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Dice Hoard of the Dragon Queen (D&D 5e) - CS

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WlfSamurai

Maelstrom Engineer
Welcome to the Hoard of the Dragon Queen RP. Below are some simple rules for character creation and posting your character. Please read and follow them.

Character Creation Rules
  • Use the Standard Array for stats (15, 14, 13, 12, 10, 8)
  • Start your character at 5th-level
  • Starting wealth is 500 gp plus 1d10 x 25 gp and your normal starting equipment
  • Use only officially published races, classes, and character options
  • No race/class restrictions
  • When I "like" your character post here, it is approved
If you have any questions or concerns during character creation, just let me know.
 
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Name: Marcus
Level: 5
Race: Human, Variant
Alignment: Neutral Good.
Class: Fighter, Samurai
Background: Soldier
XP til level 6: 84/14,000

Basics
Str 18, +4
Dex 12, +1
Con 14, +2
Int 10, +0
Wis 14, +2
Cha 8, -1

HP: 44/44
Hit Dice: 5d10
AC 18

Attacks -
Longsword +7 To Hit, 1d8+4+2 Slashing / Versatile, 1d10+4
Hand Axe +7 To Hit, 1d6+4+2 Slashing, Thrown, 20/60

Skilled Feat: Become Proficient in three skills (Arcana, History, Investigation)

Proficiencies
Proficiency Bonus: +3

Saving Throws
Fighter Class: Strength, Constitution

Equipment Proficiencies
Fighter Class: All Weapons and Armor
Background: Gaming kit (Cards)

Skill Proficiencies
Fighter Class: Athletics, Insight, Perception
Samurai Feature: Persuasion
Skilled Feat: Arcana, History, Investigation
Background: Nature, Intimidation
Race: Stealth

Class Features
Fighting Style, Dueling: +2 to Damage w/ one handed weapons
Second Wind: Regain 1d10+Fighter Level 1/rest
Action Surge: Take a second Regular Action+Bonus Action 1/rest, 2/rest at level 17
Ability Score Increase: Strength +2
Extra Attack: 2 Attack per round, 3 Attacks at level 11, 4 at level 20

Martial Archetype: Samurai
Bonus Proficiencies - Gain Proficency in one listed skill (Persuasion)

Fighting Spirit - 3/long rest, gain Advantage on attack rolls until end of turn. Additionally, gain 5 THP (Scales, 10 at level 10, 15 at level 15)

656 GP
Longsword, 1d8, Versatile 1d10
Shield +2 AC
Chain Mail AC 16
Explorer’s Pack: Backpack, Bedroll, mess kit, tinderbox, 10 torches, 10 days of rations, water skin, 50ft of hemp rope.
 
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Name: Chella
Level: 5
Race: Human
Alignment: Lawful Good
Class: Monk
Background: Hermit


Basics

STR: 13 (+1)
DEX: 18 (+4)
CON: 14 (+2)
INT: 11 (+0)
WIS: 15 (+2)
CHA: 9 (-1)

HP: 38/38
Hit Dice: 5d8
AC: 16


Attacks
Shortsword, atk bonus +7, 1d6 +4 piercing
Dart (x10), atk bonus +7, 1d4 +4 piercing
Unarmed Strike, atk bonus +7, 1d6 +4

Ki Points: 5

Languages: Common, Elvish, Draconic

Proficiencies
Proficiency Bonus: +3

Saving Throws
Monk Class: STR, DEX

Equipment Proficiencies
Monk Class: Simple Weapons, short swords, cook's utensils
Hermit Background: Herbalism kit

Skill Proficiencies
Monk Class: Acrobatics, Athletics
Hermit Background: Medicine, Religion

Class Features

Martial Arts:
Use DEX instead of STR for attack and damage rolls
1 unarmed strike bonus action per turn (after an attack action)

Ki: 5 points (regain Ki points after a short or long rest, with at least 30min meditation)
-Flurry of Blows: -1 ki point to make two unarmed strikes as a bonus action (after an attack action)
-Patient Defense: -1 ki point to Dodge as a bonus action
-Step of the Wind: -1 ki point to Disengage or Dash as a bonus action, and jump distance is doubled for the turn
-Stunning Strike: -1 ki point to attempt stunning strike during a melee weapon attack.

Other:
Unarmored Movement: +10' to speed
Deflect Missiles: Deflect or catch missile when hit by ranged weapon attack. Reduce damage by 1d10+4+5.
Ability Score Increase: DEX +2
Slow Fall: reduce falling damage by 5*lvl.
Extra Attack: Can attack twice per turn when taking the attack action.


Way of the Open Hand:
With Flurry of Blows, can attempt one of the following:
-Knock enemy prone (if enemy fails DEX saving throw)
-Push enemy up to 15' away (if failed STR saving throw)
-Enemy can't take reactions until end of my next turn

605 GP
Shortsword
10 Darts
Explorer's Pack:
-backpack
-bedroll
-mess kit
-tinderbox
-10 torches
-10 days' rations
-waterskin
-50' hempen rope
Notes from studies/prayers
Winter Blanket
Set of clothes
Herbalism Kit
 
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Dances-At-Dawn, Neutral Good Silver Dragonborn Paladin

Background: Knight of the Unicorn
Oath: Oath of the Ancients
Fighting Style: Protection

trait: I work hard so that I can play hard when the work is done.
ideal: Friendship. Material goods come and go. Bonds of friendship last forever.
bond: I fight for those who can't fight for themselves.
flaw: Once someone questions my courage, I never back down no matter how dangerous the situation.

Strength 18 [ +2 race, +1 asi ]
save +4
athletics +4

Dexterity 10
save 0
acrobatics, sleight of hand, stealth 0

Constitution 14
save +2

Intelligence 8
save -1
arcana, history, investigation, religion -1
nature +2

Wisdom 13
save +4
animal handling, perception, survival +1
medicine, insight +4

Charisma 14 [ +1 race, +1 asi ]
save +5
deception, intimidation, performance +2
persuasion +5

Skills: Nature, Persuasion, Insight, Medicine
Equipment: All armor and shields, all simple and martial weapons
Languages: Common, Draconic,
Tools: Lyre
Saves: Wisdom, Charisma

long sword
mace
shield (worn)
chainmail (worn)
backpack (worn)
bedroll
mess kit
tinderbox
(10) torch
(10) rations
waterskin
50 ft rope
Ring of the Unicorn (worn)
hooded lantern
(10) oil flask
(4) holy water flask
(4) acid flask
antitoxin flask
pen
(10) parchment
(7) healing potion
26 gp, 9 sp, 8 cp

Divine Sense
Lay on Hands
Divine Smite
Divine Health (Immune to Disease)
Extra Attack
Cold Resistance

Longsword: +7 attack, 1d8 +4 slashing
Mace: +7 attack, 1d6 +4 crushing
Breath Weapon: 15 ft cone, 2d6 cold, DC13 Con save
AC 16, HP 44, Speed 30, Initiative 0, Perception 11

Save DC 13
Spell Attack +5

Oath: ensnaring strike, speak with animals, moonbeam, misty step
Channel divinity: nature's wrath, turn the faithless

Prepared Spells
1st: bless, divine favor, ensnaring strike, speak with animals
2nd: lesser restoration, magic weapon, moonbeam, misty step

Resources
Lay on Hands: 25 hp
Divine Sense: 3
Channel Divinity: 1

Spell Slots
1st: 4
2nd: 2

Known Spells
"blocked by material" = 1 ft stone, 1 inch metal, thin sheet of lead, 3 ft wood or dirt
[c] = concentration, up to the duration given

1st level

speak with animals
1 action, self, V/S, 10 minutes
understand and speak to any animal

ensnaring strike
1 bonus action, self, V, [c] 1 minute, STR save negates
on next hit, vines restrain target for duration, large creatures have advantage on save
while restrained, target takes 1d6 piercing at start of each of its turns +1d6 per slot ^1st
target or any creature that can touch it can make STR check aginst spell save DC to free target

bless
1 action, 30 ft, V/S/M, [c] 1 minute, 3 targets +1 per slot ^1st
+1d4 to attack rolls and saves

command
1 action, 60 ft, V, 1 round, 1 target +1 per slot ^1st within 30 ft of each other, WIS save negates
forces target to follow a simple command on its next turn

cure wounds
1 action, touch, V/S
restores 1d8 + CHA mod hp + 1d8 per slot ^1st

detect evil / good
1 action, self, V/S, [c] 10 minutes, blocked by material
locate any aberration, celestial, elemental, fey, fiend, undead in 30 ft
locate any consecrated / desecrated location / object in 30 ft

detect magic
1 action, self, V/S, [c] 10 minutes, blocked by material
sense magic in 30 ft, use action to reveal aura and determine school

detect poison
1 action, self, V/S/M, [c] 10 minutes, blocked by material
locate and identify type of poisons, poisonous creatures, and diseases in 30 ft

divine favor
1 bonus action, self, V/S, [c] 1 minute
attacks deal +1d4 radiant damage

heroism
1 action, touch, V/S, [c] 1 minute, 1 target +1 per slot ^1st
target is immune to fear and gains CHA mod temp hp at the start of each of its turns, temp hp lost when spell ends

protection from evil / good
1 action, touch, V/S/M, [c] 10 minutes, 1 target
for aberrations, celestials, elementals, fey, fiends, undead: attacks versus spell's target have disadvantage, and spell's target can't be charmed, frightened, possessed; if already under an effect, advantage on any new saving throws

purify food / drink
1 action, 10 ft, V/S
purges poison, disease from all food and drink within 5 ft of target point

shield of faith
1 bonus action, 60 ft, V/S/M, [c] 10 minutes, 1 target
+2 AC

2nd level

aid
1 action, 30 ft, V/S/M, 8 hours, 3 targets
+5 hp and max hp, +5 per slot ^2nd

find steed
10 minutes, 30 ft, V/S
a celestial / fey / fiend chosen from warhorse, pony, camel, elk, mastiff appears within range, intelligence set to 6 if normally less, understands one language that you speak
while mounted, any self-targeted spell can also target steed
disappears at 0 hp or if dismissed (1 action); casting again summons the same steed at at full hp
communicate telepathically within 1 mile

lesser restoration
1 action, touch, V/S
remove one condition / disease

locate object
1 action, self, V/S/M, [c] 10 minutes, blocked by lead only
sense direction to and motion of an object within 1000 ft
either a specific object that you've had eyes-on within 30 ft, or nearest of a type

magic weapon
1 bonus action, touch, V/S, [c] 1 hour
nonmagical weapon becomes magical and gains +1 to attack and damage
+2 for 4th / 5th slot, +3 for 6th+ slot

protection from poison
1 action, touch, V/S, 1 hour
neutralize one poison affecting a target, either chosen from those you're aware of, or randomly
advantage on saves against poison, resistance to poison damage

zone of truth
1 action, 60 ft, V/S, 10 minutes, CHA save negates
15 ft radius sphere prevents lying, creatures receive a save when they enter and each turn they begin in the spell's radius
caster knows whether saves are failed, creatures are aware of the spell

moonbeam
1 action, 120 ft, V/S/M, [c] 1 minute, CON save halves damage + reveals form
5 ft wide 40 ft high cylinder of light deals 2d10 radiant damage +1d10 per slot ^2nd
shapechangers save with disadvantage and their true form is revealed on a failure, they can't shapechange again while within spell's effect
use action to move beam 60 ft in any direction

misty step
1 bonus action, self, V
teleport up to 30 ft to a visible location

Wealth By Level
500 + gold: 1d10 5 x 25 = 625

Xp, loot gained this adventure
84 xp
16 gold
 
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Name: Cazarina Darkhorse
Race: Tiefling
Class: Bard
Alignment: Chaotic Neutral
Level: 5

Abilities
Str: 8 (-1)
Dex: 14 (+2)
Con: 14 (+2)
Int: 13 (+1)
Wis: 10
Cha: 18 (+4)

Ability Improvements: +2 charisma & + 1 intelligence (race), +2 (4th level bard)

HP: 34
Hit Dice: 5d8
AC: 14 (studded leather armor + dex)

Attacks
Rapier + 5 to hit, 1d8 +2 [finesse]
Dagger +5 to hit, 1d4 +2 [finesse]
Crossbow, Light +5 to hit, 1d8 +2

Background: Courtier
Skill Proficiencies: Insight, Persuasion
Languages: Two of your choice (Draconic & Elvish)
Equipment: A set of fine clothes and a pouch containing 5 gp

Proficiency Bonus
+3

Proficiencies
Armor: Light armor
Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords
Tools: Three musical instruments of your choice (drum, horn, pan flute)
Saving Throws: Dexterity, Charisma
Skills: Choose any three

Skills
Deception, History, Insight, Investigation, Perception, Performance, Persuasion, Stealth

Languages
Common, Draconic, Elvish, Infernal

Bardic Inspiration
You can inspire others through stirring words or music.

Jack of All Trades
Starting at 2nd level, you can add half your proficiency bonus, rounded down, to any ability check you make that doesn’t already include your proficiency bonus.

Song of Rest
Beginning at 2nd level, you can use soothing music or oration to help revitalize your wounded allies during a short rest. If you or any friendly creatures who can hear your performance regain hit points at the end of the short rest by spending one or more Hit Dice, each of those creatures regains an extra 1d6 hit points.
The extra hit points increase when you reach certain levels in this class: to 1d8 at 9th level, to 1d10 at 13th level, and to 1d12 at 17th level.

Expertise
At 3rd level, choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. At 10th level, you can choose another two skill proficiencies to gain this benefit. (Deception & Persuasion)

Cutting Words - College of Lore
At 3rd level, you learn how to use your wit to distract, confuse, and otherwise sap the confidence and competence of others. When a creature that you can see within 60 feet of you makes an attack roll, an ability check, or a damage roll, you can use your reaction to expend one of your uses of Bardic Inspiration, rolling a Bardic Inspiration die and subtracting the number rolled from the creature's roll. You can choose to use this feature after the creature makes its roll, but before the GM determines whether the attack roll or ability check succeeds or fails, or before the creature deals its damage. The creature is immune if it can't hear you or if it's immune to being charmed.

Font of Inspiration
Beginning when you reach 5th level, you regain all of your expended uses of Bardic Inspiration when you finish a short or long rest.

Racial
When you reach 3rd level, you can cast the hellish rebuke spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the darkness spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.

Known
Cantrips - Mage Hand, Minor Illusion, Thaumaturgy ( Tiefling), Vicious Mockery
1st - Comprehend Languages, Healing Word, Heroism, Hideous Laughter, Sleep
2nd - Silence, Suggestion
3rd - Fear

Spell Slots
4 First, 3 Second, 2 Third

Equipment
• Rapier - 1d8 piercing, finesse
• Dagger - 1d4 finesse, light, thrown
• Crossbow, Light - 1d8 piercing, loading, 2 handed
- 100 bolts
- bolt case
• Studded Leather Armor - 12+ Dex bonus
• Musical Instrument - Horn
• Entertainer's Pack - Includes a backpack, a bedroll, 2 costumes, 5 candles, 5 days of rations, a waterskin, and a disguise kit.
• Diplomat's Pack
• Second Set of Fine Clothes
• Book (blank pages)
• Rations (10 days)

Mount: Riding Horse
- Saddle, Riding
- Saddle Bags
- Bit & Bridle
- Horse Feed (10 days)
 
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Name: Thokk
Race: Half-Orc
Class: Barbarian
Alignment: Chaotic Good
Level: 5

Abilities
Str: 17
Dex: 13
Con: 15
Int: 8
Wis: 10
Cha: 12
Attacks

Backround: Outlander

Trait: I watch over my friends as if they were a litter of newborn pups.

Ideal: Greater good. It is each person's responsibility to make the most happiness for the whole tribe.

Bond: My family, Clan or tribe is the most important thing in my life, even when they are far away.

Flaw: There's no room for caution in a life lived to the fullest.

Proficiencies
skills:
Athletics, Survival, Intimidation, Perception
Equipment: Light armor, Medium armor, Shields, Simple weapons, Martial weapons.
Tools: None
Saving throws: Constitution, Strength

(Not done yet)
 
Player: Daerune
Name: Dae’Thail Saethus
Class: Druid
Level: 5
Race: Elven (Eladrin)
Alignment:
Chaotic Good
Background: Hermit

[Statistics]

[Health]

Hit Points: 38
Hit dice: 5d8

[Attributes]
Strength: 8 (-1)
Dexterity: 14 (+2)
Constitution: 14 (+2)
Intelligence: 14 (+2)
Wisdom: 15 (+2)
Charisma: 10 (+0)

[Armor & Speed]
Armor Class: 13
Initiative: +2
Speed: 35

[Weapons]

Quarterstaff | Atk Bonus +2 | 1d6-1 Bludgeoning
Shortbow | Attack bonus +5 | 1d6+2 Piercing
Unarmed does 0 Damage so... yea

[Proficiencies]

Saving Throw: INT, WIS.
Proficiencies bonus: +3
Elf Proficiency: Longsword, Shortsword, Shortbow, Longbow
Druid Proficiency: Clubs, Daggers, Darts, Javelins, Maces, Quarterstaffs, Scimitars, Sickles, Slings, Spears
Tools: Herbalism kit
Armor Proficiency: Light Armor, Medium Armor, Shields\
Outlander: Horn

[Skills]

Perception
Medacine
Religion
Insight
Survival

[Class]

Combat Wildshape - Use bonus action to shapeshift instead of action. While Transformed he is capable of expending one spell slot to regain 1d8 hit points per level of the spell slot expended.
Circle Forms - 1CR

[Race]

Darkvision - 60 Feet
Keen Senses - Perception Proficiency
Fey Ancestry - Advantage against being charmed. Cannot be put to Sleep
Trance - Meditate deeply, remaining semiconscious, for 4 hours. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.
Fey Step - You can cast the misty step spell once using this trait. You regain the ability to do so when you finish a short or long rest.

[Hermit]

Discovery: The quiet seclusion of your extended hermitage gave you access to a unique and powerful discovery. The exact nature of this revelation depends on the nature of your seclusion. It might be a great truth about the cosmos, the deities, the powerful beings of the outer planes, or the forces of nature. It could be a site that no one else has ever seen. You might have uncovered a fact that has long been forgotten, or unearthed some relic of the past that could rewrite history. It might be information that would be damaging to the people who or consigned you to exile, and hence the reason for your return to society.

[Feats]

Warcaster
  • You have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage.
  • You can perform the somatic components of spells even when you have weapons or a shield in one or both hands.
  • When a hostile creature's movement provokes an opportunity attack from you, you can use your reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature.

[Language]

Druidic, Common, Elvish, Sylvan

600 Gold
Quarterstaff (Oak Wood)
Shortbow (Ash Wood)
Leather Armor
Travelers Cloths
Trophy of a Hunt
Explorer's Pack (Backpack, Bedroll,Mess Kit, Tinderbox, 10 torches, 10d rations, Waterskin, 50 feet hempen rope)
Druidic focus
Horn
 
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Flavia Igni
Fire Genasi
Sorceress Lv 5
Exp 6,500/14,000
Ability Points________Mod____Saves
  • Str___0_______________0_______0
  • Dex_15______________+2 _____+2
  • Con_15______________+2______+5 *
  • Int___9_______________-1_______-1
  • Wis_12______________+1______+1
  • Chr_16______________+3_______+6 *

(DEX) Acrobatics+2
(WIS) Animal Handling+1
(INT) Arcana-1
(STR) Athletics+0
(CHA) Deception+3
(INT) History-1
(WIS) Insight+1
(CHA) Intimidation+6
(INT) Investigation+2
(WIS) Medicine+1
(INT) Nature-1
(WIS) Perception+1
(CHA) Performance+3
(CHA) Persuasion+6
(INT) Religion-1
(DEX) Sleight of Hand+2
(DEX) Stealth+2
(WIS) Survival+4

Unarmed__to Hit: +3__Dmg: 1
Dagger____to Hit: +5__Dmg: 1d4+2
Quartstaff_to Hit: +3__Dmg: 1d6 (1d8)

 
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