Medium Humanoid (Changeling), Chaotic Good Bard 1 Armour Class 13 Hit Points 8 (1d8) Speed 30ft. STR DEX CON INT WIS CHA 8 14 10 14 12 16 Skills Arcana +4, History +4, Insight +3, Perception +3, Deception +5, Persuasion +5 Senses passive Perception 13 (15 with proficiency) Languages Common, Dwarvish, Draconic, Elvish, Infernal Change Shape: As an action, Cas may polymorph into any humanoid of their size they have seen, or back into their true form. However, their equipment does not change with them. If Cas dies, they revert to their natural appearance. Sage: Cas frequently knows where to find information concerning lore. Bardic Inspiration (5/long rest): Cas can inspire an ally within 60 feet, giving them a bonus 1d6 on one ability check, attack roll, or save. Spellcasting: Cas is a 1st level spellcaster. THeir spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). Cas has the following bard spells known: Cantrips (At will): Minor Illusion, Vicious Mockery 1st level (2 slots): Dissonant Whispers, Faerie Fire, Tasha's Hideous Laughter, Thunderwave Dagger.Melee or Ranged weapon attack: +4 to hit, reach 5ft. or range 20ft./60ft., one creature. Hit: 4 (1d4 +2) piercing damage. Light Crossbow.Ranged weapon attack: +4 to hit, range 80ft./320ft., one target. Hit: 6 (1d8 + 2) piercing damage.
Personality Traits:People are an open book to me, and I enjoy pulling their strings. I'm fiercely devoted to family and those I adopt.
Ideals:I'll resurrect the great heroes of the past and pass their persona down across the ages.
Bond: I must keep the personae I bear alive for the next generation to inherit.
Flaw: I'm easily distracted by things I find fascinating, whether that's a species of plant I've never seen, a strange infernal creature, or a gorgeous humanoid.
And a Note, that Cas has three core personae that they switch between, but still remaining themselves. Each appearance has associated allies and traits that Cas has to maintain as part of their Bond. They are: Hymn: Tiefling Male. Brash, sexual and a skilled duelist Ardiane: Half-elf female. Shy, artistic, musical. Ilisandoral: Aged elven male. Famous researcher and a little arrogant.
tool proficiencies. Armours, (light, medium), shields => 5 const. Weapons, simple or martial=> 5 str. Tools = drums(musical).
Languages and other proficiencies: Speak, read and write orcish and common. (harsh grating language with hard consonants) No script but writen in dwarvish script. Draconic, written, read and spoken.
Personality traits: Afraid of wearing armour. "Loincloths are the best. And so is a cool breeze unto your body with all this fire inside of you. And Yes! I was, in fact, raised by wolves."
Ideals: Might. The strongest are meant to rule. (Evil) Change. Life is like the seasons, in constant change, and we must change with it.(chaotic)
Bonds: Kill Barral. As I am the true last of my tribe. And it is up to me to ensure their names enter legend. "Loot, oh, precious loot!"
Flaws: "Agressor to anyone he meets(within 24 hours)" Violence is my answer to almost any challenge.
Pool:
Rages: 2 (+1 at set levels)
Features and traits:
Darkvision= Thanks to your orc blood, you have superior vision in dark and dim Conditions. You can see in dim light within 60 feet of you as if it were bright light, and in Darkness as if it were dim light. You can’t discern color in Darkness, only shades of gray.
Menacing= proficient in intimidation.(done on sheet...)
Relentless endurance= when reduced to 0 hit points but not killed outright, can drop to 1 hp instead. Can't re-use this until you finish a long rest.
Savage attacks= When rolling a crit with melee weapon, roll one of damage dice one additional time and add to the extra damage of the crit hit.
Unarmored defense= No armor, still defence of 10+Dex Mod + Con Mod.
BIOGRAPHY:
AGE: 15(young mature) Size: medium Height: 6'10 weight: 200lbs eyes: Rage-red skin: green hair: short, black.
Character appearance: Orcish
Just borrowed this online...
Allies and organisations: The desert orcs.(once away from Barral) The tinkerers guild.(except the goblins)
Treasure: Explorer's pack => 1 Backpack, 1 Bedroll, 1 Mess kit, 1 tinderbox, 10 torches, 10 days of rations, waterskin, 50 feet of hempen rope. => rope = DC17Strength+2hit points...(here for later use)
Extra treasure: 1 staff: shafty 1 hunting trap 1 trophy from an animal you killed(wolf skull) 1 set of traveler’s clothes 1 belt pouch containing 10 g 4 Javelins (normal) 2 handAxes: Lilly and Lolly 1 saddle
Obtained story treasure: -1 party memory necklace -2 horseskulls -5 goblin skulls -2 scapula -2 radius -2 Humerus -1 necklace of unknown species. -1 snare wire
History: After nearly bleeding out in a battle against his rival Baron Barral, (a rival tribal marauder) having to eat his horse and killing scared helpless goblins in order to live, this dumb, half-Orc uses his bare hands to kill whatever scared foe he can find. He once met a dragonborn and had a lovely chat for a month or so.(=> draconic language from background)
Future:
" Hit Points Hit Dice: 1d12 per barbarian level Hit Points at 1st Level: 12 + your Constitution modifier Hit Points at Higher Levels: 1d12 (or 7) + your Constitution modifier per barbarian level after 1st Proficiencies Armor: Light armor, medium armor, shields Weapons: Simple weapons, martial weapons Tools: None Saving Throws: Strength, Constitution Skills: Choose two from Animal Handling, Athletics, Intimidation, Nature, Perception, and Survival
Upon level up: 1d12 + const. Mod. per level. for HP
Rage In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action.
While raging, you gain the following benefits if you aren't wearing heavy armor:
• You have advantage on Strength checks and Strength saving throws.
• When you make a melee weapon attack using Strength, you gain a +2 bonus to the damage roll. This bonus increases as you level.
• You have resistance to bludgeoning, piercing, and slashing damage.
If you are able to cast spells, you can't cast them or concentrate on them while raging.
Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.
Once you have raged the maximum number of times for your barbarian level, you must finish a long rest before you can rage again. You may rage 2 times at 1st level, 3 at 3rd, 4 at 6th, 5 at 12th, and 6 at 17th.
Unarmored Defense While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.
Danger Sense At 2nd level, you gain an uncanny sense of when things nearby aren't as they should be, giving you an edge when you dodge away from danger. You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can't be blinded, deafened, or incapacitated.
Reckless Attack Starting at 2nd level, you can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.
Primal Path At 3rd level, you choose a path that shapes the nature of your rage, such as the Path of the Berserker. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th levels.
Ability Score Improvement When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
Extra Attack Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Fast Movement Starting at 5th level, your speed increases by 10 feet while you aren't wearing heavy armor.
Feral Instinct By 7th level, 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, but only if you enter your rage before doing anything else on that turn.
Brutal Critical Beginning at 9th level, you can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.
This increases to two additional dice at 13th level and three additional dice at 17th level.
Relentless Rage Starting at 11th level, 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. When you finish a short or long rest, the DC resets to 10.
Persistent Rage Beginning at 15th level, your rage is so fierce that it ends early only if you fall unconscious or if you choose to end it.
Indomitable Might Beginning at 18th level, if your total for a Strength check is less than your Strength score, you can use that score in place of the total.
Primal Champion At 20th level, you embody the power of the wilds. Your Strength and Constitution scores increase by 4. Your maximum for those scores is now 24. Primal Paths Path of the Berserker For some barbarians, rage is a means to an end— that end being violence. The Path of the Berserker is a path of untrammeled fury, slick with blood. As you enter the berserker’s rage, you thrill in the chaos of battle, heedless of your own health or well-being.
Frenzy
Starting when you choose this path at 3rd level, you can go into a frenzy when you rage. If you do so, for the duration of your rage you can make a single melee weapon attack as a bonus action on each of your turns after this one. When your rage ends, you suffer one level of exhaustion (as described in Conditions).
Mindless Rage
Beginning at 6th level, you can’t be charmed or frightened while raging. If you are charmed or frightened when you enter your rage, the effect is suspended for the duration of the rage.
Intimidating Presence
Beginning at 10th level, you can use your action to frighten someone with your menacing presence. When you do so, choose one creature that you can see within 30 feet of you. If the creature can see or hear you, it must succeed on a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier) or be frightened of you until the end of your next turn. On subsequent turns, you can use your action to extend the duration of this effect on the frightened creature until the end of your next turn. This effect ends if the creature ends its turn out of line of sight or more than 60 feet away from you. If the creature succeeds on its saving throw, you can’t use this feature on that creature again for 24 hours.
Retaliation
Starting at 14th level, when you take damage from a creature that is within 5 feet of you, you can use your reaction to make a melee weapon attack against that creature. "
Outlander: Skill Proficiencies: Athletics, Survival Tool Proficiencies: One type of musical instrument(drums) Languages: One of your choice(draconic) Equipment => treasure: A staff, a hunting trap, a trophy from an animal you killed(wolf-skull), a set of traveler’s clothes, and a belt pouch containing 10 g
Elki can use her action to touch a willing creature other then herself to give it advantage on Dexterity (Stealth) checks for 1 hr.
Feat - Linguist:
Elki has studied languages and codes, increasing her intelligent score by 1. She knows three extra languages and can create written cyphers. Other's cannot decipher a created code unless you teach them, they succeed on a roll of 13 or they use magic to decipher it.
Proficiencies: Light Armour, Medium Armour, Shields. All simple weapons. Thieves Tools: Proficiency Devil's Dice: Proficiency (Gaming set, can change to something else if you like)Spellcasting:
Elkie is a 1st level spellcaster. Her spellcasting ability is wisdom (spell save DC 12, +4 to hit with spell attacks). Elki has the following Cleric spells known: Prepared: Level 1 + 2 Modifier
Cantrips (At will, known 3): Guidance, Resistance, Spare the Dying, 1st level (2 slots, known 3): Cure Wounds, Charm Person, Shield of Faith
10 x Torches 10 days x Rations Mess Kit Water Skin Backpack Hempen Rope, 50ft Bedroll Tinderbox
Tankard 2cp, 1 lb Healer's Kit, 5gp 3 lb (Ten Uses. Bandages, Salve, Splints. As an action, stabalise someone at 0 HP without making a Medicine check.) Chalk - 1cp 20x Caltrops, 1gp, 2lb Grappling Hook: 2gp, 4lb Oil, 1sp, 1 lb Hunting Trap, 5gp, 25 lb Ink Pen, 2cp Crowbar Belt Pouch Hooded Dark ClothesPersonality Traits: I'm always paying attention to my surroundings, and know my exit at all times.
Ideals: It's all about the good times. Flaw: In the name of my god I have a perchance to overparty, overindulge, and take it easy when I probably shouldn't.
Welsh Corgi Small beast, unaligned Armor Class 12 Hit Points 4 (1d6 + 1) Speed 30ft. STR DEX CON INT WIS CHA 8 (-1) 14 (+2) 12 (+1) 3 (-4) 6 (-2) 15 (+2) Skills Perception +0, Persuasion +4 Senses passive Perception 10 Languages --- Challenge 1/8 (25 XP) Keen Hearing and Smell. The welsh corgi has advantage on Wisdom (Perception) checks that rely on hearing or smell. Actions Bite. Melee Weapon Attack: +1 to hit, reach 5ft., one target. Hit 2 (1d6-1) piercing damage. Welsh corgis are cute, shortlegged herding dogs often kept as lapdogs. They can be trained for fairies and other Tiny humanoids to ride them as mounts.