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Dice Baldur's Gate: Descent into Avernus - Characters

Main
Here
OOC
Here

WlfSamurai

Maelstrom Engineer
Please post your characters here.

Creating a starting characters:
  • Standard character generation
  • We’re starting at 2nd level
  • Please use the standard array or standard point buy to generate stats
  • Officially published content only. I can be swayed on Unearthed Arcana on a case-by-case basis.
 
D&D Beyond | PDF Sheet attached as well, though the D&D Beyond sheet is more accurate. PDF is for my own reference.

Feyris Highwoods - Paladin 2 - Scourge Aasimar - Lawful Neutral - Nonbinary (They/Them)

AC: 18
Hit Points: 20

Strength: 15 (+2)
Dexterity: 10 (0)
Constitution: 14 (+2)
Intelligence: 10 (0)
Wisdom: 10 (0)
Charisma: 16 (+3)

(Point-Buy + Racial Bonuses)
 

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Melody Raemasera- High Elf Wizard
Lawful Neutral


Stats


Str 10
Dex 10
Con 13
Int 16
Wis 14
Cha 12


(High Elf: +2 Dex + 1 int)


Skills
Arcana (Expertise)
Investigation
History


Languages
Common, Elven, Infernal, Undercommon, Primordial


Elf Features


Ability Score Increase. Your Dexterity score increases by 2.



• Age Melody is 100 years of age, though she would claim to be ten times that (jokingly of course)

• Size Medium
• Speed. Your base walking speed is 30 feet.



Darkvision. Accustomed to twilit forests and the night sky, 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.

Fey Ancestry. You have advantage on saving throws against being charmed, and magic can't put you to sleep.


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.

Keen Senses. You have proficiency in the Perception skill.

Languages. You can speak, read, and write Common and Elven.
Ability Score Increase. Your Intelligence score increases by 1.

• Cantrip. You know one cantrip of your choice from the Wizard spell list. Intelligence is your spellcasting ability for it.

• Elf Weapon Training. You have proficiency with the longsword, shortsword, shortbow, and longbow.

• Extra Language : Infernal

Background : Sage Features

Skill Proficiencies

Arcana, History

Languages

Two of your choice

Spellbook
4 Cantrips 7 spells
3 1st level slots

Cantrips
Fire Bolt

Prestidigitation
Minor Illusion
Mage Hand

Spells Known
1st Level

Shield
Featherfall
Ice Knife
Find Familiar
Detect Magic
Unseen Servant
Mage Armor



Boo

If you asked Melody about her life, she would claim to have lived for a thousand years in boredom. Any attempts to call her out on this will result in her giving a soft smile and saying. " My truth is different than yours" Such is the nature of the Elven Author.

Melody is a traveling writer, a well known author of mystery and fantasy alike. She travels to gain experience and hone her talents, as author and mage both. Her travels take her to many places, and she helps out where able, to grow her own pool of worldly and arcane knowledge.

Though she would scoff at being called such, her talent as a mage was unquestioned at a young age, and she decided to join up with a travelling mage in order to see more of the world. That mentor's current whereabouts are unknown, as she parted ways when her first novel, ' To Kill Endlessly' was published.
Her favorite thing, besides helping others, is being recognized and signing autographs, though she would never admit it

Equipment

Quarterstaff
Arcane Focus
Scholars pack
A bottle of black ink, a quill, a small knife, a letter from a dead colleague posing a question you have not yet been able to answer, a set of common clothes, and a belt pouch containing 10 gp
 
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Tabaxi name: Shadow of a Star
Name used another other races: Shadow Star
Fake name: Light of the Moon
Tabaxi Rogue 2
Age: 25
Size: Medium
Speed: 30ft
Climb Speed: 20ft
Alignment: Chaotic Neutral
AC: 14
HP: 17

Stats
STR 10
DEX 16 (+3)
CON 14 (+2)
INT 10
WIS 12 (+1)
CHA 14 (+2)
(point buy and +2 dex +1 tabaxi bonus)
Saves
STR +0
DEX +5
CON +2
INT +2
WIS +1
CHA +2

Skills
Acrobatics +3
Animal handling +1
Arcana +0
Athletics +0
Deception +4
History +0
Insight +3
Intimidation +4
Investigation +2
Medicine +1
Nature +0
Perception +3
Performance +2
Persuasion +4
Religion +0
Slight of Hand +5
Stealth +7
Survival +1

Language: Common, thieves cant, Elfish
Armor: Light Armor
Weapons: Crossbow, hand, Longsword, Rapier, Shortsword, simple weapons
Tools: Thieves Tools, Disguise Kit, Forgery Kit

Dark Vision: You have a cat's keen senses, especially in the dark. 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.
Feline Agility. Your reflexes and agility allow you to move with a burst of speed. When you move on your turn in combat, you can double your speed until the end of the turn. Once you use this trait, you can't use it again until you move 0 feet on one of your turns.
Cat's Claws. Because of your claws, you have a climbing speed of 20 feet. In addition, your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.

Sneak Attack once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack with a finesse or ranged weapon if you have advantage on the attack roll. You don’t need advantage on the attack roll if another enemy of the target is within 5 ft. of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.
Thieves Cant: You have learned thieves’ cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. It takes four times longer to convey such a message than it does to speak the same idea plainly.
Cunning Action: You can take a bonus action on each of your turns to take the Dash, Disengage, or Hide action.
Expertise: Your proficiency bonus is doubled for any ability check you make for two chosen proficiencies. [6th] Choose two additional proficiencies.
Stealth, Thieves tools

False Identity: You have created a second identity that includes documentation, established acquaintances, and disguises that allow you to assume that persona. Additionally, you can forge documents including official papers and personal letters, as long as you have seen an example of the kind of document or the handwriting you are trying to copy.

Equipment:
A fan that, when unfolded, shows a sleeping cat
Arrows x20
Backpack
Bag of Ball barrings 1000
Bell
Candle
Crowbar
Dagger x2
Disguise Kit
Fine Clothes
Hammer
Hodded Lantern
Leather armor
Oil fask
Piton
Rapier
Rations 1 day x5
Rope hempen 50 ft
shortbow
Signet ring of an imaginary duke
string
Thieves tools
Tinderbox
Waterskin

Currency: 15GP

Rapier: +5 to hit 1d8+3 piercing
Dagger: +5 to hit 1d+3 piercing
Shortbow: +5 to hit 1d6+3 piercing
Claws: +2 to hit 1d4 Slashing

Personality traits: I'm a born gambler who can't resist taking a risk for a potential payoff. I cheat at games of chance.
Ideals: Independence. I am a free spirit—no one tells me what to do. (Chaotic)
Bonds: I owe everything to my mentor—a horrible person who's probably rotting in jail somewhere.
Flaws:I'm convinced that no one could ever fool me the way I fool others.
Backstory:
Shadow was born as a member of small tribe of tabaxi. Her childhood was peaceful but a little too boring in Shadow's opinion. As a teen she ended up leaving her tribe to find excitement elsewhere. She eventually encounters a human man who teaches her about the exciting world thievery, lying, gambling, and risk. One day the man gets arrested after one of his scams goes wrong where he ended up killing someone and Shadow doesn't see the man again and remains unsure of what happened to him. She enjoys the excitement of what she dose but tries to avoid doing things that she considers too risky that could get herself or allies killed.
 
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Cas Trevaine || Changeling Sorcerer (Divine Soul)

Strength: 8 (-1)
Dexterity: 16 (+3)
Constitution: 10 (0)
Intelligence: 13 (+1)
Wisdom: 12 (+1)
Charisma: 16 (+3)

^ Standard Array + Racial Bonuses [+2 Charisma, +1 Dexterity]

AC = 13
Hit Points = 10
 
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Dummy - Cleric 2 Protection Domain - Warforged - Lawful Good

AC: 19
Hit Points: 17

Strength: 14 (+2)
Dexterity: 10 (0)
Constitution: 15 (+2)
Intelligence: 8 (-1)
Wisdom: 16 (0)
Charisma: 12 (+1)

Right around the time Ethurel fell, a wondrous event took place in the training facility of the flaming fist. One of their training dummies suddenly sprung to life. It was feral and caused quite some damage, before it was stopped by another wondrous event. The deep cuts and scratches began to fill with gold (like kintsugi) and cerated a pattern of yellow roses over the dummies body. His hands and feet were bound by a yellow rack. The flaming soldiers standing around had lowered their guards in awe, but readied their weapons as the dummy tore through the racks. A cleric spoke up: "Stop! Do not fear this creature. It shows the signs of Ilmater. He must have given life to this being to relieve us of suffering." As they lowered the weapons again and approached the creature, they found that it had calmed down and was actually sentient. Thus Dummy was born. As he was created in the training camp he was immediately claimed as a recruit. During the week they discovered that he did not even need the training and was ready to be deployed. Captain Zodge saw his creation as a blessing and enrolled him in his team.
 

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Evendur Evenwood | Human | Fighter Lvl2Neutral Good | Soldier | EXP: 300 (600 left to level up)


  • Current HP: 18 | Max. HP: 18 | Temporary HP: -
    AC: 16 (+2 when wielding shield) | Speed: 30 ft.
    Proficiency bonus: +2

    Initiative: - | Inspiration: -
    Hit dice: 2d10 | Total hit dice: 2d10

    Death Saves:
    Successes OOO | Failures OOO

    Ability scores:
    Strength Dexterity Constitution Intelligence Wisdom Charisma
    16 12 15 10 12 13
    +3 +1 +2 +0 +1 +1

    Saving throws:

    Strength: +5
    Dexterity: + 1
    Constitution: +4
    Intelligence: +0
    Wisdom: +1
    Charisma: +1
    Abilities:

    Acrobatics: +3
    Animal handling: +1
    Arcana: +0
    Athletics: +5
    Deception: +1
    History: +0
    Insight: +1
    Intimidation: +3
    Investigation: +0
    Medicine: +1
    Nature: +0
    Perception: +3
    Performance: +1
    Persuasion: +1
    Religion: +0
    Sleight of Hand: +1
    Stealth: +1 (disadvantage due to armour)
    Survival: +1
    Other proficiencies:

    All armour, shields, simple and martial weapons
    Dice set
    Vehicles (land)

    Languages:

    Common, dwarvish
    (proficiencies in italics)

    Features and traits:

    Fighting style: 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. You must be wielding a 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: You can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action on top of your regular action and a possible bonus action. Once you use this feature, you must finish a short or long rest before you can use it again.
 
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