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Dice The Mirror of Galora (Character information)

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1695760875110.png Name: Ser Vael of Esuvii, Currently Ser Vor Vael of Esuvii (The first name is more of a title, which changes with aspect of the season they are currently in), Friends call them " Vee")
Race: Eladrin Elf (Currently in the Aspect of Spring)
Gender: Fluid, Changes from season aspect to season aspect (which can change daily pending Vael's disposition), currently female
Pronouns: They/Them

Class: Oath of the Ancients Paladin 3rd Level
Background: Far Traveller
Character Sheet Link: D&D Beyond Character Sheet

Description:
Note that the picture shows Vael's general form and look but not exactly their look and not their coloring with the seasons or their gear.

Vael's current description:
Vael is an Eladrin elf with sharp angular facial features , long pointed ears, and long wavy dark green hair, along with distinctive curving horns that run from the front and sides of her head back, and bright eyes of gold. Their skin in this aspect is a light rose tinted tan color with many golden colored freckles on their face and neck going down their body. They stand about 5 feet 10 inches tall (1.778 m). They have a very athletic and strong build (Think Korra from Legend of Korra). They wear chain armor, carry a well worn and well traveled backpack and a close fitting hooded grey cloak with a hood designed to fit their horns, with sturdy boots. They have a shield, a long sword, and a war hammer. (more description to come)

They have a white colored Warhorse named Asta.

Around their neck is a Holy Symbol, an ornately carved and painted Tiger Lily .



Backstory:
Vael was raised in the Eladrin village of Esuvii deep within the Feywild. Their village and lands had been long protected by the Fae Goddess Aoife. Vael was born into a long line of Fey Knights who serve the Goddess and Village in the name of the Fey Queen.

Vael had spent about fifty years preparing to be a knight, the final ceremony of the Fey Knights was for them to go deep into the Feywild on a quest. Vael did so but when they returned to their village, they found their village destroyed and empty. Vael now has been searching for over 61 years looking for clues as to who destroyed their village and if there were any survivors while performing their duties as a Knight Errant...their journey recently leading them out of the Feywild and into a new world.
 
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DeanSpencer-spotcol-nightbladeassassinalt.jpg
Organization name: ???
These will be part of your first encounter.
 
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Still adding flavor stuff to my boy's profile but his sheet is finished.

 
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Still adding flavor stuff to my boy's profile but his sheet is finished.

Love the silver what is useful in the languages. Elvish, draconic, dwarvish. Those are the ones youd probably use most. But I've had players take languages and intentional make a little part where only the ones who know it can understand what's going on.
 
Zeryn Doul

Class: Sorcerer (Aberrant Mind) 3
Species: Human (Variant)
Size: Medium
Alignment: Lawful Neutral
Background: Sage

[ABILITY SCORES]​

Strength 8 (-1)
Dexterity 15 (+2)
Constitution 11 (+0)
Intelligence 17 (+3)
Wisdom 14 (+2)
Charisma 20 (+5)

[PROFICIENCIES]​

Proficiency Bonus +2

Saving Throws:
Constitution +2
Charisma +7

Skills:
Arcana +5
Deception +7
History +5
Intimidation +7
Persuasion +7
(Passive Perception 12)
Languages Common, Draconic, Infernal, Undercommon

[COMBAT]​

HP 14; HD 3d6
Initiative +2; Speed 30 ft.
AC 12 (Dex +2)

[SPELLS]​

Spellcasting Ability Charisma;
Spells Save DC 16 (8 Base + 5 Charisma + 2 Proficiency Bonus +1 Bloodwell Vial)
Spells Attack Bonus +8 (+5 Charisma + 2 Proficency Bonus + 1 Bloodwell Vial)

Spell Slots:
1st level
: 4
2nd level: 2

Known Spells:

- Cantrips:
Chill Touch
Mage Hand
Mind Sliver
Minor Illusion
Prestidigitation
Shape Water

- Level 1:
Arms of Hadar
Chromatic Orb
Dissonant Whispers
Magic Missile
Silvery Barbs

- Level 2:
Detect Thoughts
Hex
Misty Step

[ FEATURES & TRAITS ]​

Psionic Spells

Telepathic Speech (3 min)
: You can form a telepathic connection between your mind and the mind of another. As a bonus action, choose one creature you can see within 30 feet of you. You and the chosen creature can speak telepathically with each other while the two of you are within a number of miles of each other equal to your Charisma modifier (minimum of 1 mile). To understand each other, you each must speak mentally in a language the other knows. The telepathic connection lasts for a number of minutes equal to your sorcerer level. It ends early if you are incapacitated or die or if you use this ability to form a connection with a different creature.

Font of Magic: 3 Sorcery Points

Metamagic:
Heightened Spell: When you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 3 sorcery points to give one target of the spell disadvantage on its first saving throw made against the spell.
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 (1 sorcery point if the spell is a cantrip). To be eligible, a spell must be incapable of targeting more than one creature at the spell's current level.

Feats:
Telekinetic

[EQUIPMENT]​


[CHARACTER]​

Appearance:


Personality Traits:
I am utterly serene, even in the face of disaster.
I can't resist prying into anything forbidden, since it must be terribly interesting.

Ideal: Power: Knowledge is the path to power and domination. (Evil)

Bond: I won't sell an art object or other treasure that has historical significance or is one of a kind.

Flaw: Unlocking an ancient mystery is worth the price of a civilization.

Character Backstory: Zeryn's mother was an adventurer who often journeyed into the Underdark. Her party's last raid saw them end the attempt of an Illithid cult to open a portal to the Far Realm, but the exposure to the foul energies released by the collapsing portal affected her unborn child. Zeryn was born with sorcerous potential from this aberrant taint.

Rather than be disturbed Zeryn's parents encouraged him to make use of his gifts, and his father got him an apprenticeship in a library known for having a vast collection of texts on eldritch knowledge. Zeryn took to intellectual pursuits like a duck to water (or an Illithid tadpole to it's host's brain), but eventually had learned all that the library had to offer. Seeking more knowledge and hoping to find some way to enhance his powers Zeryn became an adventurer, pursuing knowledge and artifacts over gold.

Equipment:
Dagger
A bottle of ink, a quill, a small knife, a set of common clothes,
Dungeoneer's Pack
Bloodwell Vial (Uncommon): +1 bonus to spell attack rolls and to the saving throw DCs of your sorcerer spells.
When rolling Hit Dice to recover hit points while carrying the vial, can regain 5 sorcery points. This property of the vial can't be used again until the next dawn.

Money: 210 GP
 
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Class: Bard
Species: Mousefolk
Size: Small
Alignment: Neutral Good
Background:
Level: 3
Name: Gilgamesh. Or Gilly, for short. (named after my beloved hamster of blessed memory. RIP)
Gender: "Squeak?"
Pronouns: any work, Hir Hir Hirs, mayhaps?

[ABILITY SCORES]​

Strength: 12
Dexterity: 16
Constitution 15
Intelligence: 16
Wisdom:13
Charisma: 17

Unmasked Charisma: 12

[PROFICIENCIES]​

Proficiency Bonus +2
Saves: Str +1, Dex+5, Con+2, Int+3, Wis+1, Cha+4

Skills


Athletics (+1
Acrobatics (+3
Sleight of Hand (+3)
Stealth (+3)
Arcana (+3)
History (+3
Investigation (+3
Nature (+3
Religion (+3
Animal Handling (+1
Insight (+1)
Medicine (+1)
Perception (+1)
Survival (+1)
Deception (+3/+1)
Intimidation (+3/+1)
Performance (+3/+1
Persuasion (+3/+1)


Languages:Common, Rodentia
Tool Proficiencies: Light Armour, Simple Weapons (+ a few more), Three musical instruments
Unmasked Proficiencies:


[COMBAT]​

HP 21 ; HD 3d8
Initiative
Speed:
25 ft.
AC

[ SPELLS ]​

Spellcasting Ability: Charisma; Spells Save DC: 13 ; Spells Attack Bonus: 5
Spell Slots: 6
1st level
:4
2nd level:2
Known Spells
- Cantrips:


- Level 1:


- Level 2:


[ FEATURES & TRAITS ]​


Feats:

[EQUIPMENT]​

[CHARACTER]​

Appearance:



Personality Traits:

Ideal:
Bond:
Flaw:

Character Backstory
Allies & Organizations



https://www.rpnation.com/posts/11772185/react?reaction_id=1
 
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Buhak Thunderhoof

Class: Ranger (Cowboy Conclave)
Species: Centaur
Size: Large
Alignment: Neutral Good
Background: Outlander

[ABILITY SCORES]​

Strength 14 (+2)
Dexterity 14 (+2)
Constitution 12 (+1)
Intelligence 10 (+0)
Wisdom 14 (+2)
Charisma 13 (+1)


[PROFICIENCIES]​

Light Armor, Medium Armor, Shields, Firearms ,Martial Weapons, Simple Weapons,
Proficiency Bonus (+2)
Saves
Str (+4)
Dex(+4)
Con(+1)
Int(+0)
Wis(+2)
Cha(+1)
Skills

Acrobatics +2

Animal Handling +4

Arcana +0

Athletics +4

Deception +1

History +0

Insight +4

Intimidation +1

Investigation +0

Medicine +2

Nature +2

Perception +2

Performance +3

Persuasion +1

Religion +0

Sleight of Hand +2

Slealth(Disadvantage with Scale Mail) +2

Survival +4
Languages
Common, Centaur,Halfling, Dwarfish,Sylvan
Tool Proficiencies
Tinkers Tools, Lute

[COMBAT]​

crossbow, light
Ranged Weapon
80(320)
+6
1d8+2
Simple, Ammunition, Loading, Range, Two-Handed, Range (80/320)

Dagger
Melee Weapon
20(60) +4
1d4+2
Simple, Finesse, Light, Thrown, Range (20/60)

Quarterstaff
Melee Weapon
5ft.
Reach
+4
1d6+21d8+2
Simple, Versatile

Spear
Melee Weapon
20(60)
+4
1d6+21d8+2
Simple, Thrown, Versatile, Range (20/60)

Unarmed Strike
Melee Attack
5ft.
Reach
+4
3


Hooves
Melee Attack
5ft.
Reach
+4
1d4+2
HP: 25 ; HD: 1d10
Initiative
+2
Speed 40 ft.
AC: 16

[ SPELLS ]​

Spellcasting Ability: Wisdom ; Spells Save DC:12 ; Spells Attack Bonus: +4
Spell Slots: 3
1st level
:
2nd level:
Known Spells
- Cantrips:


- Level 1:
Animal Friendship
Detect Poison and Disease
Longstrider
Speak with Animals
- Level 2:


[ FEATURES & TRAITS ]​

Ranger Features
Hit Points PHB, pg. 90

Proficiencies PHB, pg. 90

Insight
Nature
Animal Handling
Favored Enemy PHB, pg. 91
You have advantage on Survival checks to track your favored enemies, as well as on INT checks to recall information about them. You also learn one language of your choice that is spoken by your favored enemies, if they speak one at all.
Monstrosities
Monstrosities are monsters in the strictest sense -- frightening creatures that are not ordinary, not truly natural, and almost never benign.
Halfling
Natural Explorer PHB, pg. 91
You have a favored terrain type. Your proficiency bonus is doubled for proficient skills when you make an INT or WIS check related to it. While traveling for an hour or more in your chosen terrain, difficult terrain doesn’t slow your group’s travel, your group can’t become lost except by magical means, you remain alert to danger even when you are engaged in another activity, you can move stealthily at a normal pace (while alone), you find twice as much food while foraging, and while tracking creatures, you learn the exact number, sizes, and how long ago they passed through the area.

Grassland
You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions.
Fighting StylePHB, pg. 91
You adopt a particular style of fighting as your specialty.

Archery
You gain a +2 bonus to attack rolls you make with ranged weapons.
SpellcastingPHB, pg. 91
You can cast known ranger spells using WIS as your spellcasting modifier (Spell DC 12, Spell Attack +4).

Ranger Archetype PHB, pg. 92
The Cowboy Conclave

Primeval Awareness PHB, pg. 92
As an action, you can expend one ranger spell slot (1 minute per level of spell slot) to sense whether any aberrations, celestials, dragons, elementals, fey, fiends, or undead are present within 1 mile of you (or within up to 6 miles if you are in your favored terrain). This feature doesn’t reveal the creatures’ location or number.
Primeval Awareness: 1 Action
Beast Whisperer

Cowboy Magic

Animal Friendship(1st)
Cowboy Marksmanship

RACIAL TRAITS
Fey GGtR
Your creature type is fey, rather than humanoid.

Charge GGtR
If you move at least 30 feet straight toward a target and then hit it with a melee weapon attack on the same turn, you can immediately make a hooves attack as a bonus action.
Charge: 1 Bonus Action

Hooves GGtR
Your hooves are natural melee weapons, which you can use to make unarmed strikes, dealing 1d4 +2 bludgeoning damage on a hit.
Hooves: 1 Action

Equine Build GGtR
When determining your carrying capacity and the weight you can push or drag, you count as one size larger. In addition, any climb that requires hands and feet is especially difficult for you because of your equine legs. When you make such a climb, each foot of movement costs you 4 extra feet, instead of the normal 1 extra foot.

Feats:

[EQUIPMENT]​

Clothes, Traveler's
Hunting Trap
BACKPACK
  • Bedroll
  • Mess kit
  • Rations(1 day)
  • Hempen, Rope (50 ft)
  • Tinderbox
  • Torch
  • Waterskin

[CHARACTER]​

Appearance:


Personality Traits:
I place no stock in wealthy or well-mannered folk. Money and manners won’t save you from a hungry owlbear.
I’m driven by a wanderlust that led me away from home.
Ideal:
Nature. The natural world is more important than all the constructs of civilization. (Neutral)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 from me.
An injury to the unspoiled wilderness of my home is an injury to me.
Flaw:
I am too enamored of ale, wine, and other intoxicants.
Violence is my answer to almost any challenge.
Character Backstory
Buhak was born to the Wildmane Clan, one the most prosperous centaur clans among the fertile grass hills to the southeast. But that prosperity and wealth didn't come without a lot of hard work and grit. For as far back as anyone could remember his Clan had been cattle herders and crafts folk. Entire armies worth of sheep and goats were herded all across those great green hills. Every member of the clan was expected to help contribute to it prosperity and Buha has since he was a Colt. Whether helping tan leather or doing the myriad of chores to be done on any given day. That's not to say his childhood was all hard toil as centaurs play as hard as they work. Playtime and mock war games peppered his days as a colt. And throughout the year, he could always look forward to some kind of festival or celebration.

But when he came of age he traded the toy crossbow for a real one. Buhak like many young centaurs had been trained to not only herd but defend the cattle. He'd joined his older sister and siblings in fending off monsters that would have snatched up their cattle. While forming a deep bond with the land it's self as a ranger. He was a dutiful and dedicated ranger but as the years went by his hooves got restless. His eyes wandered beyond the lands of his people. Those that were only glimpsed at when heading to nearby cities to trade.

So after telling his parents and clan elders, he left the Wildmane Clan. While his heart would always be there his hooves had to get moving. But he'd sworn to return someday once he'd gotten his fill of wandering.
Allies & Organizations
 
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Xack Tabbs





Class: 3rd Lv- Rogue ( Arcane trickster )​

Species: Owlin​

Size: Medium
Alignment: Chaotic Neutral
Background: Far Traveler



[ABILITY SCORES]​

Strength 9 (-1)
Dexterity 16 (+3)
Constitution 15 (+2)
Intelligence 16 (+3)
Wisdom 12 (+1)
Charisma 13 (+1)



[PROFICIENCIES]​

Proficiency Bonus +2
Saves Dexterity, Intelligence
Skills
X/Stealth +7
Perception +3
Persuasion +3
Intimidation +3
Insight +3
Deception +3
Slight of Hand +5
Languages Common, Elvish, Sylvan
Tools X/Thieves' tools
Instrument Piccolo

[COMBAT]​

HP 21 ; HD 1D8
Initiative +3 ; Speed/Flight 30 ft.
AC 15
Spell save DC = 8 +prof. bonus(2) + Intelligence modifier(3)= 13
Spell attack modifier = proficiency bonus + Intelligence modifier= 5



[ SPELLS ]​

-Cantrips-
Mage Hand Legerdemain
Shape Water
Booming Blade
-1st level-
Disguise Self
Silent image
Silvery Barbs

[ FEATURES & TRAITS ]​

Darkvision-
You can see in dim light within 120 feet of yourself 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.

Flight-
Thanks to your wings, you have a flying speed equal to your walking speed. You can't use this flying speed if you're wearing medium or heavy armor.

Silent Feathers-
You have proficiency in the Stealth skill.
Feats:

[EQUIPMENT]​

One set of traveler's clothes
A well maintained though old Piccolo
A poorly wrought map from the homeland that depict where we are
A small piece of jewelry worth 10gp
A pouch containing 5gp
A shortsword
Another shortsword
A burglar's pack
Two daggers, and thieves' tools
Studded Leather Armor


[CHARACTER]​

Appearance:[ Only black; Years of sneaking and stealing and other nefarious actions has taught him to darken his feathers and clothing with a strange concoction that he never tells the same mixture of to the same person. He only has it on one side of his facial feathers, allowing him to shift the feathers and reveal his brilliant white face; almost like a full moon in the empty night sky. He usually does this right before a kill.

His body is very much like a normal Owl, just made more humanoid; instead of hands and feet, he has scaled talons, black- like the rest of him. Talons, eyes, even his beak are night sky black. Only the face is white, when he turns the feathers to the untainted side. When he seems to be a whole other entity.

Xack.jpg



Personality Traits:

Ideal: I cannot accept that it was just an accident, I will find out what happened
Bond: Losing everyone had made me cold and empty on the inside, outside carefree and nonchalant- with just a bit of Menace and Forebode
Flaw: risk taker, not very self survival oriented

Character Backstory:

Xack was.... Orphaned at a young age, even before he was fully born honestly, still in his egg. He came to be at a professors desk at a rather prestigious school for the magic arts. There, he adopted a strong understanding of magics of all kinds, and found family in the faculty and other students. This school was known to harbor all the worst students from any magical academy, though it was odd how high all students marks where and how well behaved they where. Regardless- it wasn't meant to be, as a horrible storm caused a fire that could not be contained to the academy. It claimed nearly everyone there, except a few survivors. Who spoke that the storm was not natural, that the fire was not from lightening from the sky- that there was far more to this tragedy then just an accident.

Utterly devastated; after finding that his closest friend had perished in the calamity, Xack faded away- both in mind and heart- leading a life on the edge of everything. He never truly connected to anything after that, learning how to steal and kill sudden and quietly- making him useful and expensive. Life was a blur for him till he tries to pick pocket the wrong person, realizing they had something he only saw once before. A small glimmer came to his life finally.

Allies & Organizations
 
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