • +6 survival*
CHA: +0 deception • +0 intimidation • +0 performance • +0 persuasion
feats:
SHIELD MASTER: you use shields not just for protection but also for offense. you gain the following benefits while you are wielding a shield. if you take the attack action on your turn, you can use a bonus action to try to shove a creature within 5 feet of you with your shield. if you aren’t incapacitated, you can add your shield’s ac bonus to any dexterity saving throw you make against a spell or other harmful effect that targets only you. if you are subjected to an effect that allows you to make a dexterity saving throw to take half damage, you can use your reaction to take no damage if you succeed on the saving throw, interposing your shield between yourself and the source of the effect.
fighter abilities:
PROTECTION: when a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll with your shield.
SECOND WIND: you have a limited well of stamina that you can draw on to protect yourself from harm. on your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. once you use this feature, you must finish a short or long rest before you can use it again.
ACTION SURGE: once per short or long rest, on your turn, you can take one additional action on top of your regular action.
IMPROVED CRITICAL: your weapon attacks score a critical hit on a roll of 19 or 20.
EXTRA ATTACK: you can attack twice instead of once whenever you take the attack action on your turn.
grave domain abilities:
CIRCLE OF MORTALITY: you gain the ability to manipulate the line between life and death. when you cast a spell that restores hit points to a living creature currently at 1, treat any dice rolled as their maximum result. in addition, if you have the spare the dying cantrip, you can cast it as a bonus action.
EYES OF THE GRAVE: you have an innate sense of creatures whose existence is an insult to the natural cycle of life. once per long rest, if you spend 1 minute in uninterrupted contemplation, you can determine the presence and nature of undead creatures in the area up to 1 mile in all directions. you learn the number of undead and their distance and direction from you, and the creature type of the undead in that area that has the highest challenge rating.
spellcasting:
SPELLS: you know 3 cantrips, and can prepare 4 cleric spells and cast 2 first level spell slots per long rest. preparing a new spell list requires at least one minute per spell level spent in prayer and meditation.
SPELL SAVE DC: 14
SPELL ATTACK MODIFIER: +6
cantrips:
RESISTANCE: one action, verbal / somatic / a miniature cloak, touch, up to one minute with concentration. you touch one willing creature to grant it a d4 it can roll and add to one saving throw of its choice.
SACRED FLAME: one action, verbal / somatic, 60 foot range, instantaneous. flame-like radiance descends on a creature that you can see within range. the target must succeed on a dexterity saving throw or take 1d8 radiant damage, gaining no benefit from cover for the saving throw, and increasing by 1d8 at fifth and eleventh level.
SPARE THE DYING: bonus action, verbal / somatic, touch, instantaneous. you touch a living creature that has 0 hit points to stabilize it.
first level spells:
BANE: one action, verbal / somatic / a drop of blood, 30 foot range, up to one minute with concentration, always prepared as a grave domain spell. up to three creature of your choice that you can see within range must succeed on a charisma saving throw or roll a d4 each time they make an attack roll or saving throw and subtract the number rolled, targeting one additional creature for each spell slot above first.
CURE WOUNDS: one action, verbal / somatic, touch, instantaneous. a creature you touch regains a number of hit points equal to 1d8+3 (your spellcasting ability modifier), increasing by 1d8 for each spell slot above first.
FALSE LIFE: one action, verbal / somatic / a small amount of alcohol or distilled spirits, self, one hour, always prepared as a grave domain spell. you gain 1d4+4 temporary hit points, increasing by 5 for each spell slot above first.
HEALING WORD: bonus action, verbal, 60 foot range, instantaneous. a creature of your choice regains 1d4+3 (your spellcasting ability modifier) hit points, increasing by 1d4 for each slot level above first.
INFLICT WOUNDS: one action, verbal / somatic, touch, instantaneous. make a melee spell attack against a creature in reach, dealing 3d10 necrotic damage on a hit, increasing by 1d10 for each spell slot above first.
SHIELD OF FAITH: bonus action, verbal / somatic / a small parchment with a bit of holy text written on it, 60 foot range, up to ten minutes with concentration. you grant a creature +2 to ac for the duration.
weapons:
LONGSWORD: +8 to attack, 1d8+5 slashing, versatile 1d10
2 HANDAXES: +8 to attack, 1d6+5 slashing, light, thrown 20/60
equipment:
CLOTHING: common clothes
BACKPACK: a bedroll, a blanket, 10 days rations, 10 torches, a tinderbox, a mess kit, a waterskin, a holy symbol of hades, 50 feet of hempen rope
background:
ACOLYTE WARRIOR: after his death and rebirth, his mother and step-father agreed to send him to a temple in the service of the greek pantheon, where he could be trained to defend himself and learn more about his paternal heritage. ( mix of acolyte and soldier / athletics and religion skills )
PERSONALITY: being raised in turns by both his serious, severe father and his bright, vivacious mother and step-father, he is able to empathize with many types of people, though he struggles to know his place among them.
IDEAL: he tries to do good by good people without disrupting the natural order of life and death. ( lawful / good )
BOND: he feels it is his destiny to one day reclaim the fields of asphodel and remake them as they once were, into a place of renewal and reincarnation.
FLAW: viewing this life as temporary, and death as a mere doorway to the realms of hell and paradise, death does not bother him. he hesitates to attempt to prevent a natural death, refuses to participate in raising the dead and will not suffer undead to stand in his presence, and has no qualms sending his enemies’ souls to be judged in the afterlife.
❛ octavius, level 7 human grave cleric of hades
STR 20 / +5 / +8* • DEX 14 / +2 / +2 • CON 20 / +5 / +8* INT 11 / +0 / +0 • WIS 16 / +3 / +3 • CHA 11 / +0 / +0
HP: 74 • AC: 18 • LEVEL: 7�� (6 fighter, 1 cleric) • HD: 6d10 + 1d8 SPEED: 30ft • ARMOR: chain mail, shield • PROF: +3 RACE: human • LANGUAGES: common, dwarvish, elvish, giant
skills:
STR: +7 athletics*
DEX: +2 acrobatics • +2 sleight of hand • +2 stealth (disadvantage)
INT: +0 arcana • +3 history* • +0 investigation • +0 nature • +3 religion*
WIS: +3 animal handling • +3 insight • +3 medicine • +6 perception* • +6 survival*
CHA: +0 deception • +0 intimidation • +0 performance • +0 persuasion
feats:
SHIELD MASTER: you use shields not just for protection but also for offense. you gain the following benefits while you are wielding a shield. if you take the attack action on your turn, you can use a bonus action to try to shove a creature within 5 feet of you with your shield. if you aren’t incapacitated, you can add your shield’s ac bonus to any dexterity saving throw you make against a spell or other harmful effect that targets only you. if you are subjected to an effect that allows you to make a dexterity saving throw to take half damage, you can use your reaction to take no damage if you succeed on the saving throw, interposing your shield between yourself and the source of the effect.
fighter abilities:
PROTECTION: when a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll with your shield.
SECOND WIND: you have a limited well of stamina that you can draw on to protect yourself from harm. on your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. once you use this feature, you must finish a short or long rest before you can use it again.
ACTION SURGE: once per short or long rest, on your turn, you can take one additional action on top of your regular action.
IMPROVED CRITICAL: your weapon attacks score a critical hit on a roll of 19 or 20.
EXTRA ATTACK: you can attack twice instead of once whenever you take the attack action on your turn.
grave domain abilities:
CIRCLE OF MORTALITY: you gain the ability to manipulate the line between life and death. when you cast a spell that restores hit points to a living creature currently at 1, treat any dice rolled as their maximum result. in addition, if you have the spare the dying cantrip, you can cast it as a bonus action.
EYES OF THE GRAVE: you have an innate sense of creatures whose existence is an insult to the natural cycle of life. once per long rest, if you spend 1 minute in uninterrupted contemplation, you can determine the presence and nature of undead creatures in the area up to 1 mile in all directions. you learn the number of undead and their distance and direction from you, and the creature type of the undead in that area that has the highest challenge rating.
spellcasting:
SPELLS: you know 3 cantrips, and can prepare 4 cleric spells and cast 2 first level spell slots per long rest. preparing a new spell list requires at least one minute per spell level spent in prayer and meditation.
SPELL SAVE DC: 14
SPELL ATTACK MODIFIER: +6
cantrips:
RESISTANCE: one action, verbal / somatic / a miniature cloak, touch, up to one minute with concentration. you touch one willing creature to grant it a d4 it can roll and add to one saving throw of its choice.
SACRED FLAME: one action, verbal / somatic, 60 foot range, instantaneous. flame-like radiance descends on a creature that you can see within range. the target must succeed on a dexterity saving throw or take 1d8 radiant damage, gaining no benefit from cover for the saving throw, and increasing by 1d8 at fifth and eleventh level.
SPARE THE DYING: bonus action, verbal / somatic, touch, instantaneous. you touch a living creature that has 0 hit points to stabilize it.
first level spells:
BANE: one action, verbal / somatic / a drop of blood, 30 foot range, up to one minute with concentration, always prepared as a grave domain spell. up to three creature of your choice that you can see within range must succeed on a charisma saving throw or roll a d4 each time they make an attack roll or saving throw and subtract the number rolled, targeting one additional creature for each spell slot above first.
CURE WOUNDS: one action, verbal / somatic, touch, instantaneous. a creature you touch regains a number of hit points equal to 1d8+3 (your spellcasting ability modifier), increasing by 1d8 for each spell slot above first.
FALSE LIFE: one action, verbal / somatic / a small amount of alcohol or distilled spirits, self, one hour, always prepared as a grave domain spell. you gain 1d4+4 temporary hit points, increasing by 5 for each spell slot above first.
HEALING WORD: bonus action, verbal, 60 foot range, instantaneous. a creature of your choice regains 1d4+3 (your spellcasting ability modifier) hit points, increasing by 1d4 for each slot level above first.
INFLICT WOUNDS: one action, verbal / somatic, touch, instantaneous. make a melee spell attack against a creature in reach, dealing 3d10 necrotic damage on a hit, increasing by 1d10 for each spell slot above first.
SHIELD OF FAITH: bonus action, verbal / somatic / a small parchment with a bit of holy text written on it, 60 foot range, up to ten minutes with concentration. you grant a creature +2 to ac for the duration.
weapons:
LONGSWORD: +8 to attack, 1d8+5 slashing, versatile 1d10
2 HANDAXES: +8 to attack, 1d6+5 slashing, light, thrown 20/60
❛ octavius, level 8 human grave cleric of hades
STR 20 / +5 / +8* • DEX 14 / +2 / +4** • CON 20 / +5 / +8* INT 11 / +0 / +0 • WIS 16 / +3 / +3 • CHA 11 / +0 / +0
HP: 85 • AC: 18 • LEVEL: 8 (7 fighter, 1 cleric) • HD: 7d10 + 1d8 SPEED: 30ft • ARMOR: chain mail, shield • PROF: +3 RACE: human • LANGUAGES: common, dwarvish, elvish, giant
skills:
STR: +7 athletics*
DEX: +4 acrobatics** • +4 sleight of hand** • +4 stealth** (disadvantage)
INT: +0 arcana • +3 history* • +0 investigation • +0 nature • +3 religion*
WIS: +3 animal handling • +3 insight • +3 medicine • +6 perception* • +6 survival*
CHA: +0 deception • +0 intimidation • +0 performance • +0 persuasion *with proficiency **with half proficiency rounded up
feats:
SHIELD MASTER: you use shields not just for protection but also for offense. you gain the following benefits while you are wielding a shield. if you take the attack action on your turn, you can use a bonus action to try to shove a creature within 5 feet of you with your shield. if you aren’t incapacitated, you can add your shield’s ac bonus to any dexterity saving throw you make against a spell or other harmful effect that targets only you. if you are subjected to an effect that allows you to make a dexterity saving throw to take half damage, you can use your reaction to take no damage if you succeed on the saving throw, interposing your shield between yourself and the source of the effect.
fighter abilities:
PROTECTION: when a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll with your shield.
SECOND WIND: you have a limited well of stamina that you can draw on to protect yourself from harm. on your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. once you use this feature, you must finish a short or long rest before you can use it again.
ACTION SURGE: once per short or long rest, on your turn, you can take one additional action on top of your regular action.
IMPROVED CRITICAL: your weapon attacks score a critical hit on a roll of 19 or 20.
REMARKABLE ATHLETE: you can add half your proficiency bonus rounded up to any strength, dexterity, or constitution check you make that doesn’t already use your proficiency bonus. in addition, when you make a running long jump, the distance you can cover increases by a number of feet equal to your strength modifier.
EXTRA ATTACK: you can attack twice instead of once whenever you take the attack action on your turn.
grave domain abilities:
CIRCLE OF MORTALITY: you gain the ability to manipulate the line between life and death. when you cast a spell that restores hit points to a living creature currently at 1, treat any dice rolled as their maximum result. in addition, if you have the spare the dying cantrip, you can cast it as a bonus action.
EYES OF THE GRAVE: you have an innate sense of creatures whose existence is an insult to the natural cycle of life. once per long rest, if you spend 1 minute in uninterrupted contemplation, you can determine the presence and nature of undead creatures in the area up to 1 mile in all directions. you learn the number of undead and their distance and direction from you, and the creature type of the undead in that area that has the highest challenge rating.
spellcasting:
SPELLS: you know 3 cantrips, and can prepare 4 cleric spells and cast 2 first level spell slots per long rest. preparing a new spell list requires at least one minute per spell level spent in prayer and meditation.
SPELL SAVE DC: 14
SPELL ATTACK MODIFIER: +6
cantrips:
RESISTANCE: one action, verbal / somatic / a miniature cloak, touch, up to one minute with concentration. you touch one willing creature to grant it a d4 it can roll and add to one saving throw of its choice.
SACRED FLAME: one action, verbal / somatic, 60 foot range, instantaneous. flame-like radiance descends on a creature that you can see within range. the target must succeed on a dexterity saving throw or take 1d8 radiant damage, gaining no benefit from cover for the saving throw, and increasing by 1d8 at fifth and eleventh level.
SPARE THE DYING: bonus action, verbal / somatic, touch, instantaneous. you touch a living creature that has 0 hit points to stabilize it.
first level spells:
BANE: one action, verbal / somatic / a drop of blood, 30 foot range, up to one minute with concentration, always prepared as a grave domain spell. up to three creature of your choice that you can see within range must succeed on a charisma saving throw or roll a d4 each time they make an attack roll or saving throw and subtract the number rolled, targeting one additional creature for each spell slot above first.
CURE WOUNDS: one action, verbal / somatic, touch, instantaneous. a creature you touch regains a number of hit points equal to 1d8+3 (your spellcasting ability modifier), increasing by 1d8 for each spell slot above first.
FALSE LIFE: one action, verbal / somatic / a small amount of alcohol or distilled spirits, self, one hour, always prepared as a grave domain spell. you gain 1d4+4 temporary hit points, increasing by 5 for each spell slot above first.
HEALING WORD: bonus action, verbal, 60 foot range, instantaneous. a creature of your choice regains 1d4+3 (your spellcasting ability modifier) hit points, increasing by 1d4 for each slot level above first.
INFLICT WOUNDS: one action, verbal / somatic, touch, instantaneous. make a melee spell attack against a creature in reach, dealing 3d10 necrotic damage on a hit, increasing by 1d10 for each spell slot above first.
SHIELD OF FAITH: bonus action, verbal / somatic / a small parchment with a bit of holy text written on it, 60 foot range, up to ten minutes with concentration. you grant a creature +2 to ac for the duration.
weapons:
LONGSWORD: +8 to attack, 1d8+5 slashing, versatile 1d10
2 HANDAXES: +8 to attack, 1d6+5 slashing, light, thrown 20/60
❛ octavius, level 9 human grave cleric of hades
STR 20 / +5 / +9* • DEX 14 / +2 / +4** • CON 20 / +5 / +9* INT 11 / +0 / +0 • WIS 16 / +3 / +3 • CHA 11 / +0 / +0
HP: 114 • AC: 18 • LEVEL: 9 (8 fighter, 1 cleric) • HD: 8d10 + 1d8 SPEED: 30ft • ARMOR: chain mail, shield • PROF: +4 RACE: human • LANGUAGES: common, dwarvish, elvish, giant
skills:
STR: +8 athletics*
DEX: +4 acrobatics** • +4 sleight of hand** • +4 stealth** (disadvantage)
INT: +0 arcana • +4 history* • +0 investigation • +0 nature • +4 religion*
WIS: +3 animal handling • +3 insight • +3 medicine • +7 perception* • +7 survival*
CHA: +0 deception • +0 intimidation • +0 performance • +0 persuasion *with proficiency **with half proficiency rounded up
feats:
SHIELD MASTER: you use shields not just for protection but also for offense. you gain the following benefits while you are wielding a shield. if you take the attack action on your turn, you can use a bonus action to try to shove a creature within 5 feet of you with your shield. if you aren’t incapacitated, you can add your shield’s ac bonus to any dexterity saving throw you make against a spell or other harmful effect that targets only you. if you are subjected to an effect that allows you to make a dexterity saving throw to take half damage, you can use your reaction to take no damage if you succeed on the saving throw, interposing your shield between yourself and the source of the effect.
TOUGH: your hit point maximum increases by an amount equal to twice your level when you gain this feat. whenever you gain a level thereafter, your hit point maximum increases by an additional two hit points.
fighter abilities:
PROTECTION: when a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll with your shield.
SECOND WIND: you have a limited well of stamina that you can draw on to protect yourself from harm. on your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. once you use this feature, you must finish a short or long rest before you can use it again.
ACTION SURGE: once per short or long rest, on your turn, you can take one additional action on top of your regular action.
IMPROVED CRITICAL: your weapon attacks score a critical hit on a roll of 19 or 20.
REMARKABLE ATHLETE: you can add half your proficiency bonus rounded up to any strength, dexterity, or constitution check you make that doesn’t already use your proficiency bonus. in addition, when you make a running long jump, the distance you can cover increases by a number of feet equal to your strength modifier.
EXTRA ATTACK: you can attack twice instead of once whenever you take the attack action on your turn.
grave domain abilities:
CIRCLE OF MORTALITY: you gain the ability to manipulate the line between life and death. when you cast a spell that restores hit points to a living creature currently at 1, treat any dice rolled as their maximum result. in addition, if you have the spare the dying cantrip, you can cast it as a bonus action.
EYES OF THE GRAVE: you have an innate sense of creatures whose existence is an insult to the natural cycle of life. once per long rest, if you spend 1 minute in uninterrupted contemplation, you can determine the presence and nature of undead creatures in the area up to 1 mile in all directions. you learn the number of undead and their distance and direction from you, and the creature type of the undead in that area that has the highest challenge rating.
spellcasting:
SPELLS: you know 3 cantrips, and can prepare 4 cleric spells and cast 2 first level spell slots per long rest. preparing a new spell list requires at least one minute per spell level spent in prayer and meditation.
SPELL SAVE DC: 15
SPELL ATTACK MODIFIER: +7
cantrips:
RESISTANCE: one action, verbal / somatic / a miniature cloak, touch, up to one minute with concentration. you touch one willing creature to grant it a d4 it can roll and add to one saving throw of its choice.
SACRED FLAME: one action, verbal / somatic, 60 foot range, instantaneous. flame-like radiance descends on a creature that you can see within range. the target must succeed on a dexterity saving throw or take 1d8 radiant damage, gaining no benefit from cover for the saving throw, and increasing by 1d8 at fifth and eleventh level.
SPARE THE DYING: bonus action, verbal / somatic, touch, instantaneous. you touch a living creature that has 0 hit points to stabilize it.
first level spells:
BANE: one action, verbal / somatic / a drop of blood, 30 foot range, up to one minute with concentration, always prepared as a grave domain spell. up to three creature of your choice that you can see within range must succeed on a charisma saving throw or roll a d4 each time they make an attack roll or saving throw and subtract the number rolled, targeting one additional creature for each spell slot above first.
CURE WOUNDS: one action, verbal / somatic, touch, instantaneous. a creature you touch regains a number of hit points equal to 1d8+3 (your spellcasting ability modifier), increasing by 1d8 for each spell slot above first.
FALSE LIFE: one action, verbal / somatic / a small amount of alcohol or distilled spirits, self, one hour, always prepared as a grave domain spell. you gain 1d4+4 temporary hit points, increasing by 5 for each spell slot above first.
HEALING WORD: bonus action, verbal, 60 foot range, instantaneous. a creature of your choice regains 1d4+3 (your spellcasting ability modifier) hit points, increasing by 1d4 for each slot level above first.
INFLICT WOUNDS: one action, verbal / somatic, touch, instantaneous. make a melee spell attack against a creature in reach, dealing 3d10 necrotic damage on a hit, increasing by 1d10 for each spell slot above first.
SHIELD OF FAITH: bonus action, verbal / somatic / a small parchment with a bit of holy text written on it, 60 foot range, up to ten minutes with concentration. you grant a creature +2 to ac for the duration.
weapons:
LONGSWORD: +9 to attack, 1d8+5 slashing, versatile 1d10
2 HANDAXES: +9 to attack, 1d6+5 slashing, light, thrown 20/60
❛ octavius, level 10 human grave cleric of hades
STR 20 / +5 / +9* • DEX 14 / +2 / +4** • CON 20 / +5 / +9* INT 11 / +0 / +0 • WIS 16 / +3 / +3 • CHA 11 / +0 / +0
HP: 126 • AC: 18 • LEVEL: 10 (8 fighter, 2 cleric) • HD: 8d10 + 2d8 SPEED: 30ft • ARMOR: chain mail, shield • PROF: +4 RACE: human • LANGUAGES: common, dwarvish, elvish, giant
skills:
STR: +8 athletics*
DEX: +4 acrobatics** • +4 sleight of hand** • +4 stealth** (disadvantage)
INT: +0 arcana • +4 history* • +0 investigation • +0 nature • +4 religion*
WIS: +3 animal handling • +3 insight • +3 medicine • +7 perception* • +7 survival*
CHA: +0 deception • +0 intimidation • +0 performance • +0 persuasion *with proficiency **with half proficiency rounded up
feats:
SHIELD MASTER: you use shields not just for protection but also for offense. you gain the following benefits while you are wielding a shield. if you take the attack action on your turn, you can use a bonus action to try to shove a creature within 5 feet of you with your shield. if you aren’t incapacitated, you can add your shield’s ac bonus to any dexterity saving throw you make against a spell or other harmful effect that targets only you. if you are subjected to an effect that allows you to make a dexterity saving throw to take half damage, you can use your reaction to take no damage if you succeed on the saving throw, interposing your shield between yourself and the source of the effect.
TOUGH: your hit point maximum increases by an amount equal to twice your level when you gain this feat. whenever you gain a level thereafter, your hit point maximum increases by an additional two hit points.
fighter abilities:
PROTECTION: when a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll with your shield.
SECOND WIND: you have a limited well of stamina that you can draw on to protect yourself from harm. on your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. once you use this feature, you must finish a short or long rest before you can use it again.
ACTION SURGE: once per short or long rest, on your turn, you can take one additional action on top of your regular action.
IMPROVED CRITICAL: your weapon attacks score a critical hit on a roll of 19 or 20.
REMARKABLE ATHLETE: you can add half your proficiency bonus rounded up to any strength, dexterity, or constitution check you make that doesn’t already use your proficiency bonus. in addition, when you make a running long jump, the distance you can cover increases by a number of feet equal to your strength modifier.
EXTRA ATTACK: you can attack twice instead of once whenever you take the attack action on your turn.
cleric abilities:
CHANNEL DIVINITY: you gain two effects, turn undead and path to the grave, which you can use once per short or long rest.
TURN UNDEAD: as an action, you present your holy symbol and speak a prayer censuring the undead, “return to hades!” each undead that can see or hear you within 30 feet of you must make a wisdom saving throw vs 15 or is turned for one minute or until it takes any damage. a turned creature must use its turns trying to move as far away from you as it can, and is unable to take reactions. for its actions, it can only use 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.
grave domain abilities:
CIRCLE OF MORTALITY: you gain the ability to manipulate the line between life and death. when you cast a spell that restores hit points to a living creature currently at 1, treat any dice rolled as their maximum result. in addition, if you have the spare the dying cantrip, you can cast it as a bonus action.
EYES OF THE GRAVE: you have an innate sense of creatures whose existence is an insult to the natural cycle of life. once per long rest, if you spend 1 minute in uninterrupted contemplation, you can determine the presence and nature of undead creatures in the area up to 1 mile in all directions. you learn the number of undead and their distance and direction from you, and the creature type of the undead in that area that has the highest challenge rating.
PATH TO THE GRAVE: you can use your channel divinity to mark another creature's life force for termination. as an action, you touch a creature. the next time that creature takes damage from a spell or an attack from you or an ally, it is vulnerable to that spell or attack's damage. if the source of damage has multiple damage types, the creature is vulnerable to all of them. the vulnerability applies only to the first time that the source inflicts damage, and then ends. if the creature has resistance or is immune to the damage, it instead loses it resistance or immunity against that spell or attack when it first applies damage.
spellcasting:
SPELLS: you know 3 cantrips, and can prepare 5 cleric spells and cast 3 first level spell slots per long rest. preparing a new spell list requires at least one minute per spell level spent in prayer and meditation.
SPELL SAVE DC: 15
SPELL ATTACK MODIFIER: +7
cantrips:
RESISTANCE: one action, verbal / somatic / a miniature cloak, touch, up to one minute with concentration. you touch one willing creature to grant it a d4 it can roll and add to one saving throw of its choice.
SACRED FLAME: one action, verbal / somatic, 60 foot range, instantaneous. flame-like radiance descends on a creature that you can see within range. the target must succeed on a dexterity saving throw or take 1d8 radiant damage, gaining no benefit from cover for the saving throw, and increasing by 1d8 at fifth and eleventh level.
SPARE THE DYING: bonus action, verbal / somatic, touch, instantaneous. you touch a living creature that has 0 hit points to stabilize it.
first level spells:
BANE: one action, verbal / somatic / a drop of blood, 30 foot range, up to one minute with concentration, always prepared as a grave domain spell. up to three creature of your choice that you can see within range must succeed on a charisma saving throw or roll a d4 each time they make an attack roll or saving throw and subtract the number rolled, targeting one additional creature for each spell slot above first.
COMMAND: one action, verbal, 60 foot range, one round duration. you speak a one word command that is not harmful to it such as approach, drop, flee, grovel, or halt to a creature you can see within range that can understand you. that creature must succeed on a wisdom saving throw vs 15 or follow the command on its next turn. this spell has no effect on undead. if you cast this using a spell slot above first, you may add one additional creature per spell slot that are within 30 feet of each other.
CURE WOUNDS: one action, verbal / somatic, touch, instantaneous. a creature you touch regains a number of hit points equal to 1d8+3 (your spellcasting ability modifier), increasing by 1d8 for each spell slot above first.
FALSE LIFE: one action, verbal / somatic / a small amount of alcohol or distilled spirits, self, one hour, always prepared as a grave domain spell. you gain 1d4+4 temporary hit points, increasing by 5 for each spell slot above first.
HEALING WORD: bonus action, verbal, 60 foot range, instantaneous. a creature of your choice regains 1d4+3 (your spellcasting ability modifier) hit points, increasing by 1d4 for each slot level above first.
INFLICT WOUNDS: one action, verbal / somatic, touch, instantaneous. make a melee spell attack against a creature in reach, dealing 3d10 necrotic damage on a hit, increasing by 1d10 for each spell slot above first.
SHIELD OF FAITH: bonus action, verbal / somatic / a small parchment with a bit of holy text written on it, 60 foot range, up to ten minutes with concentration. you grant a creature +2 to ac for the duration.
weapons:
LONGSWORD: +9 to attack, 1d8+5 slashing, versatile 1d10
2 HANDAXES: +9 to attack, 1d6+5 slashing, light, thrown 20/60
#d&d character#cleric#grave domain#cleric of hades#fighter#champion fighter#multiclass#cleric-fighter#male#acolyte#soldier#lawful good#level 6-10#octavius
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❛ fuzzy pink mace
the head of this soft, fluffy mace does no damage. on a hit, the target must make a wisdom saving throw vs 15 or be struck with visions of dazzling lights and be stunned and blinded until the end of your next turn or until it takes damage from any source.
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❛ the sea silk dress of grendel’s bride
this sleeveless, full-length gossamer wedding dress is woven from strands of bone white sea silk, so light and flowy that it is practically weightless and can be compressed to the size of a gold coin without being damaged. fitting like a second skin from throat to hips, it feels like wearing nothing, and below the hips flows into countless floating folds and layers. it expands and contracts naturally to accommodate any body width and is practically see-through, providing no warmth to the wearer.
if the dress is the only piece of clothing being worn, including armor and undergarments (but not shields or other carried equipment or items), it grants the wearer water breathing and a swim speed equal to their normal speed.
#this comes from the chronicles of chaos series by john c. wright which is AMAZING and everyone should read it#basically grendel kidnaps a girl and makes her wear this creepily transparent wedding dress#and drags her under the sea and she can't take the dress off or she'll drown#as far as i remember anyway lol#but she escaped and i assume the dress was lost forever~~~ (until you find it)#d&d artifact#wondrous item#water breathing#uncommon#d&d homebrew
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❛ the stranger cloak
this floor-length sleeveless cloak is sewn with a slit that goes halfway up the back. once per round, the first time you are targeted by an attack from a creature within five feet of you and you are wearing this cloak, the ends of the cloak will fly up to flap wildly in your attacker’s face, giving it disadvantage on its first attack roll against you if its size is large or smaller.
credit @bbysqllngdrgns
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❛ bela’s lucky rabbit’s foot
so long as you touch this rabbit’s foot with your bare skin and it remains in your possession, either being worn or carried by you, you automatically gain advantage on all skill checks, attack rolls, and saving throws, and all attacks against you have disadvantage as seemingly-random events allow you to succeed and inflict calamities on those who attempt to harm you. the source of this luck is not perceptible to onlookers without the ability to sense magic. in addition, all monetary treasure you find is doubled.
every short or long rest, roll a 1d6. on a 1, the rabbit’s foot is lost, either by accident or because it was stolen.
if you have ever touched the rabbit’s foot with your bare skin and it is lost, taken, or otherwise no longer in your possession, either being worn or carried by you, you suffer disadvantage on all skill checks, attack rolls, and saving throws, and wildly-improbable calamities befall you. only repossessing the rabbit foot, destroying it, or a wish spell can end your terrible bad luck.
#this is ridiculously powerful and also ridiculously terrible#this should be used as a purposeful quest item only#pls don't have your players find this and then lose it forever xD#credit supernatural obvs#d&d artifact#wondrous item#cursed item#luck#legendary#d&d homebrew
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FLYING FEAT. d&d homebrew.
whether you were born with the ability to fly or were granted it later in life, you are able to take to the skies while most people must keep their feet on the ground. with your dm’s approval, work to come up with a suitable backstory or event and choose whether your character has been gifted with bat or bird wings, pixie or dragonfly wings, or the ability to magically fly without wings.
BAT OR BIRD WINGS:
if you weigh 200 pounds or less, including any clothing, armor, weapons, and equipment you’re carrying, your wings are big enough that you must be occupying a space at least 10 by 10 feet in order to use any of these abilities. if you weigh more than 200 pounds, including any clothing, armor, weapons, and equipment you’re carrying, your wings are big enough that you must be occupying a space at least 15 by 15 feet in order to use any of these abilities. if an enemy scores a critical hit against you, your wings are damaged and you cannot use any of your flying abilities until you are fully healed.
GLIDE: you must have a dexterity of at least 13.
FEATHER FALL: you must have a strength or dexterity of at least 13.
JUMP: you must have a strength and dexterity of at least 13.
HOVER: you must have a strength of at least 16.
FLY: you must have a dexterity of at least 13 and a strength of at least 16.
PIXIE OR DRAGONFLY WINGS:
you must weigh less than 150 pounds, including any clothing, armor, weapons, and equipment you’re carrying, in order to use any of these abilities. if an enemy scores a critical hit against you, your wings are damaged and you cannot use any of your flying abilities until you are fully healed.
FEATHER FALL: you must have a strength of at least 13.
JUMP: you must have a strength and dexterity of at least 13.
HOVER: you must have a strength of at least 16.
FLY: you must have a dexterity of at least 13 and a strength of at least 16.
NO WINGS:
á la peter pan, you are able to magically fly through sheer force of will. any magic-negating effects such as dispel magic or an anti-magic field immediately cause your flying abilities to fail.
FEATHER FALL & JUMP: you must have a wisdom or charisma of at least 16.
HOVER & FLY: you must have a combined wisdom and charisma of at least 28.
ABILITIES:
GLIDE: if you jump or start your move in the air, you can use this ability to descend at a rate of 10 feet per round, taking no falling damage when you land, provided you move at least ten feet in any direction and only pass through spaces large enough to accommodate your wings.
FEATHER FALL: you can slow your descent to a rate of 60 feet per round, taking no falling damage and landing on your feet if you wish.
JUMP: your jump distance is tripled.
LONG JUMP: when you make a long jump, you cover a number of feet up to triple your strength score if you move at least ten feet on foot immediately before the jump. When you make a standing jump, you can leap only half that distance. at the dm’s discretion, you may have to succeed on a dc 10 athletics check to clear a low obstacle no taller than a quarter of the jump’s distance, or you hit it. if you are able to glide or feather fall, you always land on your feet, otherwise you must succeed on a dc 10 acrobatics check to land on your feet when you land in difficult terrain.
HIGH JUMP: when you make a high jump, you leap into the air a number of feet equal to 9 + three times your strength modifier if you move at least 10 feet on foot immediately before the jump. when you make a standing high jump, you can jump only half that distance. at your dm’s discretion, you may be allowed to make an athletics check to jump higher than you normally would.
HOVER: when flying, you can halt your motion and remain in the air without falling as part of your move action. if you begin your turn hovering, you can use your move action to hover in place for the round.
FLYING: your flying speed is equal to your normal speed. creatures without the ability to hover must keep moving while flying or fall.
#i know flying is overpowered to a lot of dms BUT I DON'T CARE#i love this feat i will go with it to the grave#as always - butcher to your heart's content :3#feat#flying feat#d&d homebrew
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❛ the muddy rapier
this rapier appears to be crusted with a thin layer of half-dried mud, and will not come clean regardless of the means used to try to clean it without destroying it. if you strike it against ground, all dirt in a 5 foot cube around the point struck becomes muddy enough that creatures, including you, can sink into it. it costs four feet of movement to cross through one foot of mud, and any creature that falls into the mud when it is created must make a strength or dexterity saving throw or sink into the mud and be restrained. a creature must also make this save the first time it enters the area on a turn or ends its turn there, and a restrained creature may use an action to end the restrained condition on itself by pulling itself free of the mud.
if you strike the rapier on a ceiling made of dirt, all dirt in a 5 foot cube around the point struck becomes mud and slops down onto the ground. any creature under the mud when it falls must make a strength or dexterity saving throw vs 20 or take 2d6 bludgeoning damage and be blinded until it takes an action (unless an ability allows it to use a bonus action instead) to wipe the mud out of its eyes. the ground where the mud fell becomes difficult terrain even after it is dried.
this weapon counts as a magic weapon for purposes of overcoming resistance.
#d&d artifact#weapon#magic weapon#uncommon#based on the transmute rock spell in elemental evil#which is a 5th level wizard and druid spell but i shrunk the area of effect#i highly recommend making your players experiment with it until they figure out what it does ;D#but as always - feel free to customize to your heart's desire!#transmutation spell#d&d homebrew
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❛ octavius solnar, human acolyte grave cleric of hades
original character for DUNGEONS & DRAGONS fifth edition, levels 1-5
octavius came from a mixed background of various cultures and religions, raised in turns by his bright and colorful mother and step-father and his serious, dour birth father, but when he died just before his eighteenth birthday, it was to the underworld of his father’s pantheon that his soul was carried. passing through the gates of judgement into lower elysium, he was taken to hades’ dark palace, able to observe from there that the once peaceful fields of asphodel had fallen into confusion and blight.
whether the pity and compassion that filled his heart was by hades’ will or not, octavius felt it was his purpose to reclaim the fields and remake them as they once were: a place of renewal and reincarnation. returned to life and imbued with the power of hades and the grave, he fights to protect balance and deliver the souls of those vile undead who think they can thwart death to the gates of judgement.
❛ octavius, level 1 human grave cleric of hades
STR 18 / +4 / +6* • DEX 14 / +2 / +2 • CON 18 / +4 / +6* INT 11 / +0 / +0 • WIS 16 / +3 / +3 • CHA 11 / +0 / +0
HP: 14 • AC: 18 • LEVEL: 1 • HD: 1d10 • PROF: +2 SPEED: 30ft • ARMOR: chain mail, shield • RACE: human LANGUAGES: common, dwarvish, elvish, giant
skills:
STR: +6 athletics*
DEX: +2 acrobatics • +2 sleight of hand • +2 stealth (disadvantage)
INT: +0 arcana • +2 history* • +0 investigation • +0 nature • +2 religion*
WIS: +3 animal handling • +3 insight • +3 medicine • +5 perception* • +5 survival*
CHA: +0 deception • +0 intimidation • +0 performance • +0 persuasion * denotes proficiency
feats:
SHIELD MASTER: you use shields not just for protection but also for offense. you gain the following benefits while you are wielding a shield. if you take the attack action on your turn, you can use a bonus action to try to shove a creature within 5 feet of you with your shield. if you aren’t incapacitated, you can add your shield’s ac bonus to any dexterity saving throw you make against a spell or other harmful effect that targets only you. if you are subjected to an effect that allows you to make a dexterity saving throw to take half damage, you can use your reaction to take no damage if you succeed on the saving throw, interposing your shield between yourself and the source of the effect.
fighter abilities:
PROTECTION: when a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll with your shield.
SECOND WIND: you have a limited well of stamina that you can draw on to protect yourself from harm. on your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. once you use this feature, you must finish a short or long rest before you can use it again.
weapons:
LONGSWORD: +6 to attack, 1d8+4 slashing, versatile 1d10
2 HANDAXES: +6 to attack, 1d6+4 slashing, light, thrown 20/60
equipment:
CLOTHING: common clothes
BACKPACK: a bedroll, a blanket, 10 days rations, 10 torches, a tinderbox, a mess kit, a waterskin, a holy symbol of hades, 50 feet of hempen rope
background:
ACOLYTE WARRIOR: after his death and rebirth, his mother and step-father agreed to send him to a temple in the service of the greek pantheon, where he could be trained to defend himself and learn more about his paternal heritage. ( mix of acolyte and soldier / athletics and religion skills )
PERSONALITY: being raised in turns by both his serious, severe father and his bright, vivacious mother and step-father, he is able to empathize with many types of people, though he struggles to know his place among them.
IDEAL: he tries to do good by good people without disrupting the natural order of life and death. ( lawful / good )
BOND: he feels it is his destiny to one day reclaim the fields of asphodel and remake them as they once were, into a place of renewal and reincarnation.
FLAW: viewing this life as temporary, and death as a mere doorway to the realms of hell and paradise, death does not bother him. he hesitates to attempt to prevent a natural death, refuses to participate in raising the dead and will not suffer undead to stand in his presence, and has no qualms sending his enemies’ souls to be judged in the afterlife.
❛ octavius, level 2 human grave cleric of hades
STR 18 / +4 / +6* • DEX 14 / +2 / +2 • CON 18 / +4 / +6* INT 11 / +0 / +0 • WIS 16 / +3 / +3 • CHA 11 / +0 / +0
HP: 23 • AC: 18 • LEVEL: 2 (1 fighter, 1 cleric) • HD: 1d10 + 1d8 SPEED: 30ft • ARMOR: chain mail, shield • PROF: +2 RACE: human • LANGUAGES: common, dwarvish, elvish, giant
skills:
STR: +6 athletics*
DEX: +2 acrobatics • +2 sleight of hand • +2 stealth (disadvantage)
INT: +0 arcana • +2 history* • +0 investigation • +0 nature • +2 religion*
WIS: +3 animal handling • +3 insight • +3 medicine • +5 perception* • +5 survival*
CHA: +0 deception • +0 intimidation • +0 performance • +0 persuasion
feats:
SHIELD MASTER: you use shields not just for protection but also for offense. you gain the following benefits while you are wielding a shield. if you take the attack action on your turn, you can use a bonus action to try to shove a creature within 5 feet of you with your shield. if you aren’t incapacitated, you can add your shield’s ac bonus to any dexterity saving throw you make against a spell or other harmful effect that targets only you. if you are subjected to an effect that allows you to make a dexterity saving throw to take half damage, you can use your reaction to take no damage if you succeed on the saving throw, interposing your shield between yourself and the source of the effect.
fighter abilities:
PROTECTION: when a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll with your shield.
SECOND WIND: you have a limited well of stamina that you can draw on to protect yourself from harm. on your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. once you use this feature, you must finish a short or long rest before you can use it again.
grave domain abilities:
CIRCLE OF MORTALITY: you gain the ability to manipulate the line between life and death. when you cast a spell that restores hit points to a living creature currently at 1, treat any dice rolled as their maximum result. in addition, if you have the spare the dying cantrip, you can cast it as a bonus action.
EYES OF THE GRAVE: you have an innate sense of creatures whose existence is an insult to the natural cycle of life. once per long rest, if you spend 1 minute in uninterrupted contemplation, you can determine the presence and nature of undead creatures in the area up to 1 mile in all directions. you learn the number of undead and their distance and direction from you, and the creature type of the undead in that area that has the highest challenge rating.
spellcasting:
SPELLS: you know 3 cantrips, and can prepare 4 cleric spells and cast 2 first level spell slots per long rest. preparing a new spell list requires at least one minute per spell level spent in prayer and meditation.
SPELL SAVE DC: 13
SPELL ATTACK MODIFIER: +5
cantrips:
RESISTANCE: one action, verbal / somatic / a miniature cloak, touch, up to one minute with concentration. you touch one willing creature to grant it a d4 it can roll and add to one saving throw of its choice.
SACRED FLAME: one action, verbal / somatic, 60 foot range, instantaneous. flame-like radiance descends on a creature that you can see within range. the target must succeed on a dexterity saving throw or take 1d8 radiant damage, gaining no benefit from cover for the saving throw, and increasing by 1d8 at fifth and eleventh level.
SPARE THE DYING: bonus action, verbal / somatic, touch, instantaneous. you touch a living creature that has 0 hit points to stabilize it.
first level spells:
BANE: one action, verbal / somatic / a drop of blood, 30 foot range, up to one minute with concentration, always prepared as a grave domain spell. up to three creature of your choice that you can see within range must succeed on a charisma saving throw or roll a d4 each time they make an attack roll or saving throw and subtract the number rolled, targeting one additional creature for each spell slot above first.
CURE WOUNDS: one action, verbal / somatic, touch, instantaneous. a creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier, increasing by 1d8 for each spell slot above first.
FALSE LIFE: one action, verbal / somatic / a small amount of alcohol or distilled spirits, self, one hour, always prepared as a grave domain spell. you gain 1d4+4 temporary hit points, increasing by 5 for each spell slot above first.
HEALING WORD: bonus action, verbal, 60 foot range, instantaneous. a creature of your choice regains 1d4 + your spellcasting ability modifier hit points, increasing by 1d4 for each slot level above first.
INFLICT WOUNDS: one action, verbal / somatic, touch, instantaneous. make a melee spell attack against a creature in reach, dealing 3d10 necrotic damage on a hit, increasing by 1d10 for each spell slot above first.
SHIELD OF FAITH: bonus action, verbal / somatic / a small parchment with a bit of holy text written on it, 60 foot range, up to ten minutes with concentration. you grant a creature +2 to ac for the duration.
weapons:
LONGSWORD: +6 to attack, 1d8+4 slashing, versatile 1d10
2 HANDAXES: +6 to attack, 1d6+4 slashing, light, thrown 20/60
❛ octavius, level 3 human grave cleric of hades
STR 18 / +4 / +6* • DEX 14 / +2 / +2 • CON 18 / +4 / +6* INT 11 / +0 / +0 • WIS 16 / +3 / +3 • CHA 11 / +0 / +0
HP: 33 • AC: 18 • LEVEL: 3 (2 fighter, 1 cleric) • HD: 2d10 + 1d8 SPEED: 30ft • ARMOR: chain mail, shield • PROF: +2 RACE: human • LANGUAGES: common, dwarvish, elvish, giant
skills:
STR: +6 athletics*
DEX: +2 acrobatics • +2 sleight of hand • +2 stealth (disadvantage)
INT: +0 arcana • +2 history* • +0 investigation • +0 nature • +2 religion*
WIS: +3 animal handling • +3 insight • +3 medicine • +5 perception* • +5 survival*
CHA: +0 deception • +0 intimidation • +0 performance • +0 persuasion
feats:
SHIELD MASTER: you use shields not just for protection but also for offense. you gain the following benefits while you are wielding a shield. if you take the attack action on your turn, you can use a bonus action to try to shove a creature within 5 feet of you with your shield. if you aren’t incapacitated, you can add your shield’s ac bonus to any dexterity saving throw you make against a spell or other harmful effect that targets only you. if you are subjected to an effect that allows you to make a dexterity saving throw to take half damage, you can use your reaction to take no damage if you succeed on the saving throw, interposing your shield between yourself and the source of the effect.
fighter abilities:
PROTECTION: when a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll with your shield.
SECOND WIND: you have a limited well of stamina that you can draw on to protect yourself from harm. on your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. once you use this feature, you must finish a short or long rest before you can use it again.
ACTION SURGE: once per short or long rest, on your turn, you can take one additional action on top of your regular action.
grave domain abilities:
CIRCLE OF MORTALITY: you gain the ability to manipulate the line between life and death. when you cast a spell that restores hit points to a living creature currently at 1, treat any dice rolled as their maximum result. in addition, if you have the spare the dying cantrip, you can cast it as a bonus action.
EYES OF THE GRAVE: you have an innate sense of creatures whose existence is an insult to the natural cycle of life. once per long rest, if you spend 1 minute in uninterrupted contemplation, you can determine the presence and nature of undead creatures in the area up to 1 mile in all directions. you learn the number of undead and their distance and direction from you, and the creature type of the undead in that area that has the highest challenge rating.
spellcasting:
SPELLS: you know 3 cantrips, and can prepare 4 cleric spells and cast 2 first level spell slots per long rest. preparing a new spell list requires at least one minute per spell level spent in prayer and meditation.
SPELL SAVE DC: 13
SPELL ATTACK MODIFIER: +5
cantrips:
RESISTANCE: one action, verbal / somatic / a miniature cloak, touch, up to one minute with concentration. you touch one willing creature to grant it a d4 it can roll and add to one saving throw of its choice.
SACRED FLAME: one action, verbal / somatic, 60 foot range, instantaneous. flame-like radiance descends on a creature that you can see within range. the target must succeed on a dexterity saving throw or take 1d8 radiant damage, gaining no benefit from cover for the saving throw, and increasing by 1d8 at fifth and eleventh level.
SPARE THE DYING: bonus action, verbal / somatic, touch, instantaneous. you touch a living creature that has 0 hit points to stabilize it.
first level spells:
BANE: one action, verbal / somatic / a drop of blood, 30 foot range, up to one minute with concentration, always prepared as a grave domain spell. up to three creature of your choice that you can see within range must succeed on a charisma saving throw or roll a d4 each time they make an attack roll or saving throw and subtract the number rolled, targeting one additional creature for each spell slot above first.
CURE WOUNDS: one action, verbal / somatic, touch, instantaneous. a creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier, increasing by 1d8 for each spell slot above first.
FALSE LIFE: one action, verbal / somatic / a small amount of alcohol or distilled spirits, self, one hour, always prepared as a grave domain spell. you gain 1d4+4 temporary hit points, increasing by 5 for each spell slot above first.
HEALING WORD: bonus action, verbal, 60 foot range, instantaneous. a creature of your choice regains 1d4 + your spellcasting ability modifier hit points, increasing by 1d4 for each slot level above first.
INFLICT WOUNDS: one action, verbal / somatic, touch, instantaneous. make a melee spell attack against a creature in reach, dealing 3d10 necrotic damage on a hit, increasing by 1d10 for each spell slot above first.
SHIELD OF FAITH: bonus action, verbal / somatic / a small parchment with a bit of holy text written on it, 60 foot range, up to ten minutes with concentration. you grant a creature +2 to ac for the duration.
weapons:
LONGSWORD: +6 to attack, 1d8+4 slashing, versatile 1d10
2 HANDAXES: +6 to attack, 1d6+4 slashing, light, thrown 20/60
❛ octavius, level 4 human grave cleric of hades
STR 18 / +4 / +6* • DEX 14 / +2 / +2 • CON 18 / +4 / +6* INT 11 / +0 / +0 • WIS 16 / +3 / +3 • CHA 11 / +0 / +0
HP: 43 • AC: 18 • LEVEL: 4 (3 fighter, 1 cleric) • HD: 3d10 + 1d8 SPEED: 30ft • ARMOR: chain mail, shield • PROF: +2 RACE: human • LANGUAGES: common, dwarvish, elvish, giant
skills:
STR: +6 athletics*
DEX: +2 acrobatics • +2 sleight of hand • +2 stealth (disadvantage)
INT: +0 arcana • +2 history* • +0 investigation • +0 nature • +2 religion*
WIS: +3 animal handling • +3 insight • +3 medicine • +5 perception* • +5 survival*
CHA: +0 deception • +0 intimidation • +0 performance • +0 persuasion
feats:
SHIELD MASTER: you use shields not just for protection but also for offense. you gain the following benefits while you are wielding a shield. if you take the attack action on your turn, you can use a bonus action to try to shove a creature within 5 feet of you with your shield. if you aren’t incapacitated, you can add your shield’s ac bonus to any dexterity saving throw you make against a spell or other harmful effect that targets only you. if you are subjected to an effect that allows you to make a dexterity saving throw to take half damage, you can use your reaction to take no damage if you succeed on the saving throw, interposing your shield between yourself and the source of the effect.
fighter abilities:
PROTECTION: when a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll with your shield.
SECOND WIND: you have a limited well of stamina that you can draw on to protect yourself from harm. on your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. once you use this feature, you must finish a short or long rest before you can use it again.
ACTION SURGE: once per short or long rest, on your turn, you can take one additional action on top of your regular action.
IMPROVED CRITICAL: your weapon attacks score a critical hit on a roll of 19 or 20.
grave domain abilities:
CIRCLE OF MORTALITY: you gain the ability to manipulate the line between life and death. when you cast a spell that restores hit points to a living creature currently at 1, treat any dice rolled as their maximum result. in addition, if you have the spare the dying cantrip, you can cast it as a bonus action.
EYES OF THE GRAVE: you have an innate sense of creatures whose existence is an insult to the natural cycle of life. once per long rest, if you spend 1 minute in uninterrupted contemplation, you can determine the presence and nature of undead creatures in the area up to 1 mile in all directions. you learn the number of undead and their distance and direction from you, and the creature type of the undead in that area that has the highest challenge rating.
spellcasting:
SPELLS: you know 3 cantrips, and can prepare 4 cleric spells and cast 2 first level spell slots per long rest. preparing a new spell list requires at least one minute per spell level spent in prayer and meditation.
SPELL SAVE DC: 13
SPELL ATTACK MODIFIER: +5
cantrips:
RESISTANCE: one action, verbal / somatic / a miniature cloak, touch, up to one minute with concentration. you touch one willing creature to grant it a d4 it can roll and add to one saving throw of its choice.
SACRED FLAME: one action, verbal / somatic, 60 foot range, instantaneous. flame-like radiance descends on a creature that you can see within range. the target must succeed on a dexterity saving throw or take 1d8 radiant damage, gaining no benefit from cover for the saving throw, and increasing by 1d8 at fifth and eleventh level.
SPARE THE DYING: bonus action, verbal / somatic, touch, instantaneous. you touch a living creature that has 0 hit points to stabilize it.
first level spells:
BANE: one action, verbal / somatic / a drop of blood, 30 foot range, up to one minute with concentration, always prepared as a grave domain spell. up to three creature of your choice that you can see within range must succeed on a charisma saving throw or roll a d4 each time they make an attack roll or saving throw and subtract the number rolled, targeting one additional creature for each spell slot above first.
CURE WOUNDS: one action, verbal / somatic, touch, instantaneous. a creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier, increasing by 1d8 for each spell slot above first.
FALSE LIFE: one action, verbal / somatic / a small amount of alcohol or distilled spirits, self, one hour, always prepared as a grave domain spell. you gain 1d4+4 temporary hit points, increasing by 5 for each spell slot above first.
HEALING WORD: bonus action, verbal, 60 foot range, instantaneous. a creature of your choice regains 1d4 + your spellcasting ability modifier hit points, increasing by 1d4 for each slot level above first.
INFLICT WOUNDS: one action, verbal / somatic, touch, instantaneous. make a melee spell attack against a creature in reach, dealing 3d10 necrotic damage on a hit, increasing by 1d10 for each spell slot above first.
SHIELD OF FAITH: bonus action, verbal / somatic / a small parchment with a bit of holy text written on it, 60 foot range, up to ten minutes with concentration. you grant a creature +2 to ac for the duration.
weapons:
LONGSWORD: +6 to attack, 1d8+4 slashing, versatile 1d10
2 HANDAXES: +6 to attack, 1d6+4 slashing, light, thrown 20/60
❛ octavius, level 5 human grave cleric of hades
STR 20 / +5 / +8* • DEX 14 / +2 / +2 • CON 18 / +4 / +7* INT 11 / +0 / +0 • WIS 16 / +3 / +3 • CHA 11 / +0 / +0
HP: 53 • AC: 18 • LEVEL: 5 (4 fighter, 1 cleric) • HD: 4d10 + 1d8 SPEED: 30ft • ARMOR: chain mail, shield • PROF: +3 RACE: human • LANGUAGES: common, dwarvish, elvish, giant
skills:
STR: +7 athletics*
DEX: +2 acrobatics • +2 sleight of hand • +2 stealth (disadvantage)
INT: +0 arcana • +3 history* • +0 investigation • +0 nature • +3 religion*
WIS: +3 animal handling • +3 insight • +3 medicine • +6 perception* • +6 survival*
CHA: +0 deception • +0 intimidation • +0 performance • +0 persuasion
feats:
SHIELD MASTER: you use shields not just for protection but also for offense. you gain the following benefits while you are wielding a shield. if you take the attack action on your turn, you can use a bonus action to try to shove a creature within 5 feet of you with your shield. if you aren’t incapacitated, you can add your shield’s ac bonus to any dexterity saving throw you make against a spell or other harmful effect that targets only you. if you are subjected to an effect that allows you to make a dexterity saving throw to take half damage, you can use your reaction to take no damage if you succeed on the saving throw, interposing your shield between yourself and the source of the effect.
fighter abilities:
PROTECTION: when a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll with your shield.
SECOND WIND: you have a limited well of stamina that you can draw on to protect yourself from harm. on your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. once you use this feature, you must finish a short or long rest before you can use it again.
ACTION SURGE: once per short or long rest, on your turn, you can take one additional action on top of your regular action.
IMPROVED CRITICAL: your weapon attacks score a critical hit on a roll of 19 or 20.
grave domain abilities:
CIRCLE OF MORTALITY: you gain the ability to manipulate the line between life and death. when you cast a spell that restores hit points to a living creature currently at 1, treat any dice rolled as their maximum result. in addition, if you have the spare the dying cantrip, you can cast it as a bonus action.
EYES OF THE GRAVE: you have an innate sense of creatures whose existence is an insult to the natural cycle of life. once per long rest, if you spend 1 minute in uninterrupted contemplation, you can determine the presence and nature of undead creatures in the area up to 1 mile in all directions. you learn the number of undead and their distance and direction from you, and the creature type of the undead in that area that has the highest challenge rating.
spellcasting:
SPELLS: you know 3 cantrips, and can prepare 4 cleric spells and cast 2 first level spell slots per long rest. preparing a new spell list requires at least one minute per spell level spent in prayer and meditation.
SPELL SAVE DC: 14
SPELL ATTACK MODIFIER: +6
cantrips:
RESISTANCE: one action, verbal / somatic / a miniature cloak, touch, up to one minute with concentration. you touch one willing creature to grant it a d4 it can roll and add to one saving throw of its choice.
SACRED FLAME: one action, verbal / somatic, 60 foot range, instantaneous. flame-like radiance descends on a creature that you can see within range. the target must succeed on a dexterity saving throw or take 1d8 radiant damage, gaining no benefit from cover for the saving throw, and increasing by 1d8 at fifth and eleventh level.
SPARE THE DYING: bonus action, verbal / somatic, touch, instantaneous. you touch a living creature that has 0 hit points to stabilize it.
first level spells:
BANE: one action, verbal / somatic / a drop of blood, 30 foot range, up to one minute with concentration, always prepared as a grave domain spell. up to three creature of your choice that you can see within range must succeed on a charisma saving throw or roll a d4 each time they make an attack roll or saving throw and subtract the number rolled, targeting one additional creature for each spell slot above first.
CURE WOUNDS: one action, verbal / somatic, touch, instantaneous. a creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier, increasing by 1d8 for each spell slot above first.
FALSE LIFE: one action, verbal / somatic / a small amount of alcohol or distilled spirits, self, one hour, always prepared as a grave domain spell. you gain 1d4+4 temporary hit points, increasing by 5 for each spell slot above first.
HEALING WORD: bonus action, verbal, 60 foot range, instantaneous. a creature of your choice regains 1d4 + your spellcasting ability modifier hit points, increasing by 1d4 for each slot level above first.
INFLICT WOUNDS: one action, verbal / somatic, touch, instantaneous. make a melee spell attack against a creature in reach, dealing 3d10 necrotic damage on a hit, increasing by 1d10 for each spell slot above first.
SHIELD OF FAITH: bonus action, verbal / somatic / a small parchment with a bit of holy text written on it, 60 foot range, up to ten minutes with concentration. you grant a creature +2 to ac for the duration.
weapons:
LONGSWORD: +8 to attack, 1d8+5 slashing, versatile 1d10
2 HANDAXES: +8 to attack, 1d6+5 slashing, light, thrown 20/60
#human#cleric#grave domain#cleric of hades#fighter#champion fighter#multiclass#cleric-fighter#male#acolyte#soldier#lawful good#level 1-5#d&d character#octavius
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❛ wolf bone dice, 2d6 wolf pups
these two dice are carved from wolf bone and marked one through six. as an action, you may cast the dice on the ground and the resulting number of wolf pups will appear in the nearest unoccupied spaces. they are tiny beasts with 2 hit points and an ac of 12, and can do 1 piercing damage with a bite attack. they will immediately want to make you happy and are particularly good at gathering, scouting, nuzzling, and squeaky howling.
they act independently of you, but always obey your commands, rolling their own initiative in combat and acting on their own turn. they can’t attack, but can take other actions as normal, and you can use a bonus action to mentally command one, or to issue the same command to all of the pups. while they are within 100 feet of you, you can use an action to see through the eyes of one and hear what it hears, during which time you are deaf and blind to your own senses. they last an hour unless you dismiss them as an action or they drop to zero hit points, disappearing and leaving behind no physical form. once you summon them, you must complete a long rest before you can do so again.
credit @bbysqllngdrgns
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❛ elphaba thropp, human harper draconic sorcerer
adapted character for DUNGEONS & DRAGONS fifth edition, levels 6-10
elphaba considers herself a realist and strives to view the world free of emotional bias. love is difficult and muddling, and she tempers any desire for emotional or sexual connection with a lack of commitment. she expects no jealousy, no exclusivity, and no strings attached. despite her few good deeds, she is not a very compassionate person, and while she does hold loyalties to a few select family members and friends, she rarely feels motivated to help anyone else unless it should also benefit herself. she is not self-sacrificial or affectionate, and only when she is very angry does she display a flair for the dramatic.
intelligent and confident in her abilities, she knows what she is and what she isn’t and has a strong grip on her capabilities. she is not susceptible to ego-stroking, and flattery is far more likely to offend her and raise strong suspicion, especially when it comes to compliments about her looks. she has no illusions about her lack of conventional beauty, and she harbors a brittle wariness and condescending distrust of pretty, charming people.
a deep affinity for magic was cultivated while she attended a magical university, but after several altercations with both lawful evil and chaotic entities, she left to seek out the harpers. believing that power for the sake of power is illogical and circular, she wants power in order to enact change, for the sake of knowledge and progress and intelligence. silencing the voices of sentient, intelligent creatures is, in her view, a terrible crime, and she strongly believes in the harpers’ goal of thwarting tyrants and promoting equality. she cannot stand liars, finds enchantment magic highly distasteful, and is violently opposed to slander, misinformation, any form of propaganda, or the twisting of facts to suit any purpose, even a so-called “good cause,” though she is willing to work behind the scenes when it is obviously prudent to do so.
❛ elphaba, level 6 human draconic sorcerer
STR 13 / +1 / +1 • DEX 13 / +1 / +1 • CON 13 / +1 / +4* INT 18 / +4 / +4 • WIS 11 / +0 / +0 • CHA 20 / +5 / +8*
HP: 38 • AC: 14 • LEVEL: 6 • HD: 6d6 • PROF: +3 SPEED: 30ft • ARMOR: none • RACE: human LANGUAGES: common, draconic, +3
skills:
STR: +1 athletics
DEX: +4 acrobatics* • +1 sleight of hand • +1 stealth
INT: +4 arcana • +4 history • +7 investigation* • +4 nature • +4 religion
WIS: +0 animal handling • +3 insight* • +0 medicine • +0 perception • +0 survival
CHA: +5 deception • +8 intimidation* • +5 performance • +8 persuasion*
feats:
MAGIC INITIATE: you learn two cantrips of your choice, using intelligence as your spellcasting ability, and you learn find familiar and can cast it once per day.
FIND FAMILIAR: one hour, verbal / somatic / 10 gold worth of charcoal and incense and herbs to be consumed by fire in a brass brazier, 10 foot range, instantaneous. you gain the service of a familiar that has the statistics of the chosen form but it a fey instead of a beast. your familiar acts independently of you, but always obeys your commands. in combat, it rolls its own initiative and acts on its own turn. it can’t attack, but can take other actions as normal. when it drops to 0 hit points, it disappears, leaving behind no physical form, and reappears when you cast this spell again. while your familiar is within 100 feet of you, you can communicate with it telepathically, and as an action you can see through its eyes and hear what it hears until the start of your next turn, during which time you are deaf and blind to your own senses. as an action, you can temporarily dismiss it, causing it to reappear in any unoccupied space within 30 feet of you as another action. when you can a spell with a range of touch, your familiar can deliver the spell as if it had cast the spell if it is within 100 feet of you, using its reaction to deliver the spell when you cast it.
BAT FAMILIAR: tiny fey. ac 12, hp 1, str 2, dex 15, con 8, int 2, wis 12, cha 4. speed 5ft, fly 30ft, echolocation 60ft (blindsight if it can hear), advantage on perception checks that rely on hearing. bite, melee attack, one creature, +0 to hit, reach 5ft, 1 piercing damage.
draconic bloodline:
DRACONIC ANCESTRY: you have a green dragon in your ancestry that has manifested its abilities in you. you have an affinity to poison damage and can speak, read, and write draconic. additionally, when you make a charisma check when interacting with dragons, your proficiency bonus is doubled if it applies to the check.
DRACONIC RESILIENCE: as magic flows through your body, it causes physical traits of your dragon ancestors to emerge. at first level, your hit point maximum increases by one, 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.
ELEMENTAL AFFINITY: when you cast a spell that deals poison damage, you can add your charisma modifier to one damage roll of that spell, and can spend 1 sorcery point to gain resistance to that damage type for 1 hour.
sorcerer abilities:
FONT OF MAGIC: you have 6 sorcery points. 2 points can be exchanged to gain back a first level spell slot, 3 points for second level, and 5 for third level, or you can exchange a spell slot to gain back the number of sorcery points equal to the spell slot’s level. points can be spent on metamagic options when casting a spell.
POISON RESISTANCE: you can spend 1 sorcery point to gain resistance to poison for 1 hour when you cast a spell that does poison damage.
METAMAGIC: you gain the ability to twist your spells to suit your needs, and you gain 2 metamagic options. you can use only 1 metamagic option on a spell when you cast it, unless otherwise noted.
DISTANT SPELL: when you cast a spell that has a range of 5 feet or more, you can spend 1 sorcerer point to double the range of the spell. when you cast a spell that has a range of touch, you can spend 1 sorcery point to make the range of the spell 30 feet.
TWINNED SPELL: when you cast a spell that targets only one creature and doesn’t have a range of self, you can spend a number of sorcery points equal to the spell’s level to target a second creature in range with the same spell, using 1 sorcery point for a cantrip.
spells:
SPELLCASTING: you know 5 cantrips and 7 spells, and have 4 first level, 3 second level, and 3 third level spell slots per long rest.
SPELL SAVE DC: 16
SPELL ATTACK MODIFIER: +8
cantrips:
ACID SPLASH: one action, verbal / somatic, 60 foot range, instantaneous. you hurl a bubble of acid at one creature within range, or two creatures within range within 5 feet of each other. a target must succeed on a dc 16 dexterity saving throw or take 2d6 acid damage.
LIGHT: one action, verbal / a firefly or phosphorescent moss, touch, one hour duration. you touch one object no larger than 10 feet in any dimension and it sheds bright light in a 20 radius and dim light for an additional 20 feet, colored as you like. an opaque object can block it, and the spell ends if you cast it again or dismiss it as an action. if you target an object held or worn by a hostile creature, that creature must succeed on a dc 16 dexterity saving throw to avoid the spell.
MAGE HAND: one action, verbal / somatic, 30 foot range, one minute. a spectral, floating hand appears at a point you choose within range, lasting for the duration or until you dismiss it as an action, vanishing if it is ever more than 30 feet away from you. you can use your action to move it up to 30 feet and manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour out the contents of a vial, though it can’t attack, activate magic items, or carry more than 10 pounds.
MENDING: one minute, verbal / somatic / two lodestones, touch, instantaneous. you repair a single break or tear no larger than 1 foot in any dimension, and can physically repair a magic item or construct, but can’t restore magic to it.
MESSAGE: one action, verbal / somatic / a short piece of copper wire, 120 foot range, one round. you point your finger toward a creature within range and whisper a message. the target and only the target hears the message and can reply in a whisper that only you can hear. you can cast this spell through solid objects if you are familiar with the target and know it is beyond the barrier.
MINOR ILLUSION: one action, somatic / a bit of fleece, 30 foot range, one minute duration. you create a sound from a whisper to a scream or an image of an object no larger than a 5 foot cube. physical interaction with an object reveals it to be false, and a creature can use its action to make a dc 16 investigation check to determine the sound or image is an illusion, at which point the illusion will become faint to that creature.
POISON SPRAY: one action, verbal / somatic, 10 foot range, instantaneous. you extend your hand toward a creature you can see within range and project a puff of noxious gas from your palm. the creature must succeed on a dc 16 constitution saving throw or take 2d12 poison damage, adding +5 to one damage roll.
first level spells:
CHROMATIC ORB: one action, verbal / somatic / a diamond worth at least 50 gold, 90 foot range, instantaneous. you hurl a 4 inch diameter sphere of energy that does damage of your choosing, acid, cold, fire, lightning, poison, or thunder. make a ranged +8 attack to deal 3d8 damage, increasing the damage by 1d8 for each spell slot above first. you can add +5 to one damage roll when dealing poison damage.
RAY OF SICKNESS: one action, verbal / somatic, 60 foot range, instantaneous. a ray of sickening green energy lashes for a +8 attack to deal 2d8 poison damage, increasing by 1d8 for each spell slot above first, adding +5 to one damage roll. the target must make a dc 16 constitution saving throw or be poisoned until the end of your next turn.
SLEEP: one action, verbal / somatic / a pinch of fine sand or rose petals or a cricket, 90 foot range, one minute duration. you cause 5d8 hit points worth of creatures within 20 feet of a point in range to fall into a deep slumber, starting with the creature that has the lowest hit points, rolling an additional 2d8 for each spell slot above first. each creature affected is unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. undead and creatures immune to being charmed are immune to this spell.
second level spells:
DARKVISION: one action, verbal / somatic / a pinch of dried carrot or an agate, touch, 8 hour duration. you touch a willing creature to grant it the ability to see in the dark. for the duration, that creature has darkvision out to a range of 60 feet.
SUGGESTION: one action, verbal / a snake’s tongue and a bit of honeycomb or sweet oil, 30 foot range, up to 8 hours with concentration. you suggest a reasonable course of action and magically influence a creature you can see that can hear and understand you. the target must make a dc 16 wisdom saving throw or pursue the course of action to the best of its ability for the duration or until it is completed. if you or any of your companions damage the target, the spell ends.
third level spells:
HASTE: one action, verbal / somatic / a shaving of licorice root, 30 foot range, up to 1 minute with concentration. you choose a willing creature to gain a +2 bonus to ac, its speed is doubled, it had advantage on dexterity saving throws, and gains an additional action on each of its turns to attack once, dash, disengage, hide, or use an object. when the spell ends, the target can't move or take actions until after its next turn as a wave of lethargy sweeps over it.
SLOW: one action, verbal / somatic / a drop of molasses, 120 foot range, up to 1 minute with concentration. you alter time around up to six creatures of your choice in a 40 foot cube within range. each target must succeed on a dc 16 wisdom saving throw or have their speed halved, take a -2 penalty to ac and dexterity saving throws, and can't use reactions. on an affected creature's turn, it can use either an action or a bonus action, and can't make more than one melee or ranged attack. if it attempts to cast a spell with a time of one action, roll a d20. on an 11 or higher, the spell doesn't take effect until the creature's next turn, and it must use its action on that turn to complete the spell or it is wasted. an affected creature can make another dc 16 wisdom saving throw at the end of its turn to end the spell.
weapons:
ACID SPLASH: dex vs 16, 2d6 acid, 60 foot range, 2 targets w/i 5 feet of each other
POISON SPRAY: con vs 16, 2d12 poison, 10 foot range, +5 to one damage roll
4 DAGGERS: +4 to attack, 1d4+1 piercing, finesse, light, thrown 20/60
QUARTERSTAFF: +4 to attack, 1d6+1 bludgeoning, versatile 1d8
❛ elphaba, level 7 human draconic sorcerer
STR 13 / +1 / +1 • DEX 13 / +1 / +1 • CON 13 / +1 / +4* INT 18 / +4 / +4 • WIS 11 / +0 / +0 • CHA 20 / +5 / +8*
HP: 38 • AC: 14 • LEVEL: 7 • HD: 7d6 • PROF: +3 SPEED: 30ft • ARMOR: none • RACE: human LANGUAGES: common, draconic, +3
skills:
STR: +1 athletics
DEX: +4 acrobatics* • +1 sleight of hand • +1 stealth
INT: +4 arcana • +4 history • +7 investigation* • +4 nature • +4 religion
WIS: +0 animal handling • +3 insight* • +0 medicine • +0 perception • +0 survival
CHA: +5 deception • +8 intimidation* • +5 performance • +8 persuasion*
feats:
MAGIC INITIATE: you learn two cantrips of your choice, using intelligence as your spellcasting ability, and you learn find familiar and can cast it once per day.
FIND FAMILIAR: one hour, verbal / somatic / 10 gold worth of charcoal and incense and herbs to be consumed by fire in a brass brazier, 10 foot range, instantaneous. ��you gain the service of a familiar that has the statistics of the chosen form but it a fey instead of a beast. your familiar acts independently of you, but always obeys your commands. in combat, it rolls its own initiative and acts on its own turn. it can’t attack, but can take other actions as normal. when it drops to 0 hit points, it disappears, leaving behind no physical form, and reappears when you cast this spell again. while your familiar is within 100 feet of you, you can communicate with it telepathically, and as an action you can see through its eyes and hear what it hears until the start of your next turn, during which time you are deaf and blind to your own senses. as an action, you can temporarily dismiss it, causing it to reappear in any unoccupied space within 30 feet of you as another action. when you can a spell with a range of touch, your familiar can deliver the spell as if it had cast the spell if it is within 100 feet of you, using its reaction to deliver the spell when you cast it.
BAT FAMILIAR: tiny fey. ac 12, hp 1, str 2, dex 15, con 8, int 2, wis 12, cha 4. speed 5ft, fly 30ft, echolocation 60ft (blindsight if it can hear), advantage on perception checks that rely on hearing. bite, melee attack, one creature, +0 to hit, reach 5ft, 1 piercing damage.
draconic bloodline:
DRACONIC ANCESTRY: you have a green dragon in your ancestry that has manifested its abilities in you. you have an affinity to poison damage and can speak, read, and write draconic. additionally, when you make a charisma check when interacting with dragons, your proficiency bonus is doubled if it applies to the check.
DRACONIC RESILIENCE: as magic flows through your body, it causes physical traits of your dragon ancestors to emerge. at first level, your hit point maximum increases by one, 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.
ELEMENTAL AFFINITY: when you cast a spell that deals poison damage, you can add your charisma modifier to one damage roll of that spell, and can spend 1 sorcery point to gain resistance to that damage type for 1 hour.
sorcerer abilities:
FONT OF MAGIC: you have 7 sorcery points. 2 points can be exchanged to gain back a first level spell slot, 3 points for second level, 5 for third level, and 6 for fourth. you can also exchange a spell slot to gain back the number of sorcery points equal to the spell slot’s level. points can be spent on metamagic options when casting a spell.
POISON RESISTANCE: you can spend 1 sorcery point to gain resistance to poison for 1 hour when you cast a spell that does poison damage.
METAMAGIC: you gain the ability to twist your spells to suit your needs, and you gain 2 metamagic options. you can use only 1 metamagic option on a spell when you cast it, unless otherwise noted.
DISTANT SPELL: when you cast a spell that has a range of 5 feet or more, you can spend 1 sorcerer point to double the range of the spell. when you cast a spell that has a range of touch, you can spend 1 sorcery point to make the range of the spell 30 feet.
TWINNED SPELL: when you cast a spell that targets only one creature and doesn’t have a range of self, you can spend a number of sorcery points equal to the spell’s level to target a second creature in range with the same spell, using 1 sorcery point for a cantrip.
spells:
SPELLCASTING: you know 5 cantrips and 8 spells, and have 4 first level, 3 second level, 3 third level, and 1 fourth level spell slots per long rest.
SPELL SAVE DC: 16
SPELL ATTACK MODIFIER: +8
cantrips:
ACID SPLASH: one action, verbal / somatic, 60 foot range, instantaneous. you hurl a bubble of acid at one creature within range, or two creatures within range within 5 feet of each other. a target must succeed on a dc 16 dexterity saving throw or take 2d6 acid damage.
LIGHT: one action, verbal / a firefly or phosphorescent moss, touch, one hour duration. you touch one object no larger than 10 feet in any dimension and it sheds bright light in a 20 radius and dim light for an additional 20 feet, colored as you like. an opaque object can block it, and the spell ends if you cast it again or dismiss it as an action. if you target an object held or worn by a hostile creature, that creature must succeed on a dc 16 dexterity saving throw to avoid the spell.
MAGE HAND: one action, verbal / somatic, 30 foot range, one minute. a spectral, floating hand appears at a point you choose within range, lasting for the duration or until you dismiss it as an action, vanishing if it is ever more than 30 feet away from you. you can use your action to move it up to 30 feet and manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour out the contents of a vial, though it can’t attack, activate magic items, or carry more than 10 pounds.
MENDING: one minute, verbal / somatic / two lodestones, touch, instantaneous. you repair a single break or tear no larger than 1 foot in any dimension, and can physically repair a magic item or construct, but can’t restore magic to it.
MESSAGE: one action, verbal / somatic / a short piece of copper wire, 120 foot range, one round. you point your finger toward a creature within range and whisper a message. the target and only the target hears the message and can reply in a whisper that only you can hear. you can cast this spell through solid objects if you are familiar with the target and know it is beyond the barrier.
MINOR ILLUSION: one action, somatic / a bit of fleece, 30 foot range, one minute duration. you create a sound from a whisper to a scream or an image of an object no larger than a 5 foot cube. physical interaction with an object reveals it to be false, and a creature can use its action to make a dc 16 investigation check to determine the sound or image is an illusion, at which point the illusion will become faint to that creature.
POISON SPRAY: one action, verbal / somatic, 10 foot range, instantaneous. you extend your hand toward a creature you can see within range and project a puff of noxious gas from your palm. the creature must succeed on a dc 16 constitution saving throw or take 2d12 poison damage, adding +5 to one damage roll.
first level spells:
CHROMATIC ORB: one action, verbal / somatic / a diamond worth at least 50 gold, 90 foot range, instantaneous. you hurl a 4 inch diameter sphere of energy that does damage of your choosing, acid, cold, fire, lightning, poison, or thunder. make a ranged +8 attack to deal 3d8 damage, increasing the damage by 1d8 for each spell slot above first. you can add +5 to one damage roll when dealing poison damage.
RAY OF SICKNESS: one action, verbal / somatic, 60 foot range, instantaneous. a ray of sickening green energy lashes for a +8 attack to deal 2d8 poison damage, increasing by 1d8 for each spell slot above first, adding +5 to one damage roll. the target must make a dc 16 constitution saving throw or be poisoned until the end of your next turn.
SLEEP: one action, verbal / somatic / a pinch of fine sand or rose petals or a cricket, 90 foot range, one minute duration. you cause 5d8 hit points worth of creatures within 20 feet of a point in range to fall into a deep slumber, starting with the creature that has the lowest hit points, rolling an additional 2d8 for each spell slot above first. each creature affected is unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. undead and creatures immune to being charmed are immune to this spell.
second level spells:
DARKVISION: one action, verbal / somatic / a pinch of dried carrot or an agate, touch, 8 hour duration. you touch a willing creature to grant it the ability to see in the dark. for the duration, that creature has darkvision out to a range of 60 feet.
INVISIBILITY: one action, verbal / somatic / an eyelash encased in gum arabic, touch, up to 1 hour with concentration. you or a creature you touch becomes invisible until the spell ends. anything the target is wearing or carrying is invisible as long as it is on the target's person. the spell ends for a target that attacks or casts a spell. when you cast this spell using a slot above second, you can target one additional creature per spell slot.
SUGGESTION: one action, verbal / a snake’s tongue and a bit of honeycomb or sweet oil, 30 foot range, up to 8 hours with concentration. you suggest a reasonable course of action and magically influence a creature you can see that can hear and understand you. the target must make a dc 16 wisdom saving throw or pursue the course of action to the best of its ability for the duration or until it is completed. if you or any of your companions damage the target, the spell ends.
third level spells:
HASTE: one action, verbal / somatic / a shaving of licorice root, 30 foot range, up to 1 minute with concentration. you choose a willing creature to gain a +2 bonus to ac, its speed is doubled, it had advantage on dexterity saving throws, and gains an additional action on each of its turns to attack once, dash, disengage, hide, or use an object. when the spell ends, the target can't move or take actions until after its next turn as a wave of lethargy sweeps over it.
fourth level spells:
GREATER INVISIBILITY: one action, verbal / somatic, touch, up to 1 minute with concentration. you or a creature you touch becomes invisible until the spell ends. anything the target is wearing or carrying is invisible as long as it is on the target's person.
weapons:
ACID SPLASH: dex vs 16, 2d6 acid, 60 foot range, 2 targets w/i 5 feet of each other
POISON SPRAY: con vs 16, 2d12 poison, 10 foot range, +5 to one damage roll
4 DAGGERS: +4 to attack, 1d4+1 piercing, finesse, light, thrown 20/60
QUARTERSTAFF: +4 to attack, 1d6+1 bludgeoning, versatile 1d8
❛ elphaba, level 8 human draconic sorcerer
STR 13 / +2 / +2 • DEX 14 / +2 / +2 • CON 14 / +2 / +5* INT 18 / +4 / +4 • WIS 11 / +0 / +0 • CHA 20 / +5 / +8*
HP: 45 • AC: 15 • LEVEL: 8 • HD: 8d6 • PROF: +3 SPEED: 30ft • ARMOR: none • RACE: human LANGUAGES: common, draconic, +3
skills:
STR: +1 athletics
DEX: +5 acrobatics* • +2 sleight of hand • +2 stealth
INT: +4 arcana • +4 history • +7 investigation* • +4 nature • +4 religion
WIS: +0 animal handling • +3 insight* • +0 medicine • +0 perception • +0 survival
CHA: +5 deception • +8 intimidation* • +5 performance • +8 persuasion*
feats:
MAGIC INITIATE: you learn two cantrips of your choice, using intelligence as your spellcasting ability, and you learn find familiar and can cast it once per day.
FIND FAMILIAR: one hour, verbal / somatic / 10 gold worth of charcoal and incense and herbs to be consumed by fire in a brass brazier, 10 foot range, instantaneous. you gain the service of a familiar that has the statistics of the chosen form but it a fey instead of a beast. your familiar acts independently of you, but always obeys your commands. in combat, it rolls its own initiative and acts on its own turn. it can’t attack, but can take other actions as normal. when it drops to 0 hit points, it disappears, leaving behind no physical form, and reappears when you cast this spell again. while your familiar is within 100 feet of you, you can communicate with it telepathically, and as an action you can see through its eyes and hear what it hears until the start of your next turn, during which time you are deaf and blind to your own senses. as an action, you can temporarily dismiss it, causing it to reappear in any unoccupied space within 30 feet of you as another action. when you can a spell with a range of touch, your familiar can deliver the spell as if it had cast the spell if it is within 100 feet of you, using its reaction to deliver the spell when you cast it.
BAT FAMILIAR: tiny fey. ac 12, hp 1, str 2, dex 15, con 8, int 2, wis 12, cha 4. speed 5ft, fly 30ft, echolocation 60ft (blindsight if it can hear), advantage on perception checks that rely on hearing. bite, melee attack, one creature, +0 to hit, reach 5ft, 1 piercing damage.
draconic bloodline:
DRACONIC ANCESTRY: you have a green dragon in your ancestry that has manifested its abilities in you. you have an affinity to poison damage and can speak, read, and write draconic. additionally, when you make a charisma check when interacting with dragons, your proficiency bonus is doubled if it applies to the check.
DRACONIC RESILIENCE: as magic flows through your body, it causes physical traits of your dragon ancestors to emerge. at first level, your hit point maximum increases by one, 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.
ELEMENTAL AFFINITY: when you cast a spell that deals poison damage, you can add your charisma modifier to one damage roll of that spell, and can spend 1 sorcery point to gain resistance to that damage type for 1 hour.
sorcerer abilities:
FONT OF MAGIC: you have 8 sorcery points. 2 points can be exchanged to gain back a first level spell slot, 3 points for second level, 5 for third level, and 6 for fourth. you can also exchange a spell slot to gain back the number of sorcery points equal to the spell slot’s level. points can be spent on metamagic options when casting a spell.
POISON RESISTANCE: you can spend 1 sorcery point to gain resistance to poison for 1 hour when you cast a spell that does poison damage.
METAMAGIC: you gain the ability to twist your spells to suit your needs, and you gain 2 metamagic options. you can use only 1 metamagic option on a spell when you cast it, unless otherwise noted.
DISTANT SPELL: when you cast a spell that has a range of 5 feet or more, you can spend 1 sorcerer point to double the range of the spell. when you cast a spell that has a range of touch, you can spend 1 sorcery point to make the range of the spell 30 feet.
TWINNED SPELL: when you cast a spell that targets only one creature and doesn’t have a range of self, you can spend a number of sorcery points equal to the spell’s level to target a second creature in range with the same spell, using 1 sorcery point for a cantrip.
spells:
SPELLCASTING: you know 5 cantrips and 9 spells, and have 4 first level, 3 second level, 3 third level, and 2 fourth level spell slots per long rest.
SPELL SAVE DC: 16
SPELL ATTACK MODIFIER: +8
cantrips:
ACID SPLASH: one action, verbal / somatic, 60 foot range, instantaneous. you hurl a bubble of acid at one creature within range, or two creatures within range within 5 feet of each other. a target must succeed on a dc 16 dexterity saving throw or take 2d6 acid damage.
LIGHT: one action, verbal / a firefly or phosphorescent moss, touch, one hour duration. you touch one object no larger than 10 feet in any dimension and it sheds bright light in a 20 radius and dim light for an additional 20 feet, colored as you like. an opaque object can block it, and the spell ends if you cast it again or dismiss it as an action. if you target an object held or worn by a hostile creature, that creature must succeed on a dc 16 dexterity saving throw to avoid the spell.
MAGE HAND: one action, verbal / somatic, 30 foot range, one minute. a spectral, floating hand appears at a point you choose within range, lasting for the duration or until you dismiss it as an action, vanishing if it is ever more than 30 feet away from you. you can use your action to move it up to 30 feet and manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour out the contents of a vial, though it can’t attack, activate magic items, or carry more than 10 pounds.
MENDING: one minute, verbal / somatic / two lodestones, touch, instantaneous. you repair a single break or tear no larger than 1 foot in any dimension, and can physically repair a magic item or construct, but can’t restore magic to it.
MESSAGE: one action, verbal / somatic / a short piece of copper wire, 120 foot range, one round. you point your finger toward a creature within range and whisper a message. the target and only the target hears the message and can reply in a whisper that only you can hear. you can cast this spell through solid objects if you are familiar with the target and know it is beyond the barrier.
MINOR ILLUSION: one action, somatic / a bit of fleece, 30 foot range, one minute duration. you create a sound from a whisper to a scream or an image of an object no larger than a 5 foot cube. physical interaction with an object reveals it to be false, and a creature can use its action to make a dc 16 investigation check to determine the sound or image is an illusion, at which point the illusion will become faint to that creature.
POISON SPRAY: one action, verbal / somatic, 10 foot range, instantaneous. you extend your hand toward a creature you can see within range and project a puff of noxious gas from your palm. the creature must succeed on a dc 16 constitution saving throw or take 2d12 poison damage, adding +5 to one damage roll.
first level spells:
CHROMATIC ORB: one action, verbal / somatic / a diamond worth at least 50 gold, 90 foot range, instantaneous. you hurl a 4 inch diameter sphere of energy that does damage of your choosing, acid, cold, fire, lightning, poison, or thunder. make a ranged +8 attack to deal 3d8 damage, increasing the damage by 1d8 for each spell slot above first. you can add +5 to one damage roll when dealing poison damage.
RAY OF SICKNESS: one action, verbal / somatic, 60 foot range, instantaneous. a ray of sickening green energy lashes for a +8 attack to deal 2d8 poison damage, increasing by 1d8 for each spell slot above first, adding +5 to one damage roll. the target must make a dc 16 constitution saving throw or be poisoned until the end of your next turn.
SLEEP: one action, verbal / somatic / a pinch of fine sand or rose petals or a cricket, 90 foot range, one minute duration. you cause 5d8 hit points worth of creatures within 20 feet of a point in range to fall into a deep slumber, starting with the creature that has the lowest hit points, rolling an additional 2d8 for each spell slot above first. each creature affected is unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. undead and creatures immune to being charmed are immune to this spell.
second level spells:
DARKVISION: one action, verbal / somatic / a pinch of dried carrot or an agate, touch, 8 hour duration. you touch a willing creature to grant it the ability to see in the dark. for the duration, that creature has darkvision out to a range of 60 feet.
INVISIBILITY: one action, verbal / somatic / an eyelash encased in gum arabic, touch, up to 1 hour with concentration. you or a creature you touch becomes invisible until the spell ends. anything the target is wearing or carrying is invisible as long as it is on the target's person. the spell ends for a target that attacks or casts a spell. when you cast this spell using a slot above second, you can target one additional creature per spell slot.
SUGGESTION: one action, verbal / a snake’s tongue and a bit of honeycomb or sweet oil, 30 foot range, up to 8 hours with concentration. you suggest a reasonable course of action and magically influence a creature you can see that can hear and understand you. the target must make a dc 16 wisdom saving throw or pursue the course of action to the best of its ability for the duration or until it is completed. if you or any of your companions damage the target, the spell ends.
third level spells:
HASTE: one action, verbal / somatic / a shaving of licorice root, 30 foot range, up to 1 minute with concentration. you choose a willing creature to gain a +2 bonus to ac, its speed is doubled, it had advantage on dexterity saving throws, and gains an additional action on each of its turns to attack once, dash, disengage, hide, or use an object. when the spell ends, the target can't move or take actions until after its next turn as a wave of lethargy sweeps over it.
SLOW: one action, verbal / somatic / a drop of molasses, 120 foot range, up to 1 minute with concentration. you alter time around up to six creatures of your choice in a 40 foot cube within range. each target must succeed on a dc 16 wisdom saving throw or have their speed halved, take a -2 penalty to ac and dexterity saving throws, and can't use reactions. on an affected creature's turn, it can use either an action or a bonus action, and can't make more than one melee or ranged attack. if it attempts to cast a spell with a time of one action, roll a d20. on an 11 or higher, the spell doesn't take effect until the creature's next turn, and it must use its action on that turn to complete the spell or it is wasted. an affected creature can make another dc 16 wisdom saving throw at the end of its turn to end the spell.
fourth level spells:
GREATER INVISIBILITY: one action, verbal / somatic, touch, up to 1 minute with concentration. you or a creature you touch becomes invisible until the spell ends. anything the target is wearing or carrying is invisible as long as it is on the target's person.
weapons:
ACID SPLASH: dex vs 16, 2d6 acid, 60 foot range, 2 targets w/i 5 feet of each other
POISON SPRAY: con vs 16, 2d12 poison, 10 foot range, +5 to one damage roll
4 DAGGERS: +5 to attack, 1d4+2 piercing, finesse, light, thrown 20/60
QUARTERSTAFF: +4 to attack, 1d6+1 bludgeoning, versatile 1d8
❛ elphaba, level 9 human draconic sorcerer
STR 13 / +2 / +2 • DEX 14 / +2 / +2 • CON 14 / +2 / +6* INT 18 / +4 / +4 • WIS 11 / +0 / +0 • CHA 20 / +5 / +9*
HP: 52 • AC: 15 • LEVEL: 9 • HD: 9d6 • PROF: +4 SPEED: 30ft • ARMOR: none • RACE: human LANGUAGES: common, draconic, +3
skills:
STR: +1 athletics
DEX: +6 acrobatics* • +2 sleight of hand • +2 stealth
INT: +4 arcana • +4 history • +8 investigation* • +4 nature • +4 religion
WIS: +0 animal handling • +4 insight* • +0 medicine • +0 perception • +0 survival
CHA: +5 deception • +9 intimidation* • +5 performance • +9 persuasion*
feats:
MAGIC INITIATE: you learn two cantrips of your choice, using intelligence as your spellcasting ability, and you learn find familiar and can cast it once per day.
FIND FAMILIAR: one hour, verbal / somatic / 10 gold worth of charcoal and incense and herbs to be consumed by fire in a brass brazier, 10 foot range, instantaneous. you gain the service of a familiar that has the statistics of the chosen form but it a fey instead of a beast. your familiar acts independently of you, but always obeys your commands. in combat, it rolls its own initiative and acts on its own turn. it can’t attack, but can take other actions as normal. when it drops to 0 hit points, it disappears, leaving behind no physical form, and reappears when you cast this spell again. while your familiar is within 100 feet of you, you can communicate with it telepathically, and as an action you can see through its eyes and hear what it hears until the start of your next turn, during which time you are deaf and blind to your own senses. as an action, you can temporarily dismiss it, causing it to reappear in any unoccupied space within 30 feet of you as another action. when you can a spell with a range of touch, your familiar can deliver the spell as if it had cast the spell if it is within 100 feet of you, using its reaction to deliver the spell when you cast it.
BAT FAMILIAR: tiny fey. ac 12, hp 1, str 2, dex 15, con 8, int 2, wis 12, cha 4. speed 5ft, fly 30ft, echolocation 60ft (blindsight if it can hear), advantage on perception checks that rely on hearing. bite, melee attack, one creature, +0 to hit, reach 5ft, 1 piercing damage.
draconic bloodline:
DRACONIC ANCESTRY: you have a green dragon in your ancestry that has manifested its abilities in you. you have an affinity to poison damage and can speak, read, and write draconic. additionally, when you make a charisma check when interacting with dragons, your proficiency bonus is doubled if it applies to the check.
DRACONIC RESILIENCE: as magic flows through your body, it causes physical traits of your dragon ancestors to emerge. at first level, your hit point maximum increases by one, 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.
ELEMENTAL AFFINITY: when you cast a spell that deals poison damage, you can add your charisma modifier to one damage roll of that spell, and can spend 1 sorcery point to gain resistance to that damage type for 1 hour.
sorcerer abilities:
FONT OF MAGIC: you have 9 sorcery points. 2 points can be exchanged to gain back a first level spell slot, 3 points for second level, 5 for third level, 6 for fourth, and 7 for fifth. you can also exchange a spell slot to gain back the number of sorcery points equal to the spell slot’s level. points can be spent on metamagic options when casting a spell.
POISON RESISTANCE: you can spend 1 sorcery point to gain resistance to poison for 1 hour when you cast a spell that does poison damage.
METAMAGIC: you gain the ability to twist your spells to suit your needs, and you gain 2 metamagic options. you can use only 1 metamagic option on a spell when you cast it, unless otherwise noted.
DISTANT SPELL: when you cast a spell that has a range of 5 feet or more, you can spend 1 sorcerer point to double the range of the spell. when you cast a spell that has a range of touch, you can spend 1 sorcery point to make the range of the spell 30 feet.
TWINNED SPELL: when you cast a spell that targets only one creature and doesn’t have a range of self, you can spend a number of sorcery points equal to the spell’s level to target a second creature in range with the same spell, using 1 sorcery point for a cantrip.
spells:
SPELLCASTING: you know 5 cantrips and 10 spells, and have 4 first level, 3 second level, 3 third level, 3 fourth level, and 1 fifth level spell slots per long rest.
SPELL SAVE DC: 17
SPELL ATTACK MODIFIER: +9
cantrips:
ACID SPLASH: one action, verbal / somatic, 60 foot range, instantaneous. you hurl a bubble of acid at one creature within range, or two creatures within range within 5 feet of each other. a target must succeed on a dc 17 dexterity saving throw or take 2d6 acid damage.
LIGHT: one action, verbal / a firefly or phosphorescent moss, touch, one hour duration. you touch one object no larger than 10 feet in any dimension and it sheds bright light in a 20 radius and dim light for an additional 20 feet, colored as you like. an opaque object can block it, and the spell ends if you cast it again or dismiss it as an action. if you target an object held or worn by a hostile creature, that creature must succeed on a dc 17 dexterity saving throw to avoid the spell.
MAGE HAND: one action, verbal / somatic, 30 foot range, one minute. a spectral, floating hand appears at a point you choose within range, lasting for the duration or until you dismiss it as an action, vanishing if it is ever more than 30 feet away from you. you can use your action to move it up to 30 feet and manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour out the contents of a vial, though it can’t attack, activate magic items, or carry more than 10 pounds.
MENDING: one minute, verbal / somatic / two lodestones, touch, instantaneous. you repair a single break or tear no larger than 1 foot in any dimension, and can physically repair a magic item or construct, but can’t restore magic to it.
MESSAGE: one action, verbal / somatic / a short piece of copper wire, 120 foot range, one round. you point your finger toward a creature within range and whisper a message. the target and only the target hears the message and can reply in a whisper that only you can hear. you can cast this spell through solid objects if you are familiar with the target and know it is beyond the barrier.
MINOR ILLUSION: one action, somatic / a bit of fleece, 30 foot range, one minute duration. you create a sound from a whisper to a scream or an image of an object no larger than a 5 foot cube. physical interaction with an object reveals it to be false, and a creature can use its action to make a dc 17 investigation check to determine the sound or image is an illusion, at which point the illusion will become faint to that creature.
POISON SPRAY: one action, verbal / somatic, 10 foot range, instantaneous. you extend your hand toward a creature you can see within range and project a puff of noxious gas from your palm. the creature must succeed on a dc 17 constitution saving throw or take 2d12 poison damage, adding +5 to one damage roll.
first level spells:
CHROMATIC ORB: one action, verbal / somatic / a diamond worth at least 50 gold, 90 foot range, instantaneous. you hurl a 4 inch diameter sphere of energy that does damage of your choosing, acid, cold, fire, lightning, poison, or thunder. make a ranged +9 attack to deal 3d8 damage, increasing the damage by 1d8 for each spell slot above first. you can add +5 to one damage roll when dealing poison damage.
RAY OF SICKNESS: one action, verbal / somatic, 60 foot range, instantaneous. a ray of sickening green energy lashes for a +9 attack to deal 2d8 poison damage, increasing by 1d8 for each spell slot above first, adding +5 to one damage roll. the target must make a dc 17 constitution saving throw or be poisoned until the end of your next turn.
SLEEP: one action, verbal / somatic / a pinch of fine sand or rose petals or a cricket, 90 foot range, one minute duration. you cause 5d8 hit points worth of creatures within 20 feet of a point in range to fall into a deep slumber, starting with the creature that has the lowest hit points, rolling an additional 2d8 for each spell slot above first. each creature affected is unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. undead and creatures immune to being charmed are immune to this spell.
second level spells:
DARKVISION: one action, verbal / somatic / a pinch of dried carrot or an agate, touch, 8 hour duration. you touch a willing creature to grant it the ability to see in the dark. for the duration, that creature has darkvision out to a range of 60 feet.
INVISIBILITY: one action, verbal / somatic / an eyelash encased in gum arabic, touch, up to 1 hour with concentration. you or a creature you touch becomes invisible until the spell ends. anything the target is wearing or carrying is invisible as long as it is on the target's person. the spell ends for a target that attacks or casts a spell. when you cast this spell using a slot above second, you can target one additional creature per spell slot.
SUGGESTION: one action, verbal / a snake’s tongue and a bit of honeycomb or sweet oil, 30 foot range, up to 8 hours with concentration. you suggest a reasonable course of action and magically influence a creature you can see that can hear and understand you. the target must make a dc 17 wisdom saving throw or pursue the course of action to the best of its ability for the duration or until it is completed. if you or any of your companions damage the target, the spell ends.
third level spells:
HASTE: one action, verbal / somatic / a shaving of licorice root, 30 foot range, up to 1 minute with concentration. you choose a willing creature to gain a +2 bonus to ac, its speed is doubled, it had advantage on dexterity saving throws, and gains an additional action on each of its turns to attack once, dash, disengage, hide, or use an object. when the spell ends, the target can't move or take actions until after its next turn as a wave of lethargy sweeps over it.
SLOW: one action, verbal / somatic / a drop of molasses, 120 foot range, up to 1 minute with concentration. you alter time around up to six creatures of your choice in a 40 foot cube within range. each target must succeed on a dc 17 wisdom saving throw or have their speed halved, take a -2 penalty to ac and dexterity saving throws, and can't use reactions. on an affected creature's turn, it can use either an action or a bonus action, and can't make more than one melee or ranged attack. if it attempts to cast a spell with a time of one action, roll a d20. on an 11 or higher, the spell doesn't take effect until the creature's next turn, and it must use its action on that turn to complete the spell or it is wasted. an affected creature can make another dc 17 wisdom saving throw at the end of its turn to end the spell.
fourth level spells:
GREATER INVISIBILITY: one action, verbal / somatic, touch, up to 1 minute with concentration. you or a creature you touch becomes invisible until the spell ends. anything the target is wearing or carrying is invisible as long as it is on the target's person.
weapons:
ACID SPLASH: dex vs 17, 2d6 acid, 60 foot range, 2 targets w/i 5 feet of each other
POISON SPRAY: con vs 17, 2d12 poison, 10 foot range, +5 to one damage roll
4 DAGGERS: +6 to attack, 1d4+2 piercing, finesse, light, thrown 20/60
QUARTERSTAFF: +5 to attack, 1d6+1 bludgeoning, versatile 1d8
❛ elphaba, level 10 human draconic sorcerer
STR 13 / +2 / +2 • DEX 14 / +2 / +2 • CON 14 / +2 / +6* INT 18 / +4 / +4 • WIS 11 / +0 / +0 • CHA 20 / +5 / +9*
HP: 52 • AC: 15 • LEVEL: 10 • HD: 10d6 • PROF: +4 SPEED: 30ft • ARMOR: none • RACE: human LANGUAGES: common, draconic, +3
skills:
STR: +1 athletics
DEX: +6 acrobatics* • +2 sleight of hand • +2 stealth
INT: +4 arcana • +4 history • +8 investigation* • +4 nature • +4 religion
WIS: +0 animal handling • +4 insight* • +0 medicine • +0 perception • +0 survival
CHA: +5 deception • +9 intimidation* • +5 performance • +9 persuasion*
feats:
MAGIC INITIATE: you learn two cantrips of your choice, using intelligence as your spellcasting ability, and you learn find familiar and can cast it once per day.
FIND FAMILIAR: one hour, verbal / somatic / 10 gold worth of charcoal and incense and herbs to be consumed by fire in a brass brazier, 10 foot range, instantaneous. you gain the service of a familiar that has the statistics of the chosen form but it a fey instead of a beast. your familiar acts independently of you, but always obeys your commands. in combat, it rolls its own initiative and acts on its own turn. it can’t attack, but can take other actions as normal. when it drops to 0 hit points, it disappears, leaving behind no physical form, and reappears when you cast this spell again. while your familiar is within 100 feet of you, you can communicate with it telepathically, and as an action you can see through its eyes and hear what it hears until the start of your next turn, during which time you are deaf and blind to your own senses. as an action, you can temporarily dismiss it, causing it to reappear in any unoccupied space within 30 feet of you as another action. when you can a spell with a range of touch, your familiar can deliver the spell as if it had cast the spell if it is within 100 feet of you, using its reaction to deliver the spell when you cast it.
BAT FAMILIAR: tiny fey. ac 12, hp 1, str 2, dex 15, con 8, int 2, wis 12, cha 4. speed 5ft, fly 30ft, echolocation 60ft (blindsight if it can hear), advantage on perception checks that rely on hearing. bite, melee attack, one creature, +0 to hit, reach 5ft, 1 piercing damage.
draconic bloodline:
DRACONIC ANCESTRY: you have a green dragon in your ancestry that has manifested its abilities in you. you have an affinity to poison damage and can speak, read, and write draconic. additionally, when you make a charisma check when interacting with dragons, your proficiency bonus is doubled if it applies to the check.
DRACONIC RESILIENCE: as magic flows through your body, it causes physical traits of your dragon ancestors to emerge. at first level, your hit point maximum increases by one, 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.
ELEMENTAL AFFINITY: when you cast a spell that deals poison damage, you can add your charisma modifier to one damage roll of that spell, and can spend 1 sorcery point to gain resistance to that damage type for 1 hour.
sorcerer abilities:
FONT OF MAGIC: you have 10 sorcery points. 2 points can be exchanged to gain back a first level spell slot, 3 points for second level, 5 for third level, 6 for fourth, and 7 for fifth. you can also exchange a spell slot to gain back the number of sorcery points equal to the spell slot’s level. points can be spent on metamagic options when casting a spell.
POISON RESISTANCE: you can spend 1 sorcery point to gain resistance to poison for 1 hour when you cast a spell that does poison damage.
METAMAGIC: you gain the ability to twist your spells to suit your needs, and you gain 2 metamagic options. you can use only 1 metamagic option on a spell when you cast it, unless otherwise noted.
DISTANT SPELL: when you cast a spell that has a range of 5 feet or more, you can spend 1 sorcerer point to double the range of the spell. when you cast a spell that has a range of touch, you can spend 1 sorcery point to make the range of the spell 30 feet.
TWINNED SPELL: when you cast a spell that targets only one creature and doesn’t have a range of self, you can spend a number of sorcery points equal to the spell’s level to target a second creature in range with the same spell, using 1 sorcery point for a cantrip.
spells:
SPELLCASTING: you know 6 cantrips and 11 spells, and have 4 first level, 3 second level, 3 third level, 3 fourth level, and 2 fifth level spell slots per long rest.
SPELL SAVE DC: 17
SPELL ATTACK MODIFIER: +9
cantrips:
ACID SPLASH: one action, verbal / somatic, 60 foot range, instantaneous. you hurl a bubble of acid at one creature within range, or two creatures within range within 5 feet of each other. a target must succeed on a dc 17 dexterity saving throw or take 2d6 acid damage.
LIGHT: one action, verbal / a firefly or phosphorescent moss, touch, one hour duration. you touch one object no larger than 10 feet in any dimension and it sheds bright light in a 20 radius and dim light for an additional 20 feet, colored as you like. an opaque object can block it, and the spell ends if you cast it again or dismiss it as an action. if you target an object held or worn by a hostile creature, that creature must succeed on a dc 17 dexterity saving throw to avoid the spell.
MAGE HAND: one action, verbal / somatic, 30 foot range, one minute. a spectral, floating hand appears at a point you choose within range, lasting for the duration or until you dismiss it as an action, vanishing if it is ever more than 30 feet away from you. you can use your action to move it up to 30 feet and manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour out the contents of a vial, though it can’t attack, activate magic items, or carry more than 10 pounds.
MENDING: one minute, verbal / somatic / two lodestones, touch, instantaneous. you repair a single break or tear no larger than 1 foot in any dimension, and can physically repair a magic item or construct, but can’t restore magic to it.
MESSAGE: one action, verbal / somatic / a short piece of copper wire, 120 foot range, one round. you point your finger toward a creature within range and whisper a message. the target and only the target hears the message and can reply in a whisper that only you can hear. you can cast this spell through solid objects if you are familiar with the target and know it is beyond the barrier.
MINOR ILLUSION: one action, somatic / a bit of fleece, 30 foot range, one minute duration. you create a sound from a whisper to a scream or an image of an object no larger than a 5 foot cube. physical interaction with an object reveals it to be false, and a creature can use its action to make a dc 17 investigation check to determine the sound or image is an illusion, at which point the illusion will become faint to that creature.
PRESTIDIGITATION: one action, verbal / somatic, 10 foot range, up to one hour. you create a magical effect within range such as creating a harmless sensory effect, lighting or snuffing out a small fire, clean or soil up to one cubic foot, change the temperature or flavor of food for one hour, make a color or marking appear on a surface for one hour, or create a palm-sized illusory image that lasts until the end of your next turn. you can have up to three non-instantaneous effects active at one time, and can dismiss an effect as an action.
POISON SPRAY: one action, verbal / somatic, 10 foot range, instantaneous. you extend your hand toward a creature you can see within range and project a puff of noxious gas from your palm. the creature must succeed on a dc 17 constitution saving throw or take 2d12 poison damage, adding +5 to one damage roll.
first level spells:
CHROMATIC ORB: one action, verbal / somatic / a diamond worth at least 50 gold, 90 foot range, instantaneous. you hurl a 4 inch diameter sphere of energy that does damage of your choosing, acid, cold, fire, lightning, poison, or thunder. make a ranged +9 attack to deal 3d8 damage, increasing the damage by 1d8 for each spell slot above first. you can add +5 to one damage roll when dealing poison damage.
RAY OF SICKNESS: one action, verbal / somatic, 60 foot range, instantaneous. a ray of sickening green energy lashes for a +9 attack to deal 2d8 poison damage, increasing by 1d8 for each spell slot above first, adding +5 to one damage roll. the target must make a dc 17 constitution saving throw or be poisoned until the end of your next turn.
SLEEP: one action, verbal / somatic / a pinch of fine sand or rose petals or a cricket, 90 foot range, one minute duration. you cause 5d8 hit points worth of creatures within 20 feet of a point in range to fall into a deep slumber, starting with the creature that has the lowest hit points, rolling an additional 2d8 for each spell slot above first. each creature affected is unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. undead and creatures immune to being charmed are immune to this spell.
second level spells:
DARKVISION: one action, verbal / somatic / a pinch of dried carrot or an agate, touch, 8 hour duration. you touch a willing creature to grant it the ability to see in the dark. for the duration, that creature has darkvision out to a range of 60 feet.
INVISIBILITY: one action, verbal / somatic / an eyelash encased in gum arabic, touch, up to 1 hour with concentration. you or a creature you touch becomes invisible until the spell ends. anything the target is wearing or carrying is invisible as long as it is on the target's person. the spell ends for a target that attacks or casts a spell. when you cast this spell using a slot above second, you can target one additional creature per spell slot.
SUGGESTION: one action, verbal / a snake’s tongue and a bit of honeycomb or sweet oil, 30 foot range, up to 8 hours with concentration. you suggest a reasonable course of action and magically influence a creature you can see that can hear and understand you. the target must make a dc 17 wisdom saving throw or pursue the course of action to the best of its ability for the duration or until it is completed. if you or any of your companions damage the target, the spell ends.
third level spells:
HASTE: one action, verbal / somatic / a shaving of licorice root, 30 foot range, up to 1 minute with concentration. you choose a willing creature to gain a +2 bonus to ac, its speed is doubled, it had advantage on dexterity saving throws, and gains an additional action on each of its turns to attack once, dash, disengage, hide, or use an object. when the spell ends, the target can't move or take actions until after its next turn as a wave of lethargy sweeps over it.
SLOW: one action, verbal / somatic / a drop of molasses, 120 foot range, up to 1 minute with concentration. you alter time around up to six creatures of your choice in a 40 foot cube within range. each target must succeed on a dc 17 wisdom saving throw or have their speed halved, take a -2 penalty to ac and dexterity saving throws, and can't use reactions. on an affected creature's turn, it can use either an action or a bonus action, and can't make more than one melee or ranged attack. if it attempts to cast a spell with a time of one action, roll a d20. on an 11 or higher, the spell doesn't take effect until the creature's next turn, and it must use its action on that turn to complete the spell or it is wasted. an affected creature can make another dc 17 wisdom saving throw at the end of its turn to end the spell.
fourth level spells:
GREATER INVISIBILITY: one action, verbal / somatic, touch, up to 1 minute with concentration. you or a creature you touch becomes invisible until the spell ends. anything the target is wearing or carrying is invisible as long as it is on the target's person.
fifth level spells:
CLOUDKILL: one action, verbal / somatic, 120 foot range, up to 10 minutes with concentration. you create a 20 foot sphere radius of poisonous yellow-green fog that heavily obscures the area and can be dispersed by a strong wind. when a creature enters the area for the first time on a turn or starts its turn there, it must make a dc 17 constitution saving throw or takes 5d8 poison damage, adding +5 to one damage roll, increasing by 1d8 for each spell slot used above fifth, and taking half damage on a save. the fog moves away from you 10 feet at the start of each of your turns, rolling along the surface of the ground, sinking to the lowest level of the land, and pouring down openings.
weapons:
ACID SPLASH: dex vs 17, 2d6 acid, 60 foot range, 2 targets w/i 5 feet of each other
POISON SPRAY: con vs 17, 2d12 poison, 10 foot range, +5 to one damage roll
4 DAGGERS: +6 to attack, 1d4+2 piercing, finesse, light, thrown 20/60
QUARTERSTAFF: +5 to attack, 1d6+1 bludgeoning, versatile 1d8
#human#sorcerer#draconic bloodline#green dragon ancestor#female#faction agent#harper#neutral good#level 6-10#d&d character#elphaba
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❛ elphaba thropp, human harper draconic sorcerer
adapted character for DUNGEONS & DRAGONS fifth edition, levels 1-5
elphaba considers herself a realist and strives to view the world free of emotional bias. love is difficult and muddling, and she tempers any desire for emotional or sexual connection with a lack of commitment. she expects no jealousy, no exclusivity, and no strings attached. despite her few good deeds, she is not a very compassionate person, and while she does hold loyalties to a few select family members and friends, she rarely feels motivated to help anyone else unless it should also benefit herself. she is not self-sacrificial or affectionate, and only when she is very angry does she display a flair for the dramatic.
intelligent and confident in her abilities, she knows what she is and what she isn’t and has a strong grip on her capabilities. she is not susceptible to ego-stroking, and flattery is far more likely to offend her and raise strong suspicion, especially when it comes to compliments about her looks. she has no illusions about her lack of conventional beauty, and she harbors a brittle wariness and condescending distrust of pretty, charming people.
a deep affinity for magic was cultivated while she attended a magical university, but after several altercations with both lawful evil and chaotic entities, she left to seek out the harpers. believing that power for the sake of power is illogical and circular, she wants power in order to enact change, for the sake of knowledge and progress and intelligence. silencing the voices of sentient, intelligent creatures is, in her view, a terrible crime, and she strongly believes in the harpers’ goal of thwarting tyrants and promoting equality. she cannot stand liars, finds enchantment magic highly distasteful, and is violently opposed to slander, misinformation, any form of propaganda, or the twisting of facts to suit any purpose, even a so-called “good cause,” though she is willing to work behind the scenes when it is obviously prudent to do so.
❛ elphaba, level 1 human draconic sorcerer
STR 13 / +1 / +1 • DEX 13 / +1 / +1 • CON 13 / +1 / +3* INT 18 / +4 / +4 • WIS 11 / +0 / +0 • CHA 18 / +4 / +6*
HP: 8 • AC: 14 • LEVEL: 1 • HD: 1d6 • PROF: +2 SPEED: 30ft • ARMOR: none • RACE: human LANGUAGES: common, draconic, +3
skills:
STR: +1 athletics
DEX: +3 acrobatics* • +1 sleight of hand • +1 stealth
INT: +4 arcana • +4 history • +6 investigation* • +4 nature • +4 religion
WIS: +0 animal handling • +2 insight* • +0 medicine • +0 perception • +0 survival
CHA: +4 deception • +6 intimidation* • +4 performance • +6 persuasion* * denotes proficiency
feats:
MAGIC INITIATE: you learn two cantrips of your choice, using intelligence as your spellcasting ability, and you learn find familiar and can cast it once per day.
FIND FAMILIAR: one hour, verbal / somatic / 10 gold worth of charcoal and incense and herbs to be consumed by fire in a brass brazier, 10 foot range, instantaneous. you gain the service of a familiar that has the statistics of the chosen form but it a fey instead of a beast. your familiar acts independently of you, but always obeys your commands. in combat, it rolls its own initiative and acts on its own turn. it can’t attack, but can take other actions as normal. when it drops to 0 hit points, it disappears, leaving behind no physical form, and reappears when you cast this spell again. while your familiar is within 100 feet of you, you can communicate with it telepathically, and as an action you can see through its eyes and hear what it hears until the start of your next turn, during which time you are deaf and blind to your own senses. as an action, you can temporarily dismiss it, causing it to reappear in any unoccupied space within 30 feet of you as another action. when you can a spell with a range of touch, your familiar can deliver the spell as if it had cast the spell if it is within 100 feet of you, using its reaction to deliver the spell when you cast it.
BAT FAMILIAR: tiny fey. ac 12, hp 1, str 2, dex 15, con 8, int 2, wis 12, cha 4. speed 5ft, fly 30ft, echolocation 60ft (blindsight if it can hear), advantage on perception checks that rely on hearing. bite, melee attack, one creature, +0 to hit, reach 5ft, 1 piercing damage.
draconic bloodline:
DRACONIC ANCESTRY: you have a green dragon in your ancestry that has manifested its abilities in you. you have an affinity to poison damage and can speak, read, and write draconic. additionally, when you make a charisma check when interacting with dragons, your proficiency bonus is doubled if it applies to the check.
DRACONIC RESILIENCE: as magic flows through your body, it causes physical traits of your dragon ancestors to emerge. at first level, your hit point maximum increases by one, 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.
spells:
SPELLCASTING: you know 4 cantrips and 2 spells, and 2 first level spell slots per long rest.
SPELL SAVE DC: 14
SPELL ATTACK MODIFIER: +6
cantrips:
ACID SPLASH: one action, verbal / somatic, 60 foot range, instantaneous. you hurl a bubble of acid at one creature within range, or two creatures within range within 5 feet of each other. a target must succeed on a dc 14 dexterity saving throw or take 1d6 acid damage.
LIGHT: one action, verbal / a firefly or phosphorescent moss, touch, one hour duration. you touch one object no larger than 10 feet in any dimension and it sheds bright light in a 20 radius and dim light for an additional 20 feet, colored as you like. an opaque object can block it, and the spell ends if you cast it again or dismiss it as an action. if you target an object held or worn by a hostile creature, that creature must succeed on a dc 14 dexterity saving throw to avoid the spell.
MAGE HAND: one action, verbal / somatic, 30 foot range, one minute. a spectral, floating hand appears at a point you choose within range, lasting for the duration or until you dismiss it as an action, vanishing if it is ever more than 30 feet away from you. you can use your action to move it up to 30 feet and manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour out the contents of a vial, though it can’t attack, activate magic items, or carry more than 10 pounds.
MESSAGE: one action, verbal / somatic / a short piece of copper wire, 120 foot range, one round. you point your finger toward a creature within range and whisper a message. the target and only the target hears the message and can reply in a whisper that only you can hear. you can cast this spell through solid objects if you are familiar with the target and know it is beyond the barrier.
MINOR ILLUSION: one action, somatic / a bit of fleece, 30 foot range, one minute duration. you create a sound from a whisper to a scream or an image of an object no larger than a 5 foot cube. physical interaction with an object reveals it to be false, and a creature can use its action to make a dc 14 investigation check to determine the sound or image is an illusion, at which point the illusion will become faint to that creature.
POISON SPRAY: one action, verbal / somatic, 10 foot range, instantaneous. you extend your hand toward a creature you can see within range and project a puff of noxious gas from your palm. the creature must succeed on a dc 14 constitution saving throw or take 1d12 poison damage.
first level spells:
CHROMATIC ORB: one action, verbal / somatic / a diamond worth at least 50 gold, 90 foot range, instantaneous. you hurl a 4 inch diameter sphere of energy that does damage of your choosing, acid, cold, fire, lightning, poison, or thunder. make a ranged +6 attack to deal 3d8 damage, increasing the damage by 1d8 for each spell slot above first.
RAY OF SICKNESS: one action, verbal / somatic, 60 foot range, instantaneous. a ray of sickening green energy lashes for a +6 attack to deal 2d8 poison damage, increasing by 1d8 for each spell slot above first. the target must make a dc 14 constitution saving throw or be poisoned until the end of your next turn.
weapons:
ACID SPLASH: dex vs 14, 1d6 acid, 60 foot range, 2 targets w/i 5 feet of each other
POISON SPRAY: con vs 14, 1d12 poison, 10 foot range
4 DAGGERS: +3 to attack, 1d4+1 piercing, finesse, light, thrown 20/60
QUARTERSTAFF: +3 to attack, 1d6+1 bludgeoning, versatile 1d8
equipment:
CLOTHING: traveler’s clothes, supple boots, dark hooded cloak
BACKPACK: a bedroll, a blanket, 10 days rations, 10 torches, a tinderbox, a mess kit, a waterskin, a staff, a hunting trap, 50 feet of hempen rope
background:
FACTION AGENT: as a rank 3 brightcandle faction member of the harpers, she has completed secret missions in their name and proven herself trustworthy of their secrets and support.
PERSONALITY: despite her often acerbic nature, she strongly believes that no one should be left powerless.
IDEAL & BOND: she is unflinchingly committed to the harpers’ goals and will help any of their members provided it does not directly conflict with her current mission.
FLAW: though she is capable of working with a team when necessary, she has a great deal of difficulty being told what to do or how to do her job.
❛ elphaba, level 2 human draconic sorcerer
STR 13 / +1 / +1 • DEX 13 / +1 / +1 • CON 13 / +1 / +3* INT 18 / +4 / +4 • WIS 11 / +0 / +0 • CHA 18 / +4 / +6*
HP: 14 • AC: 14 • LEVEL: 2 • HD: 2d6 • PROF: +2 SPEED: 30ft • ARMOR: none • RACE: human LANGUAGES: common, draconic, +3
skills:
STR: +1 athletics
DEX: +3 acrobatics* • +1 sleight of hand • +1 stealth
INT: +4 arcana • +4 history • +6 investigation* • +4 nature • +4 religion
WIS: +0 animal handling • +2 insight* • +0 medicine • +0 perception • +0 survival
CHA: +4 deception • +6 intimidation* • +4 performance • +6 persuasion*
feats:
MAGIC INITIATE: you learn two cantrips of your choice, using intelligence as your spellcasting ability, and you learn find familiar and can cast it once per day.
FIND FAMILIAR: one hour, verbal / somatic / 10 gold worth of charcoal and incense and herbs to be consumed by fire in a brass brazier, 10 foot range, instantaneous. you gain the service of a familiar that has the statistics of the chosen form but it a fey instead of a beast. your familiar acts independently of you, but always obeys your commands. in combat, it rolls its own initiative and acts on its own turn. it can’t attack, but can take other actions as normal. when it drops to 0 hit points, it disappears, leaving behind no physical form, and reappears when you cast this spell again. while your familiar is within 100 feet of you, you can communicate with it telepathically, and as an action you can see through its eyes and hear what it hears until the start of your next turn, during which time you are deaf and blind to your own senses. as an action, you can temporarily dismiss it, causing it to reappear in any unoccupied space within 30 feet of you as another action. when you can a spell with a range of touch, your familiar can deliver the spell as if it had cast the spell if it is within 100 feet of you, using its reaction to deliver the spell when you cast it.
BAT FAMILIAR: tiny fey. ac 12, hp 1, str 2, dex 15, con 8, int 2, wis 12, cha 4. speed 5ft, fly 30ft, echolocation 60ft (blindsight if it can hear), advantage on perception checks that rely on hearing. bite, melee attack, one creature, +0 to hit, reach 5ft, 1 piercing damage.
draconic bloodline:
DRACONIC ANCESTRY: you have a green dragon in your ancestry that has manifested its abilities in you. you have an affinity to poison damage and can speak, read, and write draconic. additionally, when you make a charisma check when interacting with dragons, your proficiency bonus is doubled if it applies to the check.
DRACONIC RESILIENCE: as magic flows through your body, it causes physical traits of your dragon ancestors to emerge. at first level, your hit point maximum increases by one, 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.
sorcerer abilities:
FONT OF MAGIC: you have 2 sorcery points. 2 points can be exchanged to gain back a first level spell slot, or you can exchange a spell slot to gain back one sorcery point. points can be spent on metamagic options when casting a spell.
spells:
SPELLCASTING: you know 4 cantrips and 3 spells, and 3 first level spell slots per long rest.
SPELL SAVE DC: 14
SPELL ATTACK MODIFIER: +6
cantrips:
ACID SPLASH: one action, verbal / somatic, 60 foot range, instantaneous. you hurl a bubble of acid at one creature within range, or two creatures within range within 5 feet of each other. a target must succeed on a dc 14 dexterity saving throw or take 1d6 acid damage.
LIGHT: one action, verbal / a firefly or phosphorescent moss, touch, one hour duration. you touch one object no larger than 10 feet in any dimension and it sheds bright light in a 20 radius and dim light for an additional 20 feet, colored as you like. an opaque object can block it, and the spell ends if you cast it again or dismiss it as an action. if you target an object held or worn by a hostile creature, that creature must succeed on a dc 14 dexterity saving throw to avoid the spell.
MAGE HAND: one action, verbal / somatic, 30 foot range, one minute. a spectral, floating hand appears at a point you choose within range, lasting for the duration or until you dismiss it as an action, vanishing if it is ever more than 30 feet away from you. you can use your action to move it up to 30 feet and manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour out the contents of a vial, though it can’t attack, activate magic items, or carry more than 10 pounds.
MESSAGE: one action, verbal / somatic / a short piece of copper wire, 120 foot range, one round. you point your finger toward a creature within range and whisper a message. the target and only the target hears the message and can reply in a whisper that only you can hear. you can cast this spell through solid objects if you are familiar with the target and know it is beyond the barrier.
MINOR ILLUSION: one action, somatic / a bit of fleece, 30 foot range, one minute duration. you create a sound from a whisper to a scream or an image of an object no larger than a 5 foot cube. physical interaction with an object reveals it to be false, and a creature can use its action to make a dc 14 investigation check to determine the sound or image is an illusion, at which point the illusion will become faint to that creature.
POISON SPRAY: one action, verbal / somatic, 10 foot range, instantaneous. you extend your hand toward a creature you can see within range and project a puff of noxious gas from your palm. the creature must succeed on a dc 14 constitution saving throw or take 1d12 poison damage.
first level spells:
CHROMATIC ORB: one action, verbal / somatic / a diamond worth at least 50 gold, 90 foot range, instantaneous. you hurl a 4 inch diameter sphere of energy that does damage of your choosing, acid, cold, fire, lightning, poison, or thunder. make a ranged +6 attack to deal 3d8 damage, increasing the damage by 1d8 for each spell slot above first.
RAY OF SICKNESS: one action, verbal / somatic, 60 foot range, instantaneous. a ray of sickening green energy lashes for a +6 attack to deal 2d8 poison damage, increasing by 1d8 for each spell slot above first. the target must make a dc 14 constitution saving throw or be poisoned until the end of your next turn.
SLEEP: one action, verbal / somatic / a pinch of fine sand or rose petals or a cricket, 90 foot range, one minute duration. you cause 5d8 hit points worth of creatures within 20 feet of a point in range to fall into a deep slumber, starting with the creature that has the lowest hit points, rolling an additional 2d8 for each spell slot above first. each creature affected is unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. undead and creatures immune to being charmed are immune to this spell.
weapons:
ACID SPLASH: dex vs 14, 1d6 acid, 60 foot range, 2 targets w/i 5 feet of each other
POISON SPRAY: con vs 14, 1d12 poison, 10 foot range
4 DAGGERS: +3 to attack, 1d4+1 piercing, finesse, light, thrown 20/60
QUARTERSTAFF: +3 to attack, 1d6+1 bludgeoning, versatile 1d8
❛ elphaba, level 3 human draconic sorcerer
STR 13 / +1 / +1 • DEX 13 / +1 / +1 • CON 13 / +1 / +3* INT 18 / +4 / +4 • WIS 11 / +0 / +0 • CHA 18 / +4 / +6*
HP: 20 • AC: 14 • LEVEL: 3 • HD: 3d6 • PROF: +2 SPEED: 30ft • ARMOR: none • RACE: human LANGUAGES: common, draconic, +3
skills:
STR: +1 athletics
DEX: +3 acrobatics* • +1 sleight of hand • +1 stealth
INT: +4 arcana • +4 history • +6 investigation* • +4 nature • +4 religion
WIS: +0 animal handling • +2 insight* • +0 medicine • +0 perception • +0 survival
CHA: +4 deception • +6 intimidation* • +4 performance • +6 persuasion*
feats:
MAGIC INITIATE: you learn two cantrips of your choice, using intelligence as your spellcasting ability, and you learn find familiar and can cast it once per day.
FIND FAMILIAR: one hour, verbal / somatic / 10 gold worth of charcoal and incense and herbs to be consumed by fire in a brass brazier, 10 foot range, instantaneous. you gain the service of a familiar that has the statistics of the chosen form but it a fey instead of a beast. your familiar acts independently of you, but always obeys your commands. in combat, it rolls its own initiative and acts on its own turn. it can’t attack, but can take other actions as normal. when it drops to 0 hit points, it disappears, leaving behind no physical form, and reappears when you cast this spell again. while your familiar is within 100 feet of you, you can communicate with it telepathically, and as an action you can see through its eyes and hear what it hears until the start of your next turn, during which time you are deaf and blind to your own senses. as an action, you can temporarily dismiss it, causing it to reappear in any unoccupied space within 30 feet of you as another action. when you can a spell with a range of touch, your familiar can deliver the spell as if it had cast the spell if it is within 100 feet of you, using its reaction to deliver the spell when you cast it.
BAT FAMILIAR: tiny fey. ac 12, hp 1, str 2, dex 15, con 8, int 2, wis 12, cha 4. speed 5ft, fly 30ft, echolocation 60ft (blindsight if it can hear), advantage on perception checks that rely on hearing. bite, melee attack, one creature, +0 to hit, reach 5ft, 1 piercing damage.
draconic bloodline:
DRACONIC ANCESTRY: you have a green dragon in your ancestry that has manifested its abilities in you. you have an affinity to poison damage and can speak, read, and write draconic. additionally, when you make a charisma check when interacting with dragons, your proficiency bonus is doubled if it applies to the check.
DRACONIC RESILIENCE: as magic flows through your body, it causes physical traits of your dragon ancestors to emerge. at first level, your hit point maximum increases by one, 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.
sorcerer abilities:
FONT OF MAGIC: you have 3 sorcery points. 2 points can be exchanged to gain back a first level spell slot, 3 points can gain back a second level spell slot, or you can exchange a spell slot to gain back the number of sorcery points equal to the spell slot’s level. points can be spent on metamagic options when casting a spell.
METAMAGIC: you gain the ability to twist your spells to suit your needs, and you gain two metamagic options. you can use only one metamagic option on a spell when you cast it, unless otherwise noted.
DISTANT SPELL: when you cast a spell that has a range of 5 feet or more, you can spend 1 sorcerer point to double the range of the spell. when you cast a spell that has a range of touch, you can spend 1 sorcery point to make the range of the spell 30 feet.
TWINNED SPELL: when you cast a spell that targets only one creature and doesn’t have a range of self, you can spend a number of sorcery points equal to the spell’s level to target a second creature in range with the same spell, using one sorcery point for a cantrip.
spells:
SPELLCASTING: you know 4 cantrips and 4 spells, and have 4 first level and 2 second level spell slots per long rest.
SPELL SAVE DC: 14
SPELL ATTACK MODIFIER: +6
cantrips:
ACID SPLASH: one action, verbal / somatic, 60 foot range, instantaneous. you hurl a bubble of acid at one creature within range, or two creatures within range within 5 feet of each other. a target must succeed on a dc 14 dexterity saving throw or take 1d6 acid damage.
LIGHT: one action, verbal / a firefly or phosphorescent moss, touch, one hour duration. you touch one object no larger than 10 feet in any dimension and it sheds bright light in a 20 radius and dim light for an additional 20 feet, colored as you like. an opaque object can block it, and the spell ends if you cast it again or dismiss it as an action. if you target an object held or worn by a hostile creature, that creature must succeed on a dc 14 dexterity saving throw to avoid the spell.
MAGE HAND: one action, verbal / somatic, 30 foot range, one minute. a spectral, floating hand appears at a point you choose within range, lasting for the duration or until you dismiss it as an action, vanishing if it is ever more than 30 feet away from you. you can use your action to move it up to 30 feet and manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour out the contents of a vial, though it can’t attack, activate magic items, or carry more than 10 pounds.
MESSAGE: one action, verbal / somatic / a short piece of copper wire, 120 foot range, one round. you point your finger toward a creature within range and whisper a message. the target and only the target hears the message and can reply in a whisper that only you can hear. you can cast this spell through solid objects if you are familiar with the target and know it is beyond the barrier.
MINOR ILLUSION: one action, somatic / a bit of fleece, 30 foot range, one minute duration. you create a sound from a whisper to a scream or an image of an object no larger than a 5 foot cube. physical interaction with an object reveals it to be false, and a creature can use its action to make a dc 14 investigation check to determine the sound or image is an illusion, at which point the illusion will become faint to that creature.
POISON SPRAY: one action, verbal / somatic, 10 foot range, instantaneous. you extend your hand toward a creature you can see within range and project a puff of noxious gas from your palm. the creature must succeed on a dc 14 constitution saving throw or take 1d12 poison damage.
first level spells:
CHROMATIC ORB: one action, verbal / somatic / a diamond worth at least 50 gold, 90 foot range, instantaneous. you hurl a 4 inch diameter sphere of energy that does damage of your choosing, acid, cold, fire, lightning, poison, or thunder. make a ranged +6 attack to deal 3d8 damage, increasing the damage by 1d8 for each spell slot above first.
RAY OF SICKNESS: one action, verbal / somatic, 60 foot range, instantaneous. a ray of sickening green energy lashes for a +6 attack to deal 2d8 poison damage, increasing by 1d8 for each spell slot above first. the target must make a dc 14 constitution saving throw or be poisoned until the end of your next turn.
second level spells:
DARKVISION: one action, verbal / somatic / a pinch of dried carrot or an agate, touch, 8 hour duration. you touch a willing creature to grant it the ability to see in the dark. for the duration, that creature has darkvision out to a range of 60 feet.
SUGGESTION: one action, verbal / a snake’s tongue and a bit of honeycomb or sweet oil, 30 foot range, up to 8 hours with concentration. you suggest a reasonable course of action and magically influence a creature you can see that can hear and understand you. the target must make a dc 14 wisdom saving throw or pursue the course of action to the best of its ability for the duration or until it is completed. if you or any of your companions damage the target, the spell ends.
weapons:
ACID SPLASH: dex vs 14, 1d6 acid, 60 foot range, 2 targets w/i 5 feet of each other
POISON SPRAY: con vs 14, 1d12 poison, 10 foot range
4 DAGGERS: +3 to attack, 1d4+1 piercing, finesse, light, thrown 20/60
QUARTERSTAFF: +3 to attack, 1d6+1 bludgeoning, versatile 1d8
❛ elphaba, level 4 human draconic sorcerer
STR 13 / +1 / +1 • DEX 13 / +1 / +1 • CON 13 / +1 / +3* INT 18 / +4 / +4 • WIS 11 / +0 / +0 • CHA 20 / +5 / +7*
HP: 26 • AC: 14 • LEVEL: 4 • HD: 4d6 • PROF: +2 SPEED: 30ft • ARMOR: none • RACE: human LANGUAGES: common, draconic, +3
skills:
STR: +1 athletics
DEX: +3 acrobatics* • +1 sleight of hand • +1 stealth
INT: +4 arcana • +4 history • +6 investigation* • +4 nature • +4 religion
WIS: +0 animal handling • +2 insight* • +0 medicine • +0 perception • +0 survival
CHA: +5 deception • +7 intimidation* • +5 performance • +7 persuasion*
feats:
MAGIC INITIATE: you learn two cantrips of your choice, using intelligence as your spellcasting ability, and you learn find familiar and can cast it once per day.
FIND FAMILIAR: one hour, verbal / somatic / 10 gold worth of charcoal and incense and herbs to be consumed by fire in a brass brazier, 10 foot range, instantaneous. you gain the service of a familiar that has the statistics of the chosen form but it a fey instead of a beast. your familiar acts independently of you, but always obeys your commands. in combat, it rolls its own initiative and acts on its own turn. it can’t attack, but can take other actions as normal. when it drops to 0 hit points, it disappears, leaving behind no physical form, and reappears when you cast this spell again. while your familiar is within 100 feet of you, you can communicate with it telepathically, and as an action you can see through its eyes and hear what it hears until the start of your next turn, during which time you are deaf and blind to your own senses. as an action, you can temporarily dismiss it, causing it to reappear in any unoccupied space within 30 feet of you as another action. when you can a spell with a range of touch, your familiar can deliver the spell as if it had cast the spell if it is within 100 feet of you, using its reaction to deliver the spell when you cast it.
BAT FAMILIAR: tiny fey. ac 12, hp 1, str 2, dex 15, con 8, int 2, wis 12, cha 4. speed 5ft, fly 30ft, echolocation 60ft (blindsight if it can hear), advantage on perception checks that rely on hearing. bite, melee attack, one creature, +0 to hit, reach 5ft, 1 piercing damage.
draconic bloodline:
DRACONIC ANCESTRY: you have a green dragon in your ancestry that has manifested its abilities in you. you have an affinity to poison damage and can speak, read, and write draconic. additionally, when you make a charisma check when interacting with dragons, your proficiency bonus is doubled if it applies to the check.
DRACONIC RESILIENCE: as magic flows through your body, it causes physical traits of your dragon ancestors to emerge. at first level, your hit point maximum increases by one, 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.
sorcerer abilities:
FONT OF MAGIC: you have 4 sorcery points. 2 points can be exchanged to gain back a first level spell slot, 3 points can gain back a second level spell slot, or you can exchange a spell slot to gain back the number of sorcery points equal to the spell slot’s level. points can be spent on metamagic options when casting a spell.
METAMAGIC: you gain the ability to twist your spells to suit your needs, and you gain two metamagic options. you can use only one metamagic option on a spell when you cast it, unless otherwise noted.
DISTANT SPELL: when you cast a spell that has a range of 5 feet or more, you can spend 1 sorcerer point to double the range of the spell. when you cast a spell that has a range of touch, you can spend 1 sorcery point to make the range of the spell 30 feet.
TWINNED SPELL: when you cast a spell that targets only one creature and doesn’t have a range of self, you can spend a number of sorcery points equal to the spell’s level to target a second creature in range with the same spell, using one sorcery point for a cantrip.
spells:
SPELLCASTING: you know 5 cantrips and 5 spells, and have 4 first level and 3 second level spell slots per long rest.
SPELL SAVE DC: 15
SPELL ATTACK MODIFIER: +7
cantrips:
ACID SPLASH: one action, verbal / somatic, 60 foot range, instantaneous. you hurl a bubble of acid at one creature within range, or two creatures within range within 5 feet of each other. a target must succeed on a dc 15 dexterity saving throw or take 1d6 acid damage.
LIGHT: one action, verbal / a firefly or phosphorescent moss, touch, one hour duration. you touch one object no larger than 10 feet in any dimension and it sheds bright light in a 20 radius and dim light for an additional 20 feet, colored as you like. an opaque object can block it, and the spell ends if you cast it again or dismiss it as an action. if you target an object held or worn by a hostile creature, that creature must succeed on a dc 15 dexterity saving throw to avoid the spell.
MAGE HAND: one action, verbal / somatic, 30 foot range, one minute. a spectral, floating hand appears at a point you choose within range, lasting for the duration or until you dismiss it as an action, vanishing if it is ever more than 30 feet away from you. you can use your action to move it up to 30 feet and manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour out the contents of a vial, though it can’t attack, activate magic items, or carry more than 10 pounds.
MENDING: one minute, verbal / somatic / two lodestones, touch, instantaneous. you repair a single break or tear no larger than 1 foot in any dimension, and can physically repair a magic item or construct, but can’t restore magic to it.
MESSAGE: one action, verbal / somatic / a short piece of copper wire, 120 foot range, one round. you point your finger toward a creature within range and whisper a message. the target and only the target hears the message and can reply in a whisper that only you can hear. you can cast this spell through solid objects if you are familiar with the target and know it is beyond the barrier.
MINOR ILLUSION: one action, somatic / a bit of fleece, 30 foot range, one minute duration. you create a sound from a whisper to a scream or an image of an object no larger than a 5 foot cube. physical interaction with an object reveals it to be false, and a creature can use its action to make a dc 15 investigation check to determine the sound or image is an illusion, at which point the illusion will become faint to that creature.
POISON SPRAY: one action, verbal / somatic, 10 foot range, instantaneous. you extend your hand toward a creature you can see within range and project a puff of noxious gas from your palm. the creature must succeed on a dc 15 constitution saving throw or take 1d12 poison damage.
first level spells:
CHROMATIC ORB: one action, verbal / somatic / a diamond worth at least 50 gold, 90 foot range, instantaneous. you hurl a 4 inch diameter sphere of energy that does damage of your choosing, acid, cold, fire, lightning, poison, or thunder. make a ranged +7 attack to deal 3d8 damage, increasing the damage by 1d8 for each spell slot above first.
RAY OF SICKNESS: one action, verbal / somatic, 60 foot range, instantaneous. a ray of sickening green energy lashes for a +7 attack to deal 2d8 poison damage, increasing by 1d8 for each spell slot above first. the target must make a dc 14 constitution saving throw or be poisoned until the end of your next turn.
SLEEP: one action, verbal / somatic / a pinch of fine sand or rose petals or a cricket, 90 foot range, one minute duration. you cause 5d8 hit points worth of creatures within 20 feet of a point in range to fall into a deep slumber, starting with the creature that has the lowest hit points, rolling an additional 2d8 for each spell slot above first. each creature affected is unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. undead and creatures immune to being charmed are immune to this spell.
second level spells:
DARKVISION: one action, verbal / somatic / a pinch of dried carrot or an agate, touch, 8 hour duration. you touch a willing creature to grant it the ability to see in the dark. for the duration, that creature has darkvision out to a range of 60 feet.
SUGGESTION: one action, verbal / a snake’s tongue and a bit of honeycomb or sweet oil, 30 foot range, up to 8 hours with concentration. you suggest a reasonable course of action and magically influence a creature you can see that can hear and understand you. the target must make a dc 15 wisdom saving throw or pursue the course of action to the best of its ability for the duration or until it is completed. if you or any of your companions damage the target, the spell ends.
weapons:
ACID SPLASH: dex vs 15, 1d6 acid, 60 foot range, 2 targets w/i 5 feet of each other
POISON SPRAY: con vs 15, 1d12 poison, 10 foot range
4 DAGGERS: +3 to attack, 1d4+1 piercing, finesse, light, thrown 20/60
QUARTERSTAFF: +3 to attack, 1d6+1 bludgeoning, versatile 1d8
❛ elphaba, level 5 human draconic sorcerer
STR 13 / +1 / +1 • DEX 13 / +1 / +1 • CON 13 / +1 / +4* INT 18 / +4 / +4 • WIS 11 / +0 / +0 • CHA 20 / +5 / +8*
HP: 32 • AC: 14 • LEVEL: 5 • HD: 5d6 • PROF: +3 SPEED: 30ft • ARMOR: none • RACE: human LANGUAGES: common, draconic, +3
skills:
STR: +1 athletics
DEX: +4 acrobatics* • +1 sleight of hand • +1 stealth
INT: +4 arcana • +4 history • +7 investigation* • +4 nature • +4 religion
WIS: +0 animal handling • +3 insight* • +0 medicine • +0 perception • +0 survival
CHA: +5 deception • +8 intimidation* • +5 performance • +8 persuasion*
feats:
MAGIC INITIATE: you learn two cantrips of your choice, using intelligence as your spellcasting ability, and you learn find familiar and can cast it once per day.
FIND FAMILIAR: one hour, verbal / somatic / 10 gold worth of charcoal and incense and herbs to be consumed by fire in a brass brazier, 10 foot range, instantaneous. you gain the service of a familiar that has the statistics of the chosen form but it a fey instead of a beast. your familiar acts independently of you, but always obeys your commands. in combat, it rolls its own initiative and acts on its own turn. it can’t attack, but can take other actions as normal. when it drops to 0 hit points, it disappears, leaving behind no physical form, and reappears when you cast this spell again. while your familiar is within 100 feet of you, you can communicate with it telepathically, and as an action you can see through its eyes and hear what it hears until the start of your next turn, during which time you are deaf and blind to your own senses. as an action, you can temporarily dismiss it, causing it to reappear in any unoccupied space within 30 feet of you as another action. when you can a spell with a range of touch, your familiar can deliver the spell as if it had cast the spell if it is within 100 feet of you, using its reaction to deliver the spell when you cast it.
BAT FAMILIAR: tiny fey. ac 12, hp 1, str 2, dex 15, con 8, int 2, wis 12, cha 4. speed 5ft, fly 30ft, echolocation 60ft (blindsight if it can hear), advantage on perception checks that rely on hearing. bite, melee attack, one creature, +0 to hit, reach 5ft, 1 piercing damage.
draconic bloodline:
DRACONIC ANCESTRY: you have a green dragon in your ancestry that has manifested its abilities in you. you have an affinity to poison damage and can speak, read, and write draconic. additionally, when you make a charisma check when interacting with dragons, your proficiency bonus is doubled if it applies to the check.
DRACONIC RESILIENCE: as magic flows through your body, it causes physical traits of your dragon ancestors to emerge. at first level, your hit point maximum increases by one, 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.
sorcerer abilities:
FONT OF MAGIC: you have 5 sorcery points. 2 points can be exchanged to gain back a first level spell slot, 3 points for second level, and 5 for third level, or you can exchange a spell slot to gain back the number of sorcery points equal to the spell slot’s level. points can be spent on metamagic options when casting a spell.
METAMAGIC: you gain the ability to twist your spells to suit your needs, and you gain two metamagic options. you can use only one metamagic option on a spell when you cast it, unless otherwise noted.
DISTANT SPELL: when you cast a spell that has a range of 5 feet or more, you can spend 1 sorcerer point to double the range of the spell. when you cast a spell that has a range of touch, you can spend 1 sorcery point to make the range of the spell 30 feet.
TWINNED SPELL: when you cast a spell that targets only one creature and doesn’t have a range of self, you can spend a number of sorcery points equal to the spell’s level to target a second creature in range with the same spell, using one sorcery point for a cantrip.
spells:
SPELLCASTING: you know 5 cantrips and 6 spells, and have 4 first level, 3 second level, and 2 third level spell slots per long rest.
SPELL SAVE DC: 16
SPELL ATTACK MODIFIER: +8
cantrips:
ACID SPLASH: one action, verbal / somatic, 60 foot range, instantaneous. you hurl a bubble of acid at one creature within range, or two creatures within range within 5 feet of each other. a target must succeed on a dc 16 dexterity saving throw or take 2d6 acid damage.
LIGHT: one action, verbal / a firefly or phosphorescent moss, touch, one hour duration. you touch one object no larger than 10 feet in any dimension and it sheds bright light in a 20 radius and dim light for an additional 20 feet, colored as you like. an opaque object can block it, and the spell ends if you cast it again or dismiss it as an action. if you target an object held or worn by a hostile creature, that creature must succeed on a dc 16 dexterity saving throw to avoid the spell.
MAGE HAND: one action, verbal / somatic, 30 foot range, one minute. a spectral, floating hand appears at a point you choose within range, lasting for the duration or until you dismiss it as an action, vanishing if it is ever more than 30 feet away from you. you can use your action to move it up to 30 feet and manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour out the contents of a vial, though it can’t attack, activate magic items, or carry more than 10 pounds.
MENDING: one minute, verbal / somatic / two lodestones, touch, instantaneous. you repair a single break or tear no larger than 1 foot in any dimension, and can physically repair a magic item or construct, but can’t restore magic to it.
MESSAGE: one action, verbal / somatic / a short piece of copper wire, 120 foot range, one round. you point your finger toward a creature within range and whisper a message. the target and only the target hears the message and can reply in a whisper that only you can hear. you can cast this spell through solid objects if you are familiar with the target and know it is beyond the barrier.
MINOR ILLUSION: one action, somatic / a bit of fleece, 30 foot range, one minute duration. you create a sound from a whisper to a scream or an image of an object no larger than a 5 foot cube. physical interaction with an object reveals it to be false, and a creature can use its action to make a dc 16 investigation check to determine the sound or image is an illusion, at which point the illusion will become faint to that creature.
POISON SPRAY: one action, verbal / somatic, 10 foot range, instantaneous. you extend your hand toward a creature you can see within range and project a puff of noxious gas from your palm. the creature must succeed on a dc 16 constitution saving throw or take 2d12 poison damage.
first level spells:
CHROMATIC ORB: one action, verbal / somatic / a diamond worth at least 50 gold, 90 foot range, instantaneous. you hurl a 4 inch diameter sphere of energy that does damage of your choosing, acid, cold, fire, lightning, poison, or thunder. make a ranged +8 attack to deal 3d8 damage, increasing the damage by 1d8 for each spell slot above first.
RAY OF SICKNESS: one action, verbal / somatic, 60 foot range, instantaneous. a ray of sickening green energy lashes for a +8 attack to deal 2d8 poison damage, increasing by 1d8 for each spell slot above first. the target must make a dc 14 constitution saving throw or be poisoned until the end of your next turn.
SLEEP: one action, verbal / somatic / a pinch of fine sand or rose petals or a cricket, 90 foot range, one minute duration. you cause 5d8 hit points worth of creatures within 20 feet of a point in range to fall into a deep slumber, starting with the creature that has the lowest hit points, rolling an additional 2d8 for each spell slot above first. each creature affected is unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. undead and creatures immune to being charmed are immune to this spell.
second level spells:
DARKVISION: one action, verbal / somatic / a pinch of dried carrot or an agate, touch, 8 hour duration. you touch a willing creature to grant it the ability to see in the dark. for the duration, that creature has darkvision out to a range of 60 feet.
SUGGESTION: one action, verbal / a snake’s tongue and a bit of honeycomb or sweet oil, 30 foot range, up to 8 hours with concentration. you suggest a reasonable course of action and magically influence a creature you can see that can hear and understand you. the target must make a dc 16 wisdom saving throw or pursue the course of action to the best of its ability for the duration or until it is completed. if you or any of your companions damage the target, the spell ends.
third level spells:
HASTE: one action, verbal / somatic / a shaving of licorice root, 30 foot range, up to 1 minute with concentration. you choose a willing creature to gain a +2 bonus to ac, its speed is doubled, it had advantage on dexterity saving throws, and gains an additional action on each of its turns to attack once, dash, disengage, hide, or use an object. when the spell ends, the target can't move or take actions until after its next turn as a wave of lethargy sweeps over it.
weapons:
ACID SPLASH: dex vs 16, 2d6 acid, 60 foot range, 2 targets w/i 5 feet of each other
POISON SPRAY: con vs 16, 2d12 poison, 10 foot range
4 DAGGERS: +4 to attack, 1d4+1 piercing, finesse, light, thrown 20/60
QUARTERSTAFF: +4 to attack, 1d6+1 bludgeoning, versatile 1d8
#human#sorcerer#draconic bloodline#green dragon ancestor#female#faction agent#harper#neutral good#level 1-5#d&d character#elphaba
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❛ dakotah napayshni, human wolf totem barbarian
original character for DUNGEONS & DRAGONS fifth edition, levels 16-20
raised in the harsh tundra of the far north, her people have always maintained a tradition of communing with the spirits of their ancestors and the spirits of nature. strong and fiercely independent, she’s driven by a wanderlust that has led her far from home, desiring to see more of the world and grow stronger that she may one day return to her people as a great warrior. they are the most important thing in the world to her, even when she is far from home, and she was raised on their values of strength, freedom, and serenity. she believes chains are meant to be broken, as are those who would forge them, and will not hesitate to strike down tyrants who think they can persecute others without consequence. still, nature favors the strong, and she believes freed people should rise or fall based on their own merit. she fights wielding two war picks, weapons she used as tools in her youth, harvesting ice for the softer peoples of warmer climates.
levels 1-5 levels 6-10 levels 11-15 levels 16-20
❛ dakotah, level 16 human wolf totem barbarian
STR 20 / +5 / +10* • DEX 14 / +2 / +2 • CON 20 / +5 / +10* INT 11 / +0 / +0 • WIS 14 / +2 / +2 • CHA 14 / +2 / +2
HP: 164 • AC: 17 / 18 dual wielding • LVL: 16 • HD: 16d12 • PROF: +5 SPEED: 40ft • ARMOR: none • LANGUAGES: common, giant, dwarvish
skills:
STR: +10 athletics*
DEX: +7 acrobatics* • +2 sleight of hand • +2 stealth
INT: +0 arcana • +0 history • +0 investigation • +0 nature • +0 religion
WIS: +2 animal handling • +2 insight • +2 medicine • +7 perception* • +7 survival*
CHA: +2 deception • +7 intimidation* • +2 performance • +2 persuasion
feats:
DUAL WIELDER: you gain a +1 to ac when you are wielding a separate melee weapon in each hand. you can use two-weapon fighting even when the one-handed melee weapons you are wielding aren’t light. you can draw or stow two one-handed weapons when you would normally be able to draw or stow only one.
barbarian abilities:
RAGE: on your turn, five times per long rest, you can enter a rage as a bonus action. while raging you have advantage on strength checks and saving throws, you gain a +4 bonus to damage rolls with melee weapons using strength, and you have resistance to bludgeoning, piercing, and slashing damage. your rage is so fierce that it ends early only if you fall unconscious or if you choose to end it as a bonus action.
UNARMORED DEFENSE: while you are not wearing armor, your ac is 10 + dex + con, even if you are using a shield.
RECKLESS ATTACK: you can throw aside all concern for defense to attack with fierce desperation. when you make your first attack on your turn, you can choose to attack recklessly, taking advantage on melee weapon attack rolls using strength during this turn and giving attack rolls against you advantage until your next turn.
DANGER SENSE: you have advantage on dexterity saving throws against effects that you can see, such as traps and spells, so long as you aren’t blinded, deafened, or incapacitated.
EXTRA ATTACK: when you take the attack action on your turn, you can attack twice instead of once.
FAST MOVEMENT: your speed increases by ten feet while you aren’t wearing heavy armor.
FERAL INSTINCT: your instincts are so honed that you have advantage on initiative rolls. additionally, if you are surprised at the beginning of combat and aren’t incapacitated, you can act normally on your first turn if you enter a rage before doing anything else on that turn.
BRUTAL CRITICAL: you can roll two additional weapon damage die when determining the extra damage for a critical hit with a melee attack.
RELENTLESS RAGE: your rage can keep you fighting despite grievous wounds. if you drop to 0 hit points while you’re raging and don’t die outright, you can make a dc 10 constitution saving throw. if you succeed, you drop to 1 hit point instead. each time you use this feature after the first, the dc increases by 5, resetting to 10 after a short or long rest.
path of the totem warrior:
SPIRIT OF THE WOLF: when you choose the wolf as your totem, you create an amulet or similar adornment made from its fur, claws, teeth, or bones. while you’re raging, your friends have advantage on melee attack rolls against any creature within 5 feet of you that is hostile to you. the spirit of the wolf makes you a leader of hunters.
ASPECT OF THE WOLF: you gain the hunting sensibilities of a wolf. you can track other creatures while traveling at a fast pace, and you can move stealthily while traveling at a normal pace.
SPIRIT WALKER: you can cast the commune with nature spell as a ritual. when you do so, a spiritual version of a wolf appears to you to convey the information you seek.
TOTEMIC ATTUNEMENT: while you’re raging, you can use a bonus action on your turn to knock a large or smaller creature prone when you hit it with a melee weapon attack.
weapons:
2 WAR PICKS: +10 to attack, 1d8+5 piercing / 1d8+9 piercing when raging
4 ICE PICKS: +10 to attack, 1d6+5 piercing, light, thrown 20/60
equipment:
CLOTHING: traveler’s clothes, supple boots, dark hooded cloak
BACKPACK: a bedroll, a blanket, 10 days rations, 10 torches, a tinderbox, a mess kit, a waterskin, a staff, a hunting trap, 50 feet of hempen rope
background:
OUTLANDER: growing up in the wilds, she has a good head for maps and geography, ale to recall the general layout of terrain, settlements, and other features around her. used to the harsh conditions of the arctic tundra, she is skilled at foraging, and can find food and fresh water for herself and up to five other people each day, provided the land offers it.
PERSONALITY: strong and fiercely independent, she’s driven by a wanderlust that led her far from home.
IDEAL: chains are meant to be broken, as are those who would forge them.
BOND: her family is the most important thing in her life, even when they’re far from her.
FLAW: nature favors the strong, and though she enjoys striking down those who would persecute others, she has trouble feeling compelled to help weak people who cannot help themselves.
❛ dakotah, level 17 human wolf totem barbarian
STR 20 / +5 / +11* • DEX 14 / +2 / +2 • CON 20 / +5 / +11* INT 11 / +0 / +0 • WIS 14 / +2 / +2 • CHA 14 / +2 / +2
HP: 164 • AC: 17 / 18 dual wielding • LVL: 17 • HD: 17d12 • PROF: +6 SPEED: 40ft • ARMOR: none • LANGUAGES: common, giant, dwarvish
skills:
STR: +11 athletics*
DEX: +8 acrobatics* • +2 sleight of hand • +2 stealth
INT: +0 arcana • +0 history • +0 investigation • +0 nature • +0 religion
WIS: +2 animal handling • +2 insight • +2 medicine • +8 perception* • +8 survival*
CHA: +2 deception • +8 intimidation* • +2 performance • +2 persuasion
feats:
DUAL WIELDER: you gain a +1 to ac when you are wielding a separate melee weapon in each hand. you can use two-weapon fighting even when the one-handed melee weapons you are wielding aren’t light. you can draw or stow two one-handed weapons when you would normally be able to draw or stow only one.
barbarian abilities:
RAGE: on your turn, six times per long rest, you can enter a rage as a bonus action. while raging you have advantage on strength checks and saving throws, you gain a +4 bonus to damage rolls with melee weapons using strength, and you have resistance to bludgeoning, piercing, and slashing damage. your rage is so fierce that it ends early only if you fall unconscious or if you choose to end it as a bonus action.
UNARMORED DEFENSE: while you are not wearing armor, your ac is 10 + dex + con, even if you are using a shield.
RECKLESS ATTACK: you can throw aside all concern for defense to attack with fierce desperation. when you make your first attack on your turn, you can choose to attack recklessly, taking advantage on melee weapon attack rolls using strength during this turn and giving attack rolls against you advantage until your next turn.
DANGER SENSE: you have advantage on dexterity saving throws against effects that you can see, such as traps and spells, so long as you aren’t blinded, deafened, or incapacitated.
EXTRA ATTACK: when you take the attack action on your turn, you can attack twice instead of once.
FAST MOVEMENT: your speed increases by ten feet while you aren’t wearing heavy armor.
FERAL INSTINCT: your instincts are so honed that you have advantage on initiative rolls. additionally, if you are surprised at the beginning of combat and aren’t incapacitated, you can act normally on your first turn if you enter a rage before doing anything else on that turn.
BRUTAL CRITICAL: you can roll three additional weapon damage die when determining the extra damage for a critical hit with a melee attack.
RELENTLESS RAGE: your rage can keep you fighting despite grievous wounds. if you drop to 0 hit points while you’re raging and don’t die outright, you can make a dc 10 constitution saving throw. if you succeed, you drop to 1 hit point instead. each time you use this feature after the first, the dc increases by 5, resetting to 10 after a short or long rest.
path of the totem warrior:
SPIRIT OF THE WOLF: when you choose the wolf as your totem, you create an amulet or similar adornment made from its fur, claws, teeth, or bones. while you’re raging, your friends have advantage on melee attack rolls against any creature within 5 feet of you that is hostile to you. the spirit of the wolf makes you a leader of hunters.
ASPECT OF THE WOLF: you gain the hunting sensibilities of a wolf. you can track other creatures while traveling at a fast pace, and you can move stealthily while traveling at a normal pace.
SPIRIT WALKER: you can cast the commune with nature spell as a ritual. when you do so, a spiritual version of a wolf appears to you to convey the information you seek.
TOTEMIC ATTUNEMENT: while you’re raging, you can use a bonus action on your turn to knock a large or smaller creature prone when you hit it with a melee weapon attack.
weapons:
2 WAR PICKS: +11 to attack, 1d8+5 piercing / 1d8+9 piercing when raging
4 ICE PICKS: +11 to attack, 1d6+5 piercing, light, thrown 20/60
❛ dakotah, level 18 human wolf totem barbarian
STR 20 / +5 / +11* • DEX 14 / +2 / +2 • CON 20 / +5 / +11* INT 11 / +0 / +0 • WIS 14 / +2 / +2 • CHA 14 / +2 / +2
HP: 176 • AC: 17 / 18 dual wielding • LVL: 18 • HD: 18d12 • PROF: +6 SPEED: 40ft • ARMOR: none • LANGUAGES: common, giant, dwarvish
skills:
STR: +11 athletics*
DEX: +8 acrobatics* • +2 sleight of hand • +2 stealth
INT: +0 arcana • +0 history • +0 investigation • +0 nature • +0 religion
WIS: +2 animal handling • +2 insight • +2 medicine • +8 perception* • +8 survival*
CHA: +2 deception • +8 intimidation* • +2 performance • +2 persuasion
feats:
DUAL WIELDER: you gain a +1 to ac when you are wielding a separate melee weapon in each hand. you can use two-weapon fighting even when the one-handed melee weapons you are wielding aren’t light. you can draw or stow two one-handed weapons when you would normally be able to draw or stow only one.
barbarian abilities:
RAGE: on your turn, six times per long rest, you can enter a rage as a bonus action. while raging you have advantage on strength checks and saving throws, you gain a +4 bonus to damage rolls with melee weapons using strength, and you have resistance to bludgeoning, piercing, and slashing damage. your rage is so fierce that it ends early only if you fall unconscious or if you choose to end it as a bonus action.
UNARMORED DEFENSE: while you are not wearing armor, your ac is 10 + dex + con, even if you are using a shield.
RECKLESS ATTACK: you can throw aside all concern for defense to attack with fierce desperation. when you make your first attack on your turn, you can choose to attack recklessly, taking advantage on melee weapon attack rolls using strength during this turn and giving attack rolls against you advantage until your next turn.
DANGER SENSE: you have advantage on dexterity saving throws against effects that you can see, such as traps and spells, so long as you aren’t blinded, deafened, or incapacitated.
EXTRA ATTACK: when you take the attack action on your turn, you can attack twice instead of once.
FAST MOVEMENT: your speed increases by ten feet while you aren’t wearing heavy armor.
FERAL INSTINCT: your instincts are so honed that you have advantage on initiative rolls. additionally, if you are surprised at the beginning of combat and aren’t incapacitated, you can act normally on your first turn if you enter a rage before doing anything else on that turn.
BRUTAL CRITICAL: you can roll three additional weapon damage die when determining the extra damage for a critical hit with a melee attack.
RELENTLESS RAGE: your rage can keep you fighting despite grievous wounds. if you drop to 0 hit points while you’re raging and don’t die outright, you can make a dc 10 constitution saving throw. if you succeed, you drop to 1 hit point instead. each time you use this feature after the first, the dc increases by 5, resetting to 10 after a short or long rest.
INDOMITABLE MIGHT: if you total for a strength check is less than 20 (your strength score), you can use that score in place of the total.
path of the totem warrior:
SPIRIT OF THE WOLF: when you choose the wolf as your totem, you create an amulet or similar adornment made from its fur, claws, teeth, or bones. while you’re raging, your friends have advantage on melee attack rolls against any creature within 5 feet of you that is hostile to you. the spirit of the wolf makes you a leader of hunters.
ASPECT OF THE WOLF: you gain the hunting sensibilities of a wolf. you can track other creatures while traveling at a fast pace, and you can move stealthily while traveling at a normal pace.
SPIRIT WALKER: you can cast the commune with nature spell as a ritual. when you do so, a spiritual version of a wolf appears to you to convey the information you seek.
TOTEMIC ATTUNEMENT: while you’re raging, you can use a bonus action on your turn to knock a large or smaller creature prone when you hit it with a melee weapon attack.
weapons:
2 WAR PICKS: +11 to attack, 1d8+5 piercing / 1d8+9 piercing when raging
4 ICE PICKS: +11 to attack, 1d6+5 piercing, light, thrown 20/60
❛ dakotah, level 19 human wolf totem barbarian
STR 20 / +5 / +11* • DEX 14 / +2 / +2 • CON 20 / +5 / +11* INT 11 / +0 / +0 • WIS 14 / +2 / +2 • CHA 14 / +2 / +2
HP: 226 • AC: 17 / 18 dual wielding • LVL: 19 • HD: 19d12 • PROF: +6 SPEED: 40ft • ARMOR: none • LANGUAGES: common, giant, dwarvish
skills:
STR: +11 athletics*
DEX: +8 acrobatics* • +2 sleight of hand • +2 stealth
INT: +0 arcana • +0 history • +0 investigation • +0 nature • +0 religion
WIS: +2 animal handling • +2 insight • +2 medicine • +8 perception* • +8 survival*
CHA: +2 deception • +8 intimidation* • +2 performance • +2 persuasion
feats:
DUAL WIELDER: you gain a +1 to ac when you are wielding a separate melee weapon in each hand. you can use two-weapon fighting even when the one-handed melee weapons you are wielding aren’t light. you can draw or stow two one-handed weapons when you would normally be able to draw or stow only one.
TOUGH: your hit point maximum increases by an amount equal to twice your level when you gain this feat. whenever you gain a level thereafter, your hit point maximum increases by an additional 2 hit point.
barbarian abilities:
RAGE: on your turn, six times per long rest, you can enter a rage as a bonus action. while raging you have advantage on strength checks and saving throws, you gain a +4 bonus to damage rolls with melee weapons using strength, and you have resistance to bludgeoning, piercing, and slashing damage. your rage is so fierce that it ends early only if you fall unconscious or if you choose to end it as a bonus action.
UNARMORED DEFENSE: while you are not wearing armor, your ac is 10 + dex + con, even if you are using a shield.
RECKLESS ATTACK: you can throw aside all concern for defense to attack with fierce desperation. when you make your first attack on your turn, you can choose to attack recklessly, taking advantage on melee weapon attack rolls using strength during this turn and giving attack rolls against you advantage until your next turn.
DANGER SENSE: you have advantage on dexterity saving throws against effects that you can see, such as traps and spells, so long as you aren’t blinded, deafened, or incapacitated.
EXTRA ATTACK: when you take the attack action on your turn, you can attack twice instead of once.
FAST MOVEMENT: your speed increases by ten feet while you aren’t wearing heavy armor.
FERAL INSTINCT: your instincts are so honed that you have advantage on initiative rolls. additionally, if you are surprised at the beginning of combat and aren’t incapacitated, you can act normally on your first turn if you enter a rage before doing anything else on that turn.
BRUTAL CRITICAL: you can roll three additional weapon damage die when determining the extra damage for a critical hit with a melee attack.
RELENTLESS RAGE: your rage can keep you fighting despite grievous wounds. if you drop to 0 hit points while you’re raging and don’t die outright, you can make a dc 10 constitution saving throw. if you succeed, you drop to 1 hit point instead. each time you use this feature after the first, the dc increases by 5, resetting to 10 after a short or long rest.
INDOMITABLE MIGHT: if you total for a strength check is less than 20 (your strength score), you can use that score in place of the total.
path of the totem warrior:
SPIRIT OF THE WOLF: when you choose the wolf as your totem, you create an amulet or similar adornment made from its fur, claws, teeth, or bones. while you’re raging, your friends have advantage on melee attack rolls against any creature within 5 feet of you that is hostile to you. the spirit of the wolf makes you a leader of hunters.
ASPECT OF THE WOLF: you gain the hunting sensibilities of a wolf. you can track other creatures while traveling at a fast pace, and you can move stealthily while traveling at a normal pace.
SPIRIT WALKER: you can cast the commune with nature spell as a ritual. when you do so, a spiritual version of a wolf appears to you to convey the information you seek.
TOTEMIC ATTUNEMENT: while you’re raging, you can use a bonus action on your turn to knock a large or smaller creature prone when you hit it with a melee weapon attack.
weapons:
2 WAR PICKS: +11 to attack, 1d8+5 piercing / 1d8+9 piercing when raging
4 ICE PICKS: +11 to attack, 1d6+5 piercing, light, thrown 20/60
❛ dakotah, level 20 human wolf totem barbarian
STR 24 / +7 / +13* • DEX 14 / +2 / +2 • CON 24 / +7 / +13* INT 11 / +0 / +0 • WIS 14 / +2 / +2 • CHA 14 / +2 / +2
HP: 242 • AC: 19 / 20 dual wielding • LVL: 20 • HD: 20d12 • PROF: +6 SPEED: 40ft • ARMOR: none • LANGUAGES: common, giant, dwarvish
skills:
STR: +13 athletics*
DEX: +8 acrobatics* • +2 sleight of hand • +2 stealth
INT: +0 arcana • +0 history • +0 investigation • +0 nature • +0 religion
WIS: +2 animal handling • +2 insight • +2 medicine • +8 perception* • +8 survival*
CHA: +2 deception • +8 intimidation* • +2 performance • +2 persuasion
feats:
DUAL WIELDER: you gain a +1 to ac when you are wielding a separate melee weapon in each hand. you can use two-weapon fighting even when the one-handed melee weapons you are wielding aren’t light. you can draw or stow two one-handed weapons when you would normally be able to draw or stow only one.
TOUGH: your hit point maximum increases by an amount equal to twice your level when you gain this feat. whenever you gain a level thereafter, your hit point maximum increases by an additional 2 hit point.
barbarian abilities:
RAGE: on your turn, you can enter a rage as a bonus action, an unlimited number of times per day. while raging you have advantage on strength checks and saving throws, you gain a +4 bonus to damage rolls with melee weapons using strength, and you have resistance to bludgeoning, piercing, and slashing damage. your rage is so fierce that it ends early only if you fall unconscious or if you choose to end it as a bonus action.
UNARMORED DEFENSE: while you are not wearing armor, your ac is 10 + dex + con, even if you are using a shield.
RECKLESS ATTACK: you can throw aside all concern for defense to attack with fierce desperation. when you make your first attack on your turn, you can choose to attack recklessly, taking advantage on melee weapon attack rolls using strength during this turn and giving attack rolls against you advantage until your next turn.
DANGER SENSE: you have advantage on dexterity saving throws against effects that you can see, such as traps and spells, so long as you aren’t blinded, deafened, or incapacitated.
EXTRA ATTACK: when you take the attack action on your turn, you can attack twice instead of once.
FAST MOVEMENT: your speed increases by ten feet while you aren’t wearing heavy armor.
FERAL INSTINCT: your instincts are so honed that you have advantage on initiative rolls. additionally, if you are surprised at the beginning of combat and aren’t incapacitated, you can act normally on your first turn if you enter a rage before doing anything else on that turn.
BRUTAL CRITICAL: you can roll three additional weapon damage die when determining the extra damage for a critical hit with a melee attack.
RELENTLESS RAGE: your rage can keep you fighting despite grievous wounds. if you drop to 0 hit points while you’re raging and don’t die outright, you can make a dc 10 constitution saving throw. if you succeed, you drop to 1 hit point instead. each time you use this feature after the first, the dc increases by 5, resetting to 10 after a short or long rest.
INDOMITABLE MIGHT: if you total for a strength check is less than 20 (your strength score), you can use that score in place of the total.
PRIMAL CHAMPION: you embody the power of the wilds. your strength and constitution scores increase by 4 to a maximum of 24.
path of the totem warrior:
SPIRIT OF THE WOLF: when you choose the wolf as your totem, you create an amulet or similar adornment made from its fur, claws, teeth, or bones. while you’re raging, your friends have advantage on melee attack rolls against any creature within 5 feet of you that is hostile to you. the spirit of the wolf makes you a leader of hunters.
ASPECT OF THE WOLF: you gain the hunting sensibilities of a wolf. you can track other creatures while traveling at a fast pace, and you can move stealthily while traveling at a normal pace.
SPIRIT WALKER: you can cast the commune with nature spell as a ritual. when you do so, a spiritual version of a wolf appears to you to convey the information you seek.
TOTEMIC ATTUNEMENT: while you’re raging, you can use a bonus action on your turn to knock a large or smaller creature prone when you hit it with a melee weapon attack.
weapons:
2 WAR PICKS: +13 to attack, 1d8+7 piercing / 1d8+11 piercing when raging
4 ICE PICKS: +13 to attack, 1d6+7 piercing, light, thrown 20/60
#human#barbarian#path of the totem warrior#wolf totem#female#outlander#neutral good#level 16-20#d&d character#dakotah
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❛ dakotah napayshni, human wolf totem barbarian
original character for DUNGEONS & DRAGONS fifth edition, levels 11-15
raised in the harsh tundra of the far north, her people have always maintained a tradition of communing with the spirits of their ancestors and the spirits of nature. strong and fiercely independent, she’s driven by a wanderlust that has led her far from home, desiring to see more of the world and grow stronger that she may one day return to her people as a great warrior. they are the most important thing in the world to her, even when she is far from home, and she was raised on their values of strength, freedom, and serenity. she believes chains are meant to be broken, as are those who would forge them, and will not hesitate to strike down tyrants who think they can persecute others without consequence. still, nature favors the strong, and she believes freed people should rise or fall based on their own merit. she fights wielding two war picks, weapons she used as tools in her youth, harvesting ice for the softer peoples of warmer climates.
levels 1-5 levels 6-10 levels 11-15 levels 16-20
❛ dakotah, level 11 human wolf totem barbarian
STR 18 / +4 / +8* • DEX 14 / +2 / +2 • CON 18 / +4 / +8* INT 11 / +0 / +0 • WIS 14 / +2 / +2 • CHA 14 / +2 / +2
HP: 108 • AC: 16 / 17 dual wielding • LVL: 11 • HD: 11d12 • PROF: +4 SPEED: 40ft • ARMOR: none • LANGUAGES: common, giant, dwarvish
skills:
STR: +8 athletics*
DEX: +6 acrobatics* • +2 sleight of hand • +2 stealth
INT: +0 arcana • +0 history • +0 investigation • +0 nature • +0 religion
WIS: +2 animal handling • +2 insight • +2 medicine • +6 perception* • +6 survival*
CHA: +2 deception • +6 intimidation* • +2 performance • +2 persuasion
feats:
DUAL WIELDER: you gain a +1 to ac when you are wielding a separate melee weapon in each hand. you can use two-weapon fighting even when the one-handed melee weapons you are wielding aren’t light. you can draw or stow two one-handed weapons when you would normally be able to draw or stow only one.
barbarian abilities:
RAGE: on your turn, four times per long rest, you can enter a rage as a bonus action. while raging you have advantage on strength checks and saving throws, you gain a +3 bonus to damage rolls with melee weapons using strength, and you have resistance to bludgeoning, piercing, and slashing damage. your rage lasts one minute and ends early if you are knocked unconscious, your turn ends and you haven’t attacked a hostile creature or taken damage, or if you choose to end it as a bonus action.
UNARMORED DEFENSE: while you are not wearing armor, your ac is 10 + dex + con, even if you are using a shield.
RECKLESS ATTACK: you can throw aside all concern for defense to attack with fierce desperation. when you make your first attack on your turn, you can choose to attack recklessly, taking advantage on melee weapon attack rolls using strength during this turn and giving attack rolls against you advantage until your next turn.
DANGER SENSE: you have advantage on dexterity saving throws against effects that you can see, such as traps and spells, so long as you aren’t blinded, deafened, or incapacitated.
EXTRA ATTACK: when you take the attack action on your turn, you can attack twice instead of once.
FAST MOVEMENT: your speed increases by ten feet while you aren’t wearing heavy armor.
FERAL INSTINCT: your instincts are so honed that you have advantage on initiative rolls. additionally, if you are surprised at the beginning of combat and aren’t incapacitated, you can act normally on your first turn if you enter a rage before doing anything else on that turn.
BRUTAL CRITICAL: you can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.
RELENTLESS RAGE: your rage can keep you fighting despite grievous wounds. if you drop to 0 hit points while you’re raging and don’t die outright, you can make a dc 10 constitution saving throw. if you succeed, you drop to 1 hit point instead. each time you use this feature after the first, the dc increases by 5, resetting to 10 after a short or long rest.
path of the totem warrior:
SPIRIT OF THE WOLF: when you choose the wolf as your totem, you create an amulet or similar adornment made from its fur, claws, teeth, or bones. while you’re raging, your friends have advantage on melee attack rolls against any creature within 5 feet of you that is hostile to you. the spirit of the wolf makes you a leader of hunters.
ASPECT OF THE WOLF: you gain the hunting sensibilities of a wolf. you can track other creatures while traveling at a fast pace, and you can move stealthily while traveling at a normal pace.
SPIRIT WALKER: you can cast the commune with nature spell as a ritual. when you do so, a spiritual version of a wolf appears to you to convey the information you seek.
weapons:
2 WAR PICKS: +8 to attack, 1d8+4 piercing / 1d8+7 piercing when raging
4 ICE PICKS: +8 to attack, 1d6+4 piercing, light, thrown 20/60
equipment:
CLOTHING: traveler’s clothes, supple boots, dark hooded cloak
BACKPACK: a bedroll, a blanket, 10 days rations, 10 torches, a tinderbox, a mess kit, a waterskin, a staff, a hunting trap, 50 feet of hempen rope
background:
OUTLANDER: growing up in the wilds, she has a good head for maps and geography, ale to recall the general layout of terrain, settlements, and other features around her. used to the harsh conditions of the arctic tundra, she is skilled at foraging, and can find food and fresh water for herself and up to five other people each day, provided the land offers it.
PERSONALITY: strong and fiercely independent, she’s driven by a wanderlust that led her far from home.
IDEAL: chains are meant to be broken, as are those who would forge them.
BOND: her family is the most important thing in her life, even when they’re far from her.
FLAW: nature favors the strong, and though she enjoys striking down those who would persecute others, she has trouble feeling compelled to help weak people who cannot help themselves.
❛ dakotah, level 12 human wolf totem barbarian
STR 20 / +5 / +9* • DEX 14 / +2 / +2 • CON 18 / +4 / +8* INT 11 / +0 / +0 • WIS 14 / +2 / +2 • CHA 14 / +2 / +2
HP: 119 • AC: 16 / 17 dual wielding • LVL: 12 • HD: 12d12 • PROF: +4 SPEED: 40ft • ARMOR: none • LANGUAGES: common, giant, dwarvish
skills:
STR: +9 athletics*
DEX: +6 acrobatics* • +2 sleight of hand • +2 stealth
INT: +0 arcana • +0 history • +0 investigation • +0 nature • +0 religion
WIS: +2 animal handling • +2 insight • +2 medicine • +6 perception* • +6 survival*
CHA: +2 deception • +6 intimidation* • +2 performance • +2 persuasion
feats:
DUAL WIELDER: you gain a +1 to ac when you are wielding a separate melee weapon in each hand. you can use two-weapon fighting even when the one-handed melee weapons you are wielding aren’t light. you can draw or stow two one-handed weapons when you would normally be able to draw or stow only one.
barbarian abilities:
RAGE: on your turn, five times per long rest, you can enter a rage as a bonus action. while raging you have advantage on strength checks and saving throws, you gain a +3 bonus to damage rolls with melee weapons using strength, and you have resistance to bludgeoning, piercing, and slashing damage. your rage lasts one minute and ends early if you are knocked unconscious, your turn ends and you haven’t attacked a hostile creature or taken damage, or if you choose to end it as a bonus action.
UNARMORED DEFENSE: while you are not wearing armor, your ac is 10 + dex + con, even if you are using a shield.
RECKLESS ATTACK: you can throw aside all concern for defense to attack with fierce desperation. when you make your first attack on your turn, you can choose to attack recklessly, taking advantage on melee weapon attack rolls using strength during this turn and giving attack rolls against you advantage until your next turn.
DANGER SENSE: you have advantage on dexterity saving throws against effects that you can see, such as traps and spells, so long as you aren’t blinded, deafened, or incapacitated.
EXTRA ATTACK: when you take the attack action on your turn, you can attack twice instead of once.
FAST MOVEMENT: your speed increases by ten feet while you aren’t wearing heavy armor.
FERAL INSTINCT: your instincts are so honed that you have advantage on initiative rolls. additionally, if you are surprised at the beginning of combat and aren’t incapacitated, you can act normally on your first turn if you enter a rage before doing anything else on that turn.
BRUTAL CRITICAL: you can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.
RELENTLESS RAGE: your rage can keep you fighting despite grievous wounds. if you drop to 0 hit points while you’re raging and don’t die outright, you can make a dc 10 constitution saving throw. if you succeed, you drop to 1 hit point instead. each time you use this feature after the first, the dc increases by 5, resetting to 10 after a short or long rest.
path of the totem warrior:
SPIRIT OF THE WOLF: when you choose the wolf as your totem, you create an amulet or similar adornment made from its fur, claws, teeth, or bones. while you’re raging, your friends have advantage on melee attack rolls against any creature within 5 feet of you that is hostile to you. the spirit of the wolf makes you a leader of hunters.
ASPECT OF THE WOLF: you gain the hunting sensibilities of a wolf. you can track other creatures while traveling at a fast pace, and you can move stealthily while traveling at a normal pace.
SPIRIT WALKER: you can cast the commune with nature spell as a ritual. when you do so, a spiritual version of a wolf appears to you to convey the information you seek.
weapons:
2 WAR PICKS: +9 to attack, 1d8+5 piercing / 1d8+8 piercing when raging
4 ICE PICKS: +9 to attack, 1d6+5 piercing, light, thrown 20/60
❛ dakotah, level 13 human wolf totem barbarian
STR 20 / +5 / +10* • DEX 14 / +2 / +2 • CON 18 / +4 / +9* INT 11 / +0 / +0 • WIS 14 / +2 / +2 • CHA 14 / +2 / +2
HP: 130 • AC: 16 / 17 dual wielding • LVL: 13 • HD: 13d12 • PROF: +5 SPEED: 40ft • ARMOR: none • LANGUAGES: common, giant, dwarvish
skills:
STR: +10 athletics*
DEX: +7 acrobatics* • +2 sleight of hand • +2 stealth
INT: +0 arcana • +0 history • +0 investigation • +0 nature • +0 religion
WIS: +2 animal handling • +2 insight • +2 medicine • +7 perception* • +7 survival*
CHA: +2 deception • +7 intimidation* • +2 performance • +2 persuasion
feats:
DUAL WIELDER: you gain a +1 to ac when you are wielding a separate melee weapon in each hand. you can use two-weapon fighting even when the one-handed melee weapons you are wielding aren’t light. you can draw or stow two one-handed weapons when you would normally be able to draw or stow only one.
barbarian abilities:
RAGE: on your turn, five times per long rest, you can enter a rage as a bonus action. while raging you have advantage on strength checks and saving throws, you gain a +3 bonus to damage rolls with melee weapons using strength, and you have resistance to bludgeoning, piercing, and slashing damage. your rage lasts one minute and ends early if you are knocked unconscious, your turn ends and you haven’t attacked a hostile creature or taken damage, or if you choose to end it as a bonus action.
UNARMORED DEFENSE: while you are not wearing armor, your ac is 10 + dex + con, even if you are using a shield.
RECKLESS ATTACK: you can throw aside all concern for defense to attack with fierce desperation. when you make your first attack on your turn, you can choose to attack recklessly, taking advantage on melee weapon attack rolls using strength during this turn and giving attack rolls against you advantage until your next turn.
DANGER SENSE: you have advantage on dexterity saving throws against effects that you can see, such as traps and spells, so long as you aren’t blinded, deafened, or incapacitated.
EXTRA ATTACK: when you take the attack action on your turn, you can attack twice instead of once.
FAST MOVEMENT: your speed increases by ten feet while you aren’t wearing heavy armor.
FERAL INSTINCT: your instincts are so honed that you have advantage on initiative rolls. additionally, if you are surprised at the beginning of combat and aren’t incapacitated, you can act normally on your first turn if you enter a rage before doing anything else on that turn.
BRUTAL CRITICAL: you can roll two additional weapon damage die when determining the extra damage for a critical hit with a melee attack.
RELENTLESS RAGE: your rage can keep you fighting despite grievous wounds. if you drop to 0 hit points while you’re raging and don’t die outright, you can make a dc 10 constitution saving throw. if you succeed, you drop to 1 hit point instead. each time you use this feature after the first, the dc increases by 5, resetting to 10 after a short or long rest.
path of the totem warrior:
SPIRIT OF THE WOLF: when you choose the wolf as your totem, you create an amulet or similar adornment made from its fur, claws, teeth, or bones. while you’re raging, your friends have advantage on melee attack rolls against any creature within 5 feet of you that is hostile to you. the spirit of the wolf makes you a leader of hunters.
ASPECT OF THE WOLF: you gain the hunting sensibilities of a wolf. you can track other creatures while traveling at a fast pace, and you can move stealthily while traveling at a normal pace.
SPIRIT WALKER: you can cast the commune with nature spell as a ritual. when you do so, a spiritual version of a wolf appears to you to convey the information you seek.
weapons:
2 WAR PICKS: +10 to attack, 1d8+5 piercing / 1d8+8 piercing when raging
4 ICE PICKS: +10 to attack, 1d6+5 piercing, light, thrown 20/60
❛ dakotah, level 14 human wolf totem barbarian
STR 20 / +5 / +10* • DEX 14 / +2 / +2 • CON 18 / +4 / +9* INT 11 / +0 / +0 • WIS 14 / +2 / +2 • CHA 14 / +2 / +2
HP: 141 • AC: 16 / 17 dual wielding • LVL: 14 • HD: 14d12 • PROF: +5 SPEED: 40ft • ARMOR: none • LANGUAGES: common, giant, dwarvish
skills:
STR: +10 athletics*
DEX: +7 acrobatics* • +2 sleight of hand • +2 stealth
INT: +0 arcana • +0 history • +0 investigation • +0 nature • +0 religion
WIS: +2 animal handling • +2 insight • +2 medicine • +7 perception* • +7 survival*
CHA: +2 deception • +7 intimidation* • +2 performance • +2 persuasion
feats:
DUAL WIELDER: you gain a +1 to ac when you are wielding a separate melee weapon in each hand. you can use two-weapon fighting even when the one-handed melee weapons you are wielding aren’t light. you can draw or stow two one-handed weapons when you would normally be able to draw or stow only one.
barbarian abilities:
RAGE: on your turn, five times per long rest, you can enter a rage as a bonus action. while raging you have advantage on strength checks and saving throws, you gain a +3 bonus to damage rolls with melee weapons using strength, and you have resistance to bludgeoning, piercing, and slashing damage. your rage lasts one minute and ends early if you are knocked unconscious, your turn ends and you haven’t attacked a hostile creature or taken damage, or if you choose to end it as a bonus action.
UNARMORED DEFENSE: while you are not wearing armor, your ac is 10 + dex + con, even if you are using a shield.
RECKLESS ATTACK: you can throw aside all concern for defense to attack with fierce desperation. when you make your first attack on your turn, you can choose to attack recklessly, taking advantage on melee weapon attack rolls using strength during this turn and giving attack rolls against you advantage until your next turn.
DANGER SENSE: you have advantage on dexterity saving throws against effects that you can see, such as traps and spells, so long as you aren’t blinded, deafened, or incapacitated.
EXTRA ATTACK: when you take the attack action on your turn, you can attack twice instead of once.
FAST MOVEMENT: your speed increases by ten feet while you aren’t wearing heavy armor.
FERAL INSTINCT: your instincts are so honed that you have advantage on initiative rolls. additionally, if you are surprised at the beginning of combat and aren’t incapacitated, you can act normally on your first turn if you enter a rage before doing anything else on that turn.
BRUTAL CRITICAL: you can roll two additional weapon damage die when determining the extra damage for a critical hit with a melee attack.
RELENTLESS RAGE: your rage can keep you fighting despite grievous wounds. if you drop to 0 hit points while you’re raging and don’t die outright, you can make a dc 10 constitution saving throw. if you succeed, you drop to 1 hit point instead. each time you use this feature after the first, the dc increases by 5, resetting to 10 after a short or long rest.
path of the totem warrior:
SPIRIT OF THE WOLF: when you choose the wolf as your totem, you create an amulet or similar adornment made from its fur, claws, teeth, or bones. while you’re raging, your friends have advantage on melee attack rolls against any creature within 5 feet of you that is hostile to you. the spirit of the wolf makes you a leader of hunters.
ASPECT OF THE WOLF: you gain the hunting sensibilities of a wolf. you can track other creatures while traveling at a fast pace, and you can move stealthily while traveling at a normal pace.
SPIRIT WALKER: you can cast the commune with nature spell as a ritual. when you do so, a spiritual version of a wolf appears to you to convey the information you seek.
TOTEMIC ATTUNEMENT: while you’re raging, you can use a bonus action on your turn to knock a large or smaller creature prone when you hit it with a melee weapon attack.
weapons:
2 WAR PICKS: +10 to attack, 1d8+5 piercing / 1d8+8 piercing when raging
4 ICE PICKS: +10 to attack, 1d6+5 piercing, light, thrown 20/60
❛ dakotah, level 15 human wolf totem barbarian
STR 20 / +5 / +10* • DEX 14 / +2 / +2 • CON 18 / +4 / +9* INT 11 / +0 / +0 • WIS 14 / +2 / +2 • CHA 14 / +2 / +2
HP: 152 • AC: 16 / 17 dual wielding • LVL: 15 • HD: 15d12 • PROF: +5 SPEED: 40ft • ARMOR: none • LANGUAGES: common, giant, dwarvish
skills:
STR: +10 athletics*
DEX: +7 acrobatics* • +2 sleight of hand • +2 stealth
INT: +0 arcana • +0 history • +0 investigation • +0 nature • +0 religion
WIS: +2 animal handling • +2 insight • +2 medicine • +7 perception* • +7 survival*
CHA: +2 deception • +7 intimidation* • +2 performance • +2 persuasion
feats:
DUAL WIELDER: you gain a +1 to ac when you are wielding a separate melee weapon in each hand. you can use two-weapon fighting even when the one-handed melee weapons you are wielding aren’t light. you can draw or stow two one-handed weapons when you would normally be able to draw or stow only one.
barbarian abilities:
RAGE: on your turn, five times per long rest, you can enter a rage as a bonus action. while raging you have advantage on strength checks and saving throws, you gain a +3 bonus to damage rolls with melee weapons using strength, and you have resistance to bludgeoning, piercing, and slashing damage. your rage is so fierce that it ends early only if you fall unconscious or if you choose to end it as a bonus action.
UNARMORED DEFENSE: while you are not wearing armor, your ac is 10 + dex + con, even if you are using a shield.
RECKLESS ATTACK: you can throw aside all concern for defense to attack with fierce desperation. when you make your first attack on your turn, you can choose to attack recklessly, taking advantage on melee weapon attack rolls using strength during this turn and giving attack rolls against you advantage until your next turn.
DANGER SENSE: you have advantage on dexterity saving throws against effects that you can see, such as traps and spells, so long as you aren’t blinded, deafened, or incapacitated.
EXTRA ATTACK: when you take the attack action on your turn, you can attack twice instead of once.
FAST MOVEMENT: your speed increases by ten feet while you aren’t wearing heavy armor.
FERAL INSTINCT: your instincts are so honed that you have advantage on initiative rolls. additionally, if you are surprised at the beginning of combat and aren’t incapacitated, you can act normally on your first turn if you enter a rage before doing anything else on that turn.
BRUTAL CRITICAL: you can roll two additional weapon damage die when determining the extra damage for a critical hit with a melee attack.
RELENTLESS RAGE: your rage can keep you fighting despite grievous wounds. if you drop to 0 hit points while you’re raging and don’t die outright, you can make a dc 10 constitution saving throw. if you succeed, you drop to 1 hit point instead. each time you use this feature after the first, the dc increases by 5, resetting to 10 after a short or long rest.
path of the totem warrior:
SPIRIT OF THE WOLF: when you choose the wolf as your totem, you create an amulet or similar adornment made from its fur, claws, teeth, or bones. while you’re raging, your friends have advantage on melee attack rolls against any creature within 5 feet of you that is hostile to you. the spirit of the wolf makes you a leader of hunters.
ASPECT OF THE WOLF: you gain the hunting sensibilities of a wolf. you can track other creatures while traveling at a fast pace, and you can move stealthily while traveling at a normal pace.
SPIRIT WALKER: you can cast the commune with nature spell as a ritual. when you do so, a spiritual version of a wolf appears to you to convey the information you seek.
TOTEMIC ATTUNEMENT: while you’re raging, you can use a bonus action on your turn to knock a large or smaller creature prone when you hit it with a melee weapon attack.
weapons:
2 WAR PICKS: +10 to attack, 1d8+5 piercing / 1d8+8 piercing when raging
4 ICE PICKS: +10 to attack, 1d6+5 piercing, light, thrown 20/60
#human#barbarian#path of the totem warrior#wolf totem#female#outlander#neutral good#level 11-15#d&d character#dakotah
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❛ dakotah napayshni, human wolf totem barbarian
original character for DUNGEONS & DRAGONS fifth edition, levels 6-10
raised in the harsh tundra of the far north, her people have always maintained a tradition of communing with the spirits of their ancestors and the spirits of nature. strong and fiercely independent, she’s driven by a wanderlust that has led her far from home, desiring to see more of the world and grow stronger that she may one day return to her people as a great warrior. they are the most important thing in the world to her, even when she is far from home, and she was raised on their values of strength, freedom, and serenity. she believes chains are meant to be broken, as are those who would forge them, and will not hesitate to strike down tyrants who think they can persecute others without consequence. still, nature favors the strong, and she believes freed people should rise or fall based on their own merit. she fights wielding two war picks, weapons she used as tools in her youth, harvesting ice for the softer peoples of warmer climates.
levels 1-5 levels 6-10 levels 11-15 levels 16-20
❛ dakotah, level 6 human wolf totem barbarian
STR 18 / +4 / +7* • DEX 14 / +2 / +2 • CON 16 / +3 / +6* INT 11 / +0 / +0 • WIS 14 / +2 / +2 • CHA 14 / +2 / +2
HP: 65 • AC: 15 / 16 dual wielding • LVL: 6 • HD: 6d12 • PROF: +3 SPEED: 40ft • ARMOR: none • LANGUAGES: common, giant, dwarvish
skills:
STR: +7 athletics*
DEX: +5 acrobatics* • +2 sleight of hand • +2 stealth
INT: +0 arcana • +0 history • +0 investigation • +0 nature • +0 religion
WIS: +2 animal handling • +2 insight • +2 medicine • +5 perception* • +5 survival*
CHA: +2 deception • +5 intimidation* • +2 performance • +2 persuasion
feats:
DUAL WIELDER: you gain a +1 to ac when you are wielding a separate melee weapon in each hand. you can use two-weapon fighting even when the one-handed melee weapons you are wielding aren’t light. you can draw or stow two one-handed weapons when you would normally be able to draw or stow only one.
barbarian abilities:
RAGE: on your turn, four times per long rest, you can enter a rage as a bonus action. while raging you have advantage on strength checks and saving throws, you gain a +2 bonus to damage rolls with melee weapons using strength, and you have resistance to bludgeoning, piercing, and slashing damage. your rage lasts one minute and ends early if you are knocked unconscious, your turn ends and you haven’t attacked a hostile creature or taken damage, or if you choose to end it as a bonus action.
UNARMORED DEFENSE: while you are not wearing armor, your ac is 10 + dex + con, even if you are using a shield.
RECKLESS ATTACK: you can throw aside all concern for defense to attack with fierce desperation. when you make your first attack on your turn, you can choose to attack recklessly, taking advantage on melee weapon attack rolls using strength during this turn and giving attack rolls against you advantage until your next turn.
DANGER SENSE: you have advantage on dexterity saving throws against effects that you can see, such as traps and spells, so long as you aren’t blinded, deafened, or incapacitated.
EXTRA ATTACK: when you take the attack action on your turn, you can attack twice instead of once.
FAST MOVEMENT: your speed increases by ten feet while you aren’t wearing heavy armor.
path of the totem warrior:
SPIRIT OF THE WOLF: when you choose the wolf as your totem, you create an amulet or similar adornment made from its fur, claws, teeth, or bones. while you’re raging, your friends have advantage on melee attack rolls against any creature within 5 feet of you that is hostile to you. the spirit of the wolf makes you a leader of hunters.
ASPECT OF THE WOLF: you gain the hunting sensibilities of a wolf. you can track other creatures while traveling at a fast pace, and you can move stealthily while traveling at a normal pace.
weapons:
2 WAR PICKS: +7 to attack, 1d8+4 piercing / 1d8+6 piercing when raging
4 ICE PICKS: +7 to attack, 1d6+4 piercing, light, thrown 20/60
equipment:
CLOTHING: traveler’s clothes, supple boots, dark hooded cloak
BACKPACK: a bedroll, a blanket, 10 days rations, 10 torches, a tinderbox, a mess kit, a waterskin, a staff, a hunting trap, 50 feet of hempen rope
background:
OUTLANDER: growing up in the wilds, she has a good head for maps and geography, ale to recall the general layout of terrain, settlements, and other features around her. used to the harsh conditions of the arctic tundra, she is skilled at foraging, and can find food and fresh water for herself and up to five other people each day, provided the land offers it.
PERSONALITY: strong and fiercely independent, she’s driven by a wanderlust that led her far from home.
IDEAL: chains are meant to be broken, as are those who would forge them.
BOND: her family is the most important thing in her life, even when they’re far from her.
FLAW: nature favors the strong, and though she enjoys striking down those who would persecute others, she has trouble feeling compelled to help weak people who cannot help themselves.
❛ dakotah, level 7 human wolf totem barbarian
STR 18 / +4 / +7* • DEX 14 / +2 / +2 • CON 16 / +3 / +6* INT 11 / +0 / +0 • WIS 14 / +2 / +2 • CHA 14 / +2 / +2
HP: 75 • AC: 15 / 16 dual wielding • LVL: 7 • HD: 7d12 • PROF: +3 SPEED: 40ft • ARMOR: none • LANGUAGES: common, giant, dwarvish
skills:
STR: +7 athletics*
DEX: +5 acrobatics* • +2 sleight of hand • +2 stealth
INT: +0 arcana • +0 history • +0 investigation • +0 nature • +0 religion
WIS: +2 animal handling • +2 insight • +2 medicine • +5 perception* • +5 survival*
CHA: +2 deception • +5 intimidation* • +2 performance • +2 persuasion
feats:
DUAL WIELDER: you gain a +1 to ac when you are wielding a separate melee weapon in each hand. you can use two-weapon fighting even when the one-handed melee weapons you are wielding aren’t light. you can draw or stow two one-handed weapons when you would normally be able to draw or stow only one.
barbarian abilities:
RAGE: on your turn, four times per long rest, you can enter a rage as a bonus action. while raging you have advantage on strength checks and saving throws, you gain a +2 bonus to damage rolls with melee weapons using strength, and you have resistance to bludgeoning, piercing, and slashing damage. your rage lasts one minute and ends early if you are knocked unconscious, your turn ends and you haven’t attacked a hostile creature or taken damage, or if you choose to end it as a bonus action.
UNARMORED DEFENSE: while you are not wearing armor, your ac is 10 + dex + con, even if you are using a shield.
RECKLESS ATTACK: you can throw aside all concern for defense to attack with fierce desperation. when you make your first attack on your turn, you can choose to attack recklessly, taking advantage on melee weapon attack rolls using strength during this turn and giving attack rolls against you advantage until your next turn.
DANGER SENSE: you have advantage on dexterity saving throws against effects that you can see, such as traps and spells, so long as you aren’t blinded, deafened, or incapacitated.
EXTRA ATTACK: when you take the attack action on your turn, you can attack twice instead of once.
FAST MOVEMENT: your speed increases by ten feet while you aren’t wearing heavy armor.
FERAL INSTINCT: your instincts are so honed that you have advantage on initiative rolls. additionally, if you are surprised at the beginning of combat and aren’t incapacitated, you can act normally on your first turn if you enter a rage before doing anything else on that turn.
path of the totem warrior:
SPIRIT OF THE WOLF: when you choose the wolf as your totem, you create an amulet or similar adornment made from its fur, claws, teeth, or bones. while you’re raging, your friends have advantage on melee attack rolls against any creature within 5 feet of you that is hostile to you. the spirit of the wolf makes you a leader of hunters.
ASPECT OF THE WOLF: you gain the hunting sensibilities of a wolf. you can track other creatures while traveling at a fast pace, and you can move stealthily while traveling at a normal pace.
weapons:
2 WAR PICKS: +7 to attack, 1d8+4 piercing / 1d8+6 piercing when raging
4 ICE PICKS: +7 to attack, 1d6+4 piercing, light, thrown 20/60
❛ dakotah, level 8 human wolf totem barbarian
STR 18 / +4 / +7* • DEX 14 / +2 / +2 • CON 18 / +4 / +7* INT 11 / +0 / +0 • WIS 14 / +2 / +2 • CHA 14 / +2 / +2
HP: 86 • AC: 16 / 17 dual wielding • LVL: 8 • HD: 8d12 • PROF: +3 SPEED: 40ft • ARMOR: none • LANGUAGES: common, giant, dwarvish
skills:
STR: +7 athletics*
DEX: +5 acrobatics* • +2 sleight of hand • +2 stealth
INT: +0 arcana • +0 history • +0 investigation • +0 nature • +0 religion
WIS: +2 animal handling • +2 insight • +2 medicine • +5 perception* • +5 survival*
CHA: +2 deception • +5 intimidation* • +2 performance • +2 persuasion
feats:
DUAL WIELDER: you gain a +1 to ac when you are wielding a separate melee weapon in each hand. you can use two-weapon fighting even when the one-handed melee weapons you are wielding aren’t light. you can draw or stow two one-handed weapons when you would normally be able to draw or stow only one.
barbarian abilities:
RAGE: on your turn, four times per long rest, you can enter a rage as a bonus action. while raging you have advantage on strength checks and saving throws, you gain a +2 bonus to damage rolls with melee weapons using strength, and you have resistance to bludgeoning, piercing, and slashing damage. your rage lasts one minute and ends early if you are knocked unconscious, your turn ends and you haven’t attacked a hostile creature or taken damage, or if you choose to end it as a bonus action.
UNARMORED DEFENSE: while you are not wearing armor, your ac is 10 + dex + con, even if you are using a shield.
RECKLESS ATTACK: you can throw aside all concern for defense to attack with fierce desperation. when you make your first attack on your turn, you can choose to attack recklessly, taking advantage on melee weapon attack rolls using strength during this turn and giving attack rolls against you advantage until your next turn.
DANGER SENSE: you have advantage on dexterity saving throws against effects that you can see, such as traps and spells, so long as you aren’t blinded, deafened, or incapacitated.
EXTRA ATTACK: when you take the attack action on your turn, you can attack twice instead of once.
FAST MOVEMENT: your speed increases by ten feet while you aren’t wearing heavy armor.
FERAL INSTINCT: your instincts are so honed that you have advantage on initiative rolls. additionally, if you are surprised at the beginning of combat and aren’t incapacitated, you can act normally on your first turn if you enter a rage before doing anything else on that turn.
path of the totem warrior:
SPIRIT OF THE WOLF: when you choose the wolf as your totem, you create an amulet or similar adornment made from its fur, claws, teeth, or bones. while you’re raging, your friends have advantage on melee attack rolls against any creature within 5 feet of you that is hostile to you. the spirit of the wolf makes you a leader of hunters.
ASPECT OF THE WOLF: you gain the hunting sensibilities of a wolf. you can track other creatures while traveling at a fast pace, and you can move stealthily while traveling at a normal pace.
weapons:
2 WAR PICKS: +7 to attack, 1d8+4 piercing / 1d8+6 piercing when raging
4 ICE PICKS: +7 to attack, 1d6+4 piercing, light, thrown 20/60
❛ dakotah, level 9 human wolf totem barbarian
STR 18 / +4 / +8* • DEX 14 / +2 / +2 • CON 18 / +4 / +8* INT 11 / +0 / +0 • WIS 14 / +2 / +2 • CHA 14 / +2 / +2
HP: 97 • AC: 16 / 17 dual wielding • LVL: 9 • HD: 9d12 • PROF: +4 SPEED: 40ft • ARMOR: none • LANGUAGES: common, giant, dwarvish
skills:
STR: +8 athletics*
DEX: +6 acrobatics* • +2 sleight of hand • +2 stealth
INT: +0 arcana • +0 history • +0 investigation • +0 nature • +0 religion
WIS: +2 animal handling • +2 insight • +2 medicine • +6 perception* • +6 survival*
CHA: +2 deception • +6 intimidation* • +2 performance • +2 persuasion
feats:
DUAL WIELDER: you gain a +1 to ac when you are wielding a separate melee weapon in each hand. you can use two-weapon fighting even when the one-handed melee weapons you are wielding aren’t light. you can draw or stow two one-handed weapons when you would normally be able to draw or stow only one.
barbarian abilities:
RAGE: on your turn, four times per long rest, you can enter a rage as a bonus action. while raging you have advantage on strength checks and saving throws, you gain a +3 bonus to damage rolls with melee weapons using strength, and you have resistance to bludgeoning, piercing, and slashing damage. your rage lasts one minute and ends early if you are knocked unconscious, your turn ends and you haven’t attacked a hostile creature or taken damage, or if you choose to end it as a bonus action.
UNARMORED DEFENSE: while you are not wearing armor, your ac is 10 + dex + con, even if you are using a shield.
RECKLESS ATTACK: you can throw aside all concern for defense to attack with fierce desperation. when you make your first attack on your turn, you can choose to attack recklessly, taking advantage on melee weapon attack rolls using strength during this turn and giving attack rolls against you advantage until your next turn.
DANGER SENSE: you have advantage on dexterity saving throws against effects that you can see, such as traps and spells, so long as you aren’t blinded, deafened, or incapacitated.
EXTRA ATTACK: when you take the attack action on your turn, you can attack twice instead of once.
FAST MOVEMENT: your speed increases by ten feet while you aren’t wearing heavy armor.
FERAL INSTINCT: your instincts are so honed that you have advantage on initiative rolls. additionally, if you are surprised at the beginning of combat and aren’t incapacitated, you can act normally on your first turn if you enter a rage before doing anything else on that turn.
BRUTAL CRITICAL: you can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.
path of the totem warrior:
SPIRIT OF THE WOLF: when you choose the wolf as your totem, you create an amulet or similar adornment made from its fur, claws, teeth, or bones. while you’re raging, your friends have advantage on melee attack rolls against any creature within 5 feet of you that is hostile to you. the spirit of the wolf makes you a leader of hunters.
ASPECT OF THE WOLF: you gain the hunting sensibilities of a wolf. you can track other creatures while traveling at a fast pace, and you can move stealthily while traveling at a normal pace.
weapons:
2 WAR PICKS: +8 to attack, 1d8+4 piercing / 1d8+7 piercing when raging
4 ICE PICKS: +8 to attack, 1d6+4 piercing, light, thrown 20/60
❛ dakotah, level 10 human wolf totem barbarian
STR 18 / +4 / +8* • DEX 14 / +2 / +2 • CON 18 / +4 / +8* INT 11 / +0 / +0 • WIS 14 / +2 / +2 • CHA 14 / +2 / +2
HP: 97 • AC: 16 / 17 dual wielding • LVL: 10 • HD: 10d12 • PROF: +4 SPEED: 40ft • ARMOR: none • LANGUAGES: common, giant, dwarvish
skills:
STR: +8 athletics*
DEX: +6 acrobatics* • +2 sleight of hand • +2 stealth
INT: +0 arcana • +0 history • +0 investigation • +0 nature • +0 religion
WIS: +2 animal handling • +2 insight • +2 medicine • +6 perception* • +6 survival*
CHA: +2 deception • +6 intimidation* • +2 performance • +2 persuasion
feats:
DUAL WIELDER: you gain a +1 to ac when you are wielding a separate melee weapon in each hand. you can use two-weapon fighting even when the one-handed melee weapons you are wielding aren’t light. you can draw or stow two one-handed weapons when you would normally be able to draw or stow only one.
barbarian abilities:
RAGE: on your turn, four times per long rest, you can enter a rage as a bonus action. while raging you have advantage on strength checks and saving throws, you gain a +3 bonus to damage rolls with melee weapons using strength, and you have resistance to bludgeoning, piercing, and slashing damage. your rage lasts one minute and ends early if you are knocked unconscious, your turn ends and you haven’t attacked a hostile creature or taken damage, or if you choose to end it as a bonus action.
UNARMORED DEFENSE: while you are not wearing armor, your ac is 10 + dex + con, even if you are using a shield.
RECKLESS ATTACK: you can throw aside all concern for defense to attack with fierce desperation. when you make your first attack on your turn, you can choose to attack recklessly, taking advantage on melee weapon attack rolls using strength during this turn and giving attack rolls against you advantage until your next turn.
DANGER SENSE: you have advantage on dexterity saving throws against effects that you can see, such as traps and spells, so long as you aren’t blinded, deafened, or incapacitated.
EXTRA ATTACK: when you take the attack action on your turn, you can attack twice instead of once.
FAST MOVEMENT: your speed increases by ten feet while you aren’t wearing heavy armor.
FERAL INSTINCT: your instincts are so honed that you have advantage on initiative rolls. additionally, if you are surprised at the beginning of combat and aren’t incapacitated, you can act normally on your first turn if you enter a rage before doing anything else on that turn.
BRUTAL CRITICAL: you can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.
path of the totem warrior:
SPIRIT OF THE WOLF: when you choose the wolf as your totem, you create an amulet or similar adornment made from its fur, claws, teeth, or bones. while you’re raging, your friends have advantage on melee attack rolls against any creature within 5 feet of you that is hostile to you. the spirit of the wolf makes you a leader of hunters.
ASPECT OF THE WOLF: you gain the hunting sensibilities of a wolf. you can track other creatures while traveling at a fast pace, and you can move stealthily while traveling at a normal pace.
SPIRIT WALKER: you can cast the commune with nature spell as a ritual. when you do so, a spiritual version of a wolf appears to you to convey the information you seek.
weapons:
2 WAR PICKS: +8 to attack, 1d8+4 piercing / 1d8+7 piercing when raging
4 ICE PICKS: +8 to attack, 1d6+4 piercing, light, thrown 20/60
#human#barbarian#path of the totem warrior#wolf totem#female#outlander#neutral good#level 6-10#d&d character#dakotah
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❛ dakotah napayshni, human wolf totem barbarian
original character for DUNGEONS & DRAGONS fifth edition, levels 1-5
raised in the harsh tundra of the far north, her people have always maintained a tradition of communing with the spirits of their ancestors and the spirits of nature. strong and fiercely independent, she’s driven by a wanderlust that has led her far from home, desiring to see more of the world and grow stronger that she may one day return to her people as a great warrior. they are the most important thing in the world to her, even when she is far from home, and she was raised on their values of strength, freedom, and serenity. she believes chains are meant to be broken, as are those who would forge them, and will not hesitate to strike down tyrants who think they can persecute others without consequence. still, nature favors the strong, and she believes freed people should rise or fall based on their own merit. she fights wielding two war picks, weapons she used as tools in her youth, harvesting ice for the softer peoples of warmer climates.
levels 1-5 levels 6-10 levels 11-15 levels 16-20
❛ dakotah, level 1 human wolf totem barbarian
STR 16 / +3 / +5* • DEX 14 / +2 / +2 • CON 16 / +3 / +5* INT 11 / +0 / +0 • WIS 14 / +2 / +2 • CHA 14 / +2 / +2
HP: 15 • AC: 15 / 16 dual wielding • LVL: 1 • HD: 1d12 • PROF: +2 SPEED: 30ft • ARMOR: none • LANGUAGES: common, giant, dwarvish
skills:
STR: +4 athletics*
DEX: +4 acrobatics* • +2 sleight of hand • +2 stealth
INT: +0 arcana • +0 history • +0 investigation • +0 nature • +0 religion
WIS: +2 animal handling • +2 insight • +2 medicine • +4 perception* • +4 survival*
CHA: +2 deception • +4 intimidation* • +2 performance • +2 persuasion * indicates proficiency
feats:
DUAL WIELDER: you gain a +1 to ac when you are wielding a separate melee weapon in each hand. you can use two-weapon fighting even when the one-handed melee weapons you are wielding aren’t light. you can draw or stow two one-handed weapons when you would normally be able to draw or stow only one.
barbarian abilities:
RAGE: on your turn, two times per long rest, you can enter a rage as a bonus action. while raging you have advantage on strength checks and saving throws, you gain a +2 bonus to damage rolls with melee weapons using strength, and you have resistance to bludgeoning, piercing, and slashing damage. your rage lasts one minute and ends early if you are knocked unconscious, your turn ends and you haven’t attacked a hostile creature or taken damage, or if you choose to end it as a bonus action.
UNARMORED DEFENSE: while you are not wearing armor, your ac is 10+dex+con, even if you are using a shield.
weapons:
2 WAR PICKS: +5 to attack, 1d8+3 piercing / 1d8+5 piercing when raging
4 ICE PICKS: +5 to attack, 1d6+3 piercing, light, thrown 20/60
equipment:
CLOTHING: traveler’s clothes, supple boots, dark hooded cloak
BACKPACK: a bedroll, a blanket, 10 days rations, 10 torches, a tinderbox, a mess kit, a waterskin, a staff, a hunting trap, 50 feet of hempen rope
background:
OUTLANDER: growing up in the wilds, she has a good head for maps and geography, ale to recall the general layout of terrain, settlements, and other features around her. used to the harsh conditions of the arctic tundra, she is skilled at foraging, and can find food and fresh water for herself and up to five other people each day, provided the land offers it.
PERSONALITY: strong and fiercely independent, she’s driven by a wanderlust that led her far from home.
IDEAL: chains are meant to be broken, as are those who would forge them.
BOND: her family is the most important thing in her life, even when they’re far from her.
FLAW: nature favors the strong, and though she enjoys striking down those who would persecute others, she has trouble feeling compelled to help weak people who cannot help themselves.
❛ dakotah, level 2 human wolf totem barbarian
STR 16 / +3 / +5* • DEX 14 / +2 / +2 • CON 16 / +3 / +5* INT 11 / +0 / +0 • WIS 14 / +2 / +2 • CHA 14 / +2 / +2
HP: 25 • AC: 15 / 16 dual wielding • LVL: 2 • HD: 2d12 • PROF: +2 SPEED: 30ft • ARMOR: none • LANGUAGES: common, giant, dwarvish
skills:
STR: +5 athletics*
DEX: +4 acrobatics* • +2 sleight of hand • +2 stealth
INT: +0 arcana • +0 history • +0 investigation • +0 nature • +0 religion
WIS: +2 animal handling • +2 insight • +2 medicine • +4 perception* • +4 survival*
CHA: +2 deception • +4 intimidation* • +2 performance • +2 persuasion
feats:
DUAL WIELDER: you gain a +1 to ac when you are wielding a separate melee weapon in each hand. you can use two-weapon fighting even when the one-handed melee weapons you are wielding aren’t light. you can draw or stow two one-handed weapons when you would normally be able to draw or stow only one.
barbarian abilities:
RAGE: on your turn, two times per long rest, you can enter a rage as a bonus action. while raging you have advantage on strength checks and saving throws, you gain a +2 bonus to damage rolls with melee weapons using strength, and you have resistance to bludgeoning, piercing, and slashing damage. your rage lasts one minute and ends early if you are knocked unconscious, your turn ends and you haven’t attacked a hostile creature or taken damage, or if you choose to end it as a bonus action.
UNARMORED DEFENSE: while you are not wearing armor, your ac is 10 + dex + con, even if you are using a shield.
RECKLESS ATTACK: you can throw aside all concern for defense to attack with fierce desperation. when you make your first attack on your turn, you can choose to attack recklessly, taking advantage on melee weapon attack rolls using strength during this turn and giving attack rolls against you advantage until your next turn.
DANGER SENSE: you have advantage on dexterity saving throws against effects that you can see, such as traps and spells, so long as you aren’t blinded, deafened, or incapacitated.
weapons:
2 WAR PICKS: +5 to attack, 1d8+3 piercing / 1d8+5 piercing when raging
4 ICE PICKS: +5 to attack, 1d6+3 piercing, light, thrown 20/60
❛ dakotah, level 3 human wolf totem barbarian
STR 16 / +3 / +5* • DEX 14 / +2 / +2 • CON 16 / +3 / +5* INT 11 / +0 / +0 • WIS 14 / +2 / +2 • CHA 14 / +2 / +2
HP: 35 • AC: 15 / 16 dual wielding • LVL: 3 • HD: 3d12 • PROF: +2 SPEED: 30ft • ARMOR: none • LANGUAGES: common, giant, dwarvish
skills:
STR: +5 athletics*
DEX: +4 acrobatics* • +2 sleight of hand • +2 stealth
INT: +0 arcana • +0 history • +0 investigation • +0 nature • +0 religion
WIS: +2 animal handling • +2 insight • +2 medicine • +4 perception* • +4 survival*
CHA: +2 deception • +4 intimidation* • +2 performance • +2 persuasion
feats:
DUAL WIELDER: you gain a +1 to ac when you are wielding a separate melee weapon in each hand. you can use two-weapon fighting even when the one-handed melee weapons you are wielding aren’t light. you can draw or stow two one-handed weapons when you would normally be able to draw or stow only one.
barbarian abilities:
RAGE: on your turn, three times per long rest, you can enter a rage as a bonus action. while raging you have advantage on strength checks and saving throws, you gain a +2 bonus to damage rolls with melee weapons using strength, and you have resistance to bludgeoning, piercing, and slashing damage. your rage lasts one minute and ends early if you are knocked unconscious, your turn ends and you haven’t attacked a hostile creature or taken damage, or if you choose to end it as a bonus action.
UNARMORED DEFENSE: while you are not wearing armor, your ac is 10 + dex + con, even if you are using a shield.
RECKLESS ATTACK: you can throw aside all concern for defense to attack with fierce desperation. when you make your first attack on your turn, you can choose to attack recklessly, taking advantage on melee weapon attack rolls using strength during this turn and giving attack rolls against you advantage until your next turn.
DANGER SENSE: you have advantage on dexterity saving throws against effects that you can see, such as traps and spells, so long as you aren’t blinded, deafened, or incapacitated.
path of the totem warrior:
SPIRIT OF THE WOLF: when you choose the wolf as your totem, you create an amulet or similar adornment made from its fur, claws, teeth, or bones. while you’re raging, your friends have advantage on melee attack rolls against any creature within 5 feet of you that is hostile to you. the spirit of the wolf makes you a leader of hunters.
weapons:
2 WAR PICKS: +5 to attack, 1d8+3 piercing / 1d8+5 piercing when raging
4 ICE PICKS: +5 to attack, 1d6+3 piercing, light, thrown 20/60
❛ dakotah, level 4 human wolf totem barbarian
STR 18 / +4 / +6* • DEX 14 / +2 / +2 • CON 16 / +3 / +5* INT 11 / +0 / +0 • WIS 14 / +2 / +2 • CHA 14 / +2 / +2
HP: 45 • AC: 15 / 16 dual wielding • LVL: 4 • HD: 4d12 • PROF: +2 SPEED: 30ft • ARMOR: none • LANGUAGES: common, giant, dwarvish
skills:
STR: +6 athletics*
DEX: +4 acrobatics* • +2 sleight of hand • +2 stealth
INT: +0 arcana • +0 history • +0 investigation • +0 nature • +0 religion
WIS: +2 animal handling • +2 insight • +2 medicine • +4 perception* • +4 survival*
CHA: +2 deception • +4 intimidation* • +2 performance • +2 persuasion
feats:
DUAL WIELDER: you gain a +1 to ac when you are wielding a separate melee weapon in each hand. you can use two-weapon fighting even when the one-handed melee weapons you are wielding aren’t light. you can draw or stow two one-handed weapons when you would normally be able to draw or stow only one.
barbarian abilities:
RAGE: on your turn, three times per long rest, you can enter a rage as a bonus action. while raging you have advantage on strength checks and saving throws, you gain a +2 bonus to damage rolls with melee weapons using strength, and you have resistance to bludgeoning, piercing, and slashing damage. your rage lasts one minute and ends early if you are knocked unconscious, your turn ends and you haven’t attacked a hostile creature or taken damage, or if you choose to end it as a bonus action.
UNARMORED DEFENSE: while you are not wearing armor, your ac is 10 + dex + con, even if you are using a shield.
RECKLESS ATTACK: you can throw aside all concern for defense to attack with fierce desperation. when you make your first attack on your turn, you can choose to attack recklessly, taking advantage on melee weapon attack rolls using strength during this turn and giving attack rolls against you advantage until your next turn.
DANGER SENSE: you have advantage on dexterity saving throws against effects that you can see, such as traps and spells, so long as you aren’t blinded, deafened, or incapacitated.
path of the totem warrior:
SPIRIT OF THE WOLF: when you choose the wolf as your totem, you create an amulet or similar adornment made from its fur, claws, teeth, or bones. while you’re raging, your friends have advantage on melee attack rolls against any creature within 5 feet of you that is hostile to you. the spirit of the wolf makes you a leader of hunters.
weapons:
2 WAR PICKS: +6 to attack, 1d8+4 piercing / 1d8+6 piercing when raging
4 ICE PICKS: +6 to attack, 1d6+4 piercing, light, thrown 20/60
❛ dakotah, level 5 human wolf totem barbarian
STR 18 / +4 / +7* • DEX 14 / +2 / +2 • CON 16 / +3 / +6* INT 11 / +0 / +0 • WIS 14 / +2 / +2 • CHA 14 / +2 / +2
HP: 55 • AC: 15 / 16 dual wielding • LVL: 5 • HD: 5d12 • PROF: +3 SPEED: 40ft • ARMOR: none • LANGUAGES: common, giant, dwarvish
skills:
STR: +7 athletics*
DEX: +5 acrobatics* • +2 sleight of hand • +2 stealth
INT: +0 arcana • +0 history • +0 investigation • +0 nature • +0 religion
WIS: +2 animal handling • +2 insight • +2 medicine • +5 perception* • +5 survival*
CHA: +2 deception • +5 intimidation* • +2 performance • +2 persuasion
feats:
DUAL WIELDER: you gain a +1 to ac when you are wielding a separate melee weapon in each hand. you can use two-weapon fighting even when the one-handed melee weapons you are wielding aren’t light. you can draw or stow two one-handed weapons when you would normally be able to draw or stow only one.
barbarian abilities:
RAGE: on your turn, three times per long rest, you can enter a rage as a bonus action. while raging you have advantage on strength checks and saving throws, you gain a +2 bonus to damage rolls with melee weapons using strength, and you have resistance to bludgeoning, piercing, and slashing damage. your rage lasts one minute and ends early if you are knocked unconscious, your turn ends and you haven’t attacked a hostile creature or taken damage, or if you choose to end it as a bonus action.
UNARMORED DEFENSE: while you are not wearing armor, your ac is 10 + dex + con, even if you are using a shield.
RECKLESS ATTACK: you can throw aside all concern for defense to attack with fierce desperation. when you make your first attack on your turn, you can choose to attack recklessly, taking advantage on melee weapon attack rolls using strength during this turn and giving attack rolls against you advantage until your next turn.
DANGER SENSE: you have advantage on dexterity saving throws against effects that you can see, such as traps and spells, so long as you aren’t blinded, deafened, or incapacitated.
EXTRA ATTACK: when you take the attack action on your turn, you can attack twice instead of once.
FAST MOVEMENT: your speed increases by ten feet while you aren’t wearing heavy armor.
path of the totem warrior:
SPIRIT OF THE WOLF: when you choose the wolf as your totem, you create an amulet or similar adornment made from its fur, claws, teeth, or bones. while you’re raging, your friends have advantage on melee attack rolls against any creature within 5 feet of you that is hostile to you. the spirit of the wolf makes you a leader of hunters.
weapons:
2 WAR PICKS: +7 to attack, 1d8+4 piercing / 1d8+6 piercing when raging
4 ICE PICKS: +7 to attack, 1d6+4 piercing, light, thrown 20/60
#human#barbarian#path of the totem warrior#wolf totem#female#outlander#neutral good#level 1-5#d&d character#dakotah
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