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05:33, 27th April 2024 (GMT+0)

Character builds.

Posted by StorytellerFor group 0
Storyteller
GM, 83 posts
Sun 8 Oct 2023
at 16:05
  • msg #1

Character builds

test
Storyteller
GM, 84 posts
Sun 8 Oct 2023
at 16:09
  • msg #2

Character builds

str 14
dex 16
con 20
int 20
wis 16
cha 14

Rock Gnome Artificer


    Age. Gnomes mature at the same rate as humans, and most are expected to settle into adult life around the age of 40. They can live to 350 years on average, but it's not too uncommon for them to reach 500 years of age.

    Size. Gnomes are between 3 and 4 feet tall and weigh around 40 pounds. Your size is Small.

    Speed. Your base walking speed is 25 feet.

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

    Gnome Cunning. You have advantage on all Intelligence, Wisdom, and Charisma saves against magic.

    Languages. You can read, speak, and write Common and Gnomish.

http://dnd5e.wikidot.com/artificer

Perk Sharpshooter

Hit Points

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

Proficiencies

Armor: Light armor, medium armor, shields
Weapons: Simple weapons
Tools: Thieves’ tools, tinker’s tools, one type of artisan’s tools of your choice
Saving Throws: Constitution, Intelligence
Storyteller
GM, 85 posts
Sun 19 Nov 2023
at 15:54
  • msg #3

Character builds

0 skill points remaining

HP, 72

Movement Speed 40ft

Reaction Points 7

Str.9
Dex.4
Con.6
Int.8
Wis.3
Cha.4

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Bite Rank 11

Orc Racial Bow, Rank 1

Orc Racial Sword, Rank 1

Light Armor, Rank 5

Luck, Rank 3

Agility, Rank 3

Toughness, Rank 2 (2 DR Physical) (Bonus +2 due to constitution)

Willpower, Rank 2 (5 Magic Resistance)

Swim, Rank 1 (Bonus +2 due to intelligence)

Climb, Rank 1 (10ft Climb Speed)

Perception, Rank 1 (Bonus +2 due to intelligence)
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Intelligence Bonus, +2 Perception,+2 Swimming
Constitution, +2 Toughness Roll
Strength, +7 total to STR for object breaking (Due to great strength), plus +70 lbs extra carry weight, +5 To general strength checks due to great strength.
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Attacks

Natural Bite, Rank 11, 2D6 damage, the attacked loses either a move, minor, standard, or is knocked prone.

(+2 Atk vs toughness, 1 ability damage via poison (stacks)(24 hours)(Snake Totem)

(20's on 1d20 knock enemy prone via rogue trip)

Attack Roll 1d20+11, Damage Roll 2d6+20 X2 attacks
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Traits/Flaws

1.Druid
2.Great Strength
3.Wild Empathy (Free)

1.Violent, (all melee attacks deal an additional 4 damage, but you cannot reroll insight or willpower. You also take a -5 on insight and willpower rolls vs speech.)

2.Anger Issues, (1x spirits rage ability, but while enraged your character is controlled until you make a willpower check (difficulty 8+ your level)

3.Favors Owed, (Owes a favor to powerful entity)

4.Wild, -3 All Speech Checks

5.Superstitious, (?)
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Total penalties

1.Cannot Re-roll insight or willpower

2.-5 insight and willpower vs speech

3. -3 all speech checks
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Totems/Stances

1. Wolf: You channel the cunning and teeth of the wolf.  Once you learn this totem you may start investing skill points into the monster’s bite skill. While this totem is you may attack with your bite skill. When this totem is active your jaw distends slightly, and your teeth grow into fangs, you move on all fours when this totem is active

2. Snake: You channel the spirits of venomous snakes, while this totem is active your canines grow into needle like points and poison continuously drips from your natural weapons. When this totem is active Choose stat. All your natural attack makes a secondary attack roll at +1/totem vs. toughness. If it hits, targets take 1-point ability damage for 24 hours (stack with itself). Can be active along with either bear or wolf totem.
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1. Wrestlers Stance: when you hit an adjacent target with a melee attack you may make a secondary attack with a +0 modifier. If the secondary attack hits you grapple the target.
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Rogue Tricks

1. Combat: Your years of drunken brawls and angry street fights have given you certain insights into combat. When you first learn this trick choose one level one warriors’ stance, you now know this stance and can use it normally. You may learn this trick multiple times, each new iteration of this trick you learn you may choose an additional stance you now know. At level 10 you may use this trick to learn a level one or level two stance. At level 20 you may choose from level one, two, or three for the stance you learn. (Wrestlers Stance)

2. Trip: In combat honor matters little, if you have to pull off an underhanded move to survive, then that’s what’s got to happen. When you learn this trick you have a natural chance to knock an enemy prone. After learning this trick if at any time you attack an enemy and roll a 20 on your D20, and the attack hits then that enemy is knocked prone. You may learn this trick multiple times, each iteration of this trick you learn grants an addition 1 to the number you need to roll to activate the prone chance. In example a rouge who learns this trick twice has to hit an enemy with a 19 or 20 showing on the die.
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Defense

1. Armor, (Light x2 Rerolls), 5 base Rank,Equip bonus +1,Agility +1 bonus,+1 Luck Bonus(+2 on re-rolls) Total 1d20+8-10

2. Agility, (x1 Possible Reroll), 3 base rank,luck bonus +1 (1d20+4)

3. Toughness, 2 base rank, +2 Bonus from constitution,luck bonus +1 (DR/2) (1d20+5)

4. Willpower, Rank 2,luck bonus +1  (5 Magic Resistance)(1d20+3)
This message was last edited by the GM at 18:22, Sat 02 Mar.
Storyteller
GM, 89 posts
Mon 19 Feb 2024
at 20:05
  • msg #4

Character builds

Varis Liadon (Silverfrond) aka Bastion

Class, Paladin

Race, Sea Elf

AC, 18 (Aura of Iron 20) (Aura of Iron + Revenant Blade + Defensive Style + Cloak Of Protection +1 23)(Aura of Iron + Revenant Blade + Defensive Style + Shield Of Faith + Cloak Of Protection +1 25)

HP, 112

Speed, 30ft (30ft Swim Speed)

Stats.

Str 20 +5
Dex 14 +2
Con 18 +4
Int 11 +0
Wis 14 +2 (16 +3)
Cha 20 +5

Background (Noble, 2nd Variant)

Saving Throws: Wisdom,Charisma (Bonus +5 to all saving throws)

+3 Proficiency bonus

Skills Athletics,Persuasion (Paladin)
(Animal Handling,(Survival)  (Noble, 2nd Variant)
Perception (Keen Senses)

Languages, Common, Elven, and Aquan.
Dwarvish,Sylvan (Noble, 2nd Variant)

Feats,

1. Revenant Blade

Prerequisite: Elf

You are descended from a master of the double blade and their skills have passed on to you. You gain the following benefits:

    Increase your Dexterity or Strength score by 1, to a maximum of 20.
    While wielding a double-bladed weapon with two hands, the weapon has the finesse trait for your attacks with it, and you gain +1 AC.
    On your turn, when you use a bonus action to make a melee attack with the blade at the opposite end of the weapon, the weapon's damage die for this attack increases to 2d4, instead of 1d4.

2. (Alert)

Always on the lookout for danger, you gain the following benefits:

    You can't be surprised while you are conscious.

    You gain a +5 bonus to initiative.

    Other creatures don't gain advantage on attack rolls against you as a result of being unseen by you.

Weapons,

1. Double Bladed Scimitar +1

Melee Weapon (Martial)

    Category: Items
    Damage: 2d4 +6
    Damage Type: Slashing
    Item Rarity: Standard
    Properties: Special/Two Handed
    Range: 5ft
    Weight: 6

Special. If you attack with a double-bladed scimitar as part of the Attack action on your turn, you can use a bonus action immediately after to make a melee attack with it. This attack deals 1d4 slashing damage on a hit, instead of 2d4.

2. x20 Javelin 1d6 (Piercing)(Range)(30/120)

Armor,

1. Adamantine Full Plate (18 AC)

Accessory, Cloak Of Protection +1

Spellcasting,

1st Level (4 Castings) (9 spells prepared)

1.Protection from Evil and Good
2.Shield of Faith
3.Thunder Wave *
4.Thunderous Smite
5.Detect Poison and Disease
6.Purify Food and Drink
7.Heroism
8.Shield *

2nd Level (3 Castings)

1.Enlarge/reduce *
2.Branding Smite
3.Lesser Restoration
4.Aid
5.Warding bond *

Fighting Style, Defensive
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Sea elves fell in love with the wild beauty of the ocean in the earliest days of the multiverse. While other elves traveled from realm to realm, sea elves navigated the currents and explored the waters of many worlds. Today these elves can be found wherever oceans exist, as well as in the Elemental Plane of Water.

Like other elves, sea elves can live to be over 750 years old.

    Creature Type. You are a Humanoid. You are also considered an elf for any prerequisite or effect that requires you to be an elf.

    Size. You are Medium.

    Speed. Your walking speed is 30 feet, and you have a swimming speed equal to your walking speed.

    Child of the Sea. You can breathe air and water, and you have resistance to cold damage.

    Darkvision. 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 discern colors in that darkness only as shades of gray.

    Fey Ancestry. You have advantage on saving throws you make to avoid or end the charmed condition on yourself.

    Friend of the Sea. Aquatic animals have an extraordinary affinity with your people. You can communicate simple ideas to any Beast that has a swimming speed. It can understand your words, though you have no special ability to understand it in return.

    Keen Senses. You have proficiency in the Perception skill.

    Trance. Elves do not sleep. Instead they meditate deeply, remaining semi-conscious, for 4 hours a day. The Common word for this meditation is "trance." While meditating, you dream after a fashion; such dreams are actually mental exercises that have become reflexive after years of practice. After resting in this way, you gain the same benefit a human would from 8 hours of sleep.
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Divine Sense

The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the Hallow spell.

You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses.

Lay on Hands

Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your paladin level x 5.

As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool.

Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one.

Divine Smite

Starting at 2nd level, when you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend, to a maximum of 6d8.
Divine Health

By 3rd level, the divine magic flowing through you makes you immune to disease.

Sacred Oath

When you reach 3rd level, you swear the oath that binds you as a paladin forever. Up to this time you have been in a preparatory stage, committed to the path but not yet sworn to it. Your choice grants you features at 3rd level and again at 7th, 15th, and 20th level. Those features include oath spells and the Channel Divinity feature.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Aura of Protection

Starting at 6th level, whenever you or a friendly creature within 10 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma modifier (with a minimum bonus of +1). You must be conscious to grant this bonus.

At 18th level, the range of this aura increases to 30 feet.
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Tenets of the Unbreakable

Defend the Weak: When walls and shields are not enough you must be there to be their bulwark against destruction.

Kindle hope: When there is doubt, you must be an anchor for the courage and will of those around you.

Never Back Down: You are unbreakable, show no fear, and take little caution. You must be where others cannot.
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Channel Divinity

When you take this oath at 3rd level you gain the following two Channel Divinity options.

Adamantine Bulwark. Anytime you take damage from an attack or spell you can use your reaction and your channel divinity to reduce all damage you take by an amount equal to five times your paladin level.

Unstoppable Charge. You can use your channel divinity to charge forward, knocking enemies out of the way. As an action, you can move up to double your walking speed in a straight line. While you are moving this way your movement does not provoke attacks of opportunity for leaving a creature's reach, you can pass through enemy creatures and secured objects that are 500lbs or less. Any creature you pass through must succeed on a strength saving throw or be moved to the closest unoccupied square and knocked prone, a successful save still moves the creature but prevents the target from falling prone. Objects you pass through are broken and or pushed to the nearest unoccupied square.
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Aura of Iron
Beginning at 7th level you emanate so many protective magics that it is almost palpable. You and creatures you choose within 10ft of you get a +2 to armor class. At level 12 this bonus increases to +3. At 18th level the aura increases to 30ft.

Living Fortress
At 15th level, you have come to embody many qualities of an actual fortress. You have advantage on saving throws from spells, abilities, or attacks that would push, pull, or knock you prone. In addition, you may not be pushed or pulled more than 5 feet from a hostile creature or effect. Friendly creatures within 5 feet of you may also gain these benefits while within range.

Unbreakable Defender
At 20th level, you can use an action to create an additional secondary layer of armor made of solidified radiant energy that appears over your form, and overcharge the defensive magics that surround you. For one minute you gain the following benefits:

If an attack or spell that deals damage would damage you for 20 hit points or less, you ignore it and any effects it would inflict on you.

Allied creatures within 30ft gain all the benefits of living fortress

Anytime a hostile creature makes a ranged attack against an allied creature within your aura of iron, roll a d6. On a 4,5, or 6, the attack is made against you instead.


This message was last edited by the GM at 16:59, Tue 20 Feb.
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