- Prodigy: 1 extra tool proficiency (Thieves' Tools), 1 extra language (Celestial), 1 extra skill proficiency (Perception), and expertise in one skill (Perception)
- Feature: 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 in a specific person’s handwriting, as long as you have seen an example of the kind of document you are trying to copy.
- Otherworldly Patron (Celestial): Struck a bargain with a powerful angelic being
- Celestial Spells:
- 1st: Cure Wounds, Guiding Bolt on Warlock list
- Bonus Cantrips: Sacred Flame and Light
- Healing Light: Pool of d6s = 1 + Warlock Level (2); bonus action to expend up to Charisma mod dice to roll and heal that much to a target in 60ft. Refills on Long Rests
Cantrips and Spells. Spells always at max possible level (1) and regain all slots (1) on a short or long rests
Casting Time: 1 action
Range: 120 feet
Components: V S
A beam of crackling energy streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 force damage.
The spell creates more than one beam when you reach higher levels: two beams at 5th level, three beams at 11th level, and four beams at 17th level. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam.
Casting time: 1 Action
Range: 5 feet
Components: V, M (a weapon)
As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell's range, otherwise the spell fails. On a hit, the target suffers the attack's normal effects, and green fire leaps from the target to a different creature of your choice that you can see within 5 feet of it. The second creature takes fire damage equal to your spellcasting ability modifier. This spell's damage increases when you reach higher levels.
At 5th level, the melee attack deals an extra 1d8 fire damage to the target, and the fire damage to the second creature increases to 1d8 + your spellcasting ability modifier. Both damage rolls increase by 1d8 at 11th level and 17th level.
Casting time: 1 Action
Components: V, M (a firefly or phosphorescent moss)
Duration: 1 hour
You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action.
If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell.
Flame-like radiance descends on a creature that you can see within range. The target must succeed on a Dexterity saving throw or take 1d8 radiant damage. The target gains no benefit from cover for this saving throw.
The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
A flash of light streaks toward a creature of your choice within range.
Make a ranged spell attack against the target. On a hit, the target takes 4d6 radiant damage, and the next attack roll made against this target before the end of your next turn has advantage, thanks to the mystical dim light glittering on the target until then.
When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
- 2 Light Crossbows and 20 bolts (sold for thieves' tools and change)
- 2 Daggers
- Leather Armor
- Arcane Focus (Amulet Necklace)
- Set of Fine Clothes
- Disguise Kit
- Forgery Kit
- Thieves' Tools
- A signet ring of an imaginary duke
- Belt Pouch with 5sp
- a Backpack
- a Crowbar
- a Hammer
- 10 pitons
- 10 torches
- a Tinderbox
- 10 days of Rations
- a Waterskin
- 50 feet of Hempen Rope
- Dagger: +4, 1d4+2
- Green-Flame Blade: +4, 1d4+2, 3 fire damage to an adjacent target
- Eldritch Blast: +5, 1d10 Force
- Guiding Bolt: +5, 4d6 dmg and next attack has advantage vs. target
- Sacred Flame: DC 13 Dex Save or 1d8 Radiant
Character Ons: Bisexual, Fine Wine, an attractive partner on a bed of gold. She prefers big, powerful partners, but is more than willing to take control if the mood is right
Player Offs: Scat, Watersport, Incest, Vomit, Vore
This is not what Clara had in mind. This is not it at all.
Clara is used to some things going wrong; that's just the life or a con-woman. She's spent most of her life on the streets using everything she has to survive. Sometimes its honeyed words. Sometimes its more base appeals, sometimes its the pointy end of a knife. She'd take people for, if not all their worth then at least all she wanted. Of course living like this is sure to get you sneaking out of town in the dead of the night once or thirty-seven times (but who's counting), but usually that was where it ended. A new town, a new identity, a new group of very affluent marks, and a few extra platinum in her pocket.
Then there was the last town. It's not her fault the local Temple to Torm had a beautiful necklace she just had to have. It's not her fault it wasn't identified as a powerful holy relic. AND it's DEFINITELY not her fault that she accidentally used it to summoned Planetar.
Speaking of, fuck that guy. He may have been a literal angel, but what right did that give him to criticize her for enjoying her life of larceny, abject hedonism, and self-satisfaction. Fuck him for offering such an unfair choice; rededicate her life to the forces of good or die there? That's not a choice; it's an ultimatum! Who would even want something as ephemeral as "redemption" when it requires her to help others. And that's another thing; what use are powerful magical abilities if you can't use them to enjoy life?
So yeah; that's why she's here. Because a big dumb angel said she had to be. But don't take this as a defeat; she's been in bad situations before and this won't be the last. She'll find a way around all those pesky restrictions and get right back to drinking, spending, whoring, and otherwise being lavished upon just as soon as she finds a way to justify it.
Clara’s earliest memories are of being a ward of the state in Marsember. She lived in an orphanage with a dozen or so other wards of various ages. She quickly learned that the cute kids got treated well and even adopted by rich nobles while the less cute ones ended up leaving on their own. Knowing this, she played up the cute innocent little girl angle all the time; culminating in her prospective adoption into House Indesm.
The only problem? Her adoptive “parents” were awful. They had a kid; they just wanted their precious little spawn to have a friend that they could get rid of if they needed. Clara was always a clever girl and read the writing on the wall. Why pretend so long to be some perfect child when all it got her was a different cage?
So, three months after her adoption, she stole off in the night with the things they had bought her and a collection of rings to sell. She kept a ring with a twisting Dragon symbol on it and took the name Clara Drake.
From there; her life on the street was a lot smoother than it had any right to be. She knew how to lie and pretend. She knew what words and actions would earn people’s trust and she knew what objects would earn her a paycheck.
She wandered from town to town, running schemes to lure people in and take what they owned. She learned to pick locks and hide from alarms. She learned to slip things up her sleeves. When she was older, she learned how easy it was to get people to let down their guard when they were sleeping in the same bed. And she learned what she wanted from life; comforts and pleasures big and small and man and woman.
She also learned that whenever the heat got to much, that it was best to move on to the next town and start over.
This worked for a long time; until she got a little too greedy. In Suzail, she found a priest of Torm who’s vows to his wife weren’t as important to him as he let on. A few schemes later (and a scandalous affair in the church bell tower) and she made her move; taking little treasures from the church.
She never even thought that the little amulet would be anything special; it was barely even locked up and it wasn’t half as expensive looking as the other things she took.
Regardless, as she was making her escape, she must have rubbed said amulet the wrong way and activated it. In the blink of an eye, she has a tall, well built, half naked angel standing in front of her looking very cross with her.
He knew all about her; every detail. He was unimpressed. He said it was only because she’d avoided bloodshed that he was willing to offer her a deal; give up her thieving ways and dedicate her life to the good of others... or find what she’d earned in the afterlife now.
Needless to say, she took the deal and has since been trying to work her way out of it and otherwise twist its terms to her benefit. While largely unsuccessful, she has not given up. Still, she needed to hold up her agreement for now.
Though why the winged bastard wants her in a nowhere town like Minroe is beyond her.
Fey Ancestry - advantage on saving throws against being charmed and magic can't put me to sleep.
Trance - meditate for 4 hours to gain the same benefit as sleeping for 8.
Elf Weapon Training - racial proficiency with longswords, shortswords, longbows and shortbows.
Fleet of Foot - base walking speed increases to 35ft.
Mask of the Wild - can attempt to hide when only lightly obscured by foliage, heavy rain, falling snow and other natural phenomena.
City Secrets - I can find passages through the urban sprawl that others would miss: out of combat, me and companions I lead can travel between any two points in the city twice as fast as our speed would normally allow.
Expertise - doubled proficiency bonus in thieves' tools and a skill or two skills. (thieves' tools and stealth)
Sneak Attack (1D6) - bonus damage with finesse and ranged weapons when I have advantage on the attack roll or when I don't have disadvantage and another enemy of the target is within 5ft of them.
Thieves' Cant - I can hide messages in normal speech which only others who know Thieves' Cant can understand though it takes four times as long to do so as to express the message plainly. I can also understand a secret language of markings and signs used by thieves to communicate simple messages in plain sight.
Backpack, bag of 1,000 ball bearings, 10 feet of string, 5 candles, crowbar, hammer, 10 pitons, hooded lantern, 2 flasks of oil, 5 days of rations, tinderbox, waterskin, 50 feet of hempen rope, leather armor, thieves' tools, small knife, map of Waterdeep, common clothes, my mother's roc-bone hairpin, 10gp
Lia lost her parents at a young age when a turf war broke out between two Waterdeep gangs in their district. She picked up enough from other street orphans to scrape a living begging and picking pockets and growing up this way taught her to recognise what made an easy mark, which houses were off limits for burglary and which shops would by goods "from uncle." As she matured, her natural talents and practical education allowed her to quickly become a successful sneak-thief. Keeping one step ahead of the law and avoiding stepping on the toes of any of the thieves' guilds in the city, she made a living for herself and gradually came to terms with her parents death. Eventually however, it proved impossible to live as a thief without working for a guild and she got noticed by the wrong people. She borrowed money from some loan sharks and used it to pay her way out of the city, fleeing Waterdeep for safer lands.
It was a long road to Cormyr. Lia found herself being pushed further and further from the Sword Coast as she desperately fled the guild's lackeys and her creditors, always having to drop everything and run as soon as they found out what town or city she'd stopped in for a time. Eventually, she ended up in Suzail. She made use of her superior instincts and her pursuers' unfamiliarity with the city to lose them before fleeing for the countryside and going to ground. From there, she decided to seek a smaller town where she could lay low or perhaps find a way to rebuild and make back everything she'd lost from escaping the guild. And so she arrived in Minroe.
Character Ons: Bisexual, oral (giving and receiving), pegging, anal (receiving), being creampied, being dominated.
Player Offs: Sexual gore, vore, toilet play.
Str: 14 (+2) Dex: 13 (+1) Con: 14 (+2) Int: 10 (+0) Wis: 14 (+2) Cha: 15 (+2)
AC: 16 Speed: 30' Max HP: 12
Saving Throws: Wis (+4), Cha (+4)
Passive Perception: 12
Skill Proficiencies: Athletics (+4), Animal Handling (+4), Insight (+4), Survival (+4)
Tool Proficiencies: Cook's utensils, Weaver's tools
Weapon Proficiencies: All martial and simple
Armor Proficiencies: All armour and shields
Background: Folk Heroine
- Divine Sense (thrice per day)
- Lay on Hands (5 hp)
- People in her home country will help her out
- Holy Symbol
- Arming Sword (also incorrectly known as a Longsword)
- Kite Shield
- Explorer's Pack
- The pointy end: +4 to hit / 1d8+2 pointy slashing damage
- The flat end: +4 to hit / 1d6+2 blunt damage
- IRON PUNCH: +4 to hit / 1d3+2 blunt damage
Character Ons: Pina coladas and long walks on the beach
Player Offs: The usual
Until recently, Farah had been happily married with two small children. Her husband, Ronan Blackwell, was a paladin of Torm and a member of the Purple Dragon Knights of Cormyr. His stipend from the crown afforded a nice house in the country where he and Farah raised their children. He taught her a bit of swordfighting and self-defence, and the basics of the complementary faiths of Torm and Helm. The Goblin Wars took its toll on this ideal, as Ronan went off to fight and never returned. In 1346, close to the end of the war, bands of goblinoid deserters began raiding the countryside. The Blackwell estate was one of those that was pillaged, and although Farah did her best to fight the attackers off, she was overpowered and gang raped, and left for dead while her two children were killed and eaten. When she regained consciousness, she made her way to the city of Suzail, where she told her story to the priests at the temple of Torm, and they offered her room and board in the temple in light of her husband's service.
Wishing to avenge the loss of her family, Farah tried to join the paladin order, but they were reluctant to train her, because she was driven by anger rather than piety. They tried to convince her to become a nun instead, and tend to the wounded. The army likewise refused her attempts to enlist, as they knew she would be a liability on the battlefield, and the Purple Dragon Knights would only accept warriors who had proven their valour on the battlefield. In 1347, after the Goblin War had officially ended, Farah sought out a reclusive retired paladin in the hills and persuaded him to train her in the ways of a holy warrior. The training was physically and mentally grueling, but it reshaped Farah's body from that of a soft civilian housewife into a hardened weapon of war. In order to complete her training, Farah's master bid her to go to a monster-infested dungeon and bring back something from the deepest part of it to prove that she had been there.
Armor Proficiencies: Heavy Armor, Medium Armor, Light Armor, Sheilds
Features: (Spells, Feats, Race, Class or Background Abilities etc)
-Skill Profecientcy (Stealth)
-Great Weapons Master:
On your turn, when you score a critical hit with a melee weapon or reduce a creature to 0 hit points with one, you can make one melee weapon attack as a bonus action.
Before you make a melee attack with a heavy weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack's damage.
You have a military rank from your career as a soldier. Soldiers loyal to your former military organization still recognize your authority and influence, and they defer to you if they are of a lower rank. You can invoke your rank to exert influence over other soldiers and requisition simple equipment or horses for temporary use. You can also usually gain access to friendly military encampments and fortresses where your rank is recognized.
-Proficiencies: (Perception, Survival)
-Fighting Style: (Great Weapon Fighting)
You can reroll a 1 or 2 on damage dice with melee weapons wielded with two hands.
-Second Wind: Once per short rest, you can use a bonus action to regain 1d10 + 1 HP.
Character Ons: Strong women, Attractive women, Dominance in the bedroom, Drink Player Offs: Watersports, Scat, Vore
Baelors life hasn't been an easy one.
While still a young man Baelor has seen every degree of combat that this world could offer you. He was only a boy when his parents, poor farmers sent him off to squire for what they presumed to be a knight of the Purple Dragons. He had the armor, he had the coin, what else was to be believed? The truth of the matter was he was essentially sold off to mercenaries and forced to learn the way of the blade. Some people in this world train decades to master the sword and it's techniques luckily for Baelor he was always a larger boy and apparently had a natural born talent for violence.
He spent most of his adolescence in learning all sorts of weapons, but he sort of grew into weapons that were larger then him and as his body hardened and his experience grew so too did the blades he chose to carry. He specialized in the great-sword very early on, swinging around the massive piece of steel with some apparent ease. Some even saying that it's like watching a dance with the whirling and wishing of the blade through the air, but a very deadly dance indeed.
As a Resident of Cormyr there was some thought given to joining the Purple Dragons and his skill on the Battlefield certainly lent some credence to a recommendation but a regulated army life wasn't exactly something that interested Baelor. While he certainly respected the warriors within it's ranks and was even able to earn a reputation among them as a skilled fighter he found that he likes the freedom that being a sword for hire allows him. His respect for those in the Cormyran Military is a respect he shares for all who take up the sword for a living and as such despite his taunting and teasing of new recruits and lower ranked individuals he still maintains a somewhat "decent" relationship with the military itself despite being an outsider of it.
Name: Wilfire the 'Halfling'
Race/Age/Height/Weight: Goblin/ 22/ 3'5"/ 50lbs
Class/Level: Bard 1 STR 10 (+0), DEX 15 (+2), CON 12 (+1), INT 10 (+0), WIS 12 (+1), CHA 16 (+3)
AC: 13 Speed: 30 Max HP: 9/9
Saving Throws: Dex +4, Cha +5
Languages: Common, Goblin
Passive Perception: 13
Skill Proficiencies: Deception +5, Perception +3, Performance +5, Sleight of Hand +4, Stealth +4
Tool Proficiencies: Bagpipes, Lute, Wargong
Weapon Proficiencies: Simple, crossbow, longsword, rapier, shortsword
Armor Proficiencies: light
Features: (Spells, Feats, Race, Class or Background Abilities etc)
Abilities: Fury of the Small (1/short rest), Nimble Escape, Bardic inspiration
Spells: Cantrips: Friends, Vicious Mockery. 1st level; Charm Person, Cure Wounds, Faerie Fire, Sleep.
Equipment: Dagger, leather armor, Staff, backpack, bagpipes, bedroll, candle (5), clothes, costume, clothes, costume, disguise kit, rations (5), rope, hempen (50 feet) (2), tinderbox, torch (2), waterskin, 8 gp, 4 sp, 8 cp
Attacks: Dagger.Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20 ft./60 ft., one target. Hit: 1d4+2 piercing damage.
Staff.Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 1d8 bludgeoning damage or 1d8 bludgeoning damage if used with two hands to make a melee attack.
Unarmed Strike.Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 1 bludgeoning damage.
Wilfire tells everyone he is a halfling even though he is a goblin. If pressed about his skin color he tries to convince others he just has a skin condition. When he was young his entire tribe was wiped out by the Grodd goblins except him. He left his home and began wandering to seek out the riches and power he needed to restore his tribe and breeding every woman he could along the way. So far he has a dry spell in regards to the women part of his grand plan. He has spent the last two years since the destruction of his tribe trying to survive the day to day life while slowly getting stronger then the average gob. Knowing he would eventually need to go to civilization, and not knowing how a goblin would be welcomed, he concocted his Halfling persona after spying on a traveling troupe of merchant Halflings as they had their nightly orgy.
Character Ons: Breeding, creampies, attractive women, tall women.
Player Offs: Male/male, Scat, vomit, sexual gore
Name: Adrian Falsworth
Class/Level: Sorcerer 1
Str: 8 ( -1 ) Dex: 10 ( +0 ) Con: 14 ( +2 ) Int: 14 ( +2 ) Wis: 10 ( -0 ) Cha: 17 ( +3 )
AC: 13 Speed: 30 Max HP: 9/9
Saving Throws: Con +4, Cha +5
Languages: Common, Infernal, Draconic
Passive Perception: 10
Skill Proficiencies: Deception +5, Sleight of Hand +2, Arcana +4, Persuasion +5
Tool Proficiencies: Disguise kit, Forgery kit
Weapon Proficiencies: Daggers, darts, slings, quarterstaffs, light crossbows.
Armor Proficiencies: None
Features: (Spells, Feats, Race, Class or Background Abilities etc)
Racial: Darkvision, Hellish Resistance, Infernal Legacy
Abilities: False Identity, Sorcerous Origin (Draconic Bloodline), Dragon Ancestor (Gold), Draconic Resilience Spells:
Cantrips: Thaumaturgy (Infernal Legacy), Fire Bolt, Prestidigitation, Blade Ward, Light
1st level: Burning Hands, Shield
Equipment: A set of fine clothes, a disguise kit, a set of weighted dice, a belt pouch containing 15 gp, light crossbow with 20 bolts, component pouch, explorers pack, two daggers.
Attacks: Dagger.Melee or Ranged Weapon Attack: +0 to hit, reach 5 ft. or range 20 ft./60 ft., one target. Hit: 1d4 piercing damage.
Light Crossbow. Ranged Weapon Attack: +0 to hit, range 80 ft./320 ft., one target, loading, two handed. Hit: 1d8 pierching damage.
Unarmed Strike.Melee Weapon Attack: -1 to hit, reach 5 ft., one target. Hit: 1 bludgeoning damage.
Adrian never knew his real parents, all he's had was his adoptive mother, no father or siblings. His mother was a kind human woman who he always looked up to and wanted to be like, and hated how people treated her for adopting a tiefling orphan. He has always been more on the feminize side, physically and mentally since he didn't have any male role models, though he doesn't like being called out on it. He doesn't really care that much to find out who his real family is, his mother was all he needed, but after his antics got her into some trouble, he left town to avoid hurting her further and decided to make a place for himself in the world.
Character Ons: Bisexual, Big Dicks, Being submissive, Being girlish
Player Offs: Scat, Vore, Gore, Watersports, Pain, Feet stuff
Name: Aralynn Mithalda
Race/Age/Height/Weight: High Elf/200/5'6"/125 LB
Str: 9 ( -1) Dex: 14 ( +2 ) Con: 12 ( +1 )Int: 14 ( +2 ) Wis: 15 ( +2 ) Cha: 12 ( +1 )
AC: -12 Speed: -30 Max HP: 9/9
Saving Throws: STR -1, DEX +2, CON +1, INT +2, WIS +2, CHA +1
Languages: Common, Draconic, Druidic, Elvish, Sylvan, Undercommon
Passive Perception: 14
Skill Proficiencies: Animal Handling +4, Arcana +4, History +4, Nature +4, Perception +4
Tool Proficiencies: Herbalism Kit
Weapon Proficiencies: Club, Dagger, Dart, Javelin, Longbow, Longsword, Mace, Quarterstaff, Scimitar, Shortbow, Shortsword, Sickle, Sling, Spear
Armor Proficiencies: Light Armor, Medium Armor, Shields
proficiency in the Perception skill.
have advantage on saves against being charmed, and magic can’t put you to sleep.
Trance: Doesn't need to sleep, has mental exercises that have become reflexive through years of practice. After resting in this way, gain the same benefit that a human does from 8 hours of sleep, with only 4.
Elf Weapon Training
You have proficiency with the longsword, shortsword, shortbow, and longbow.
You know one cantrip of your choice from the wizard spell list. INT is your spellcasting ability for it.
You can speak, read, and write one extra language of your choice.
When you attempt to learn or recall a piece of lore, if you do not know that information, you often know where and from whom you can obtain it. Usually, this information comes from a library, scriptorium, university, or a sage or other learned person or creature. Your DM might rule that the knowledge you seek is secreted away in an almost inaccessible place, or that it simply cannot be found. Unearthing the deepest secrets of the multiverse can require an adventure or even a whole campaign.
Cantrips= Druidcraft: Information~
Whispering to the spirits of nature, you create one of the following effects within range:
You create a tiny, harmless sensory effect that predicts what the weather will be at your location for the next 24 hours. The effect might manifest as a golden orb for clear skies, a cloud for rain, falling snowflakes for snow, and so on. This effect persists for 1 round.
You instantly make a flower blossom, a seed pod open, or a leaf bud bloom.
You create an instantaneous, harmless sensory effect, such as falling leaves, a puff of wind, the sound of a small animal, or the faint odor of skunk. The effect must fit in a 5-foot cube.
You instantly light or snuff out a candle, a torch, or a small campfire.
1d6 Frost Damage
You cause numbing frost to form on one creature that you can see within range. The target must make a Constitution saving throw. On a failed save, the target takes 1d6 cold damage, and it has disadvantage on the next weapon attack roll it makes before the end of its next turn.
Minor Illusion: Information~
S, M(a bit of fleece)
You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again.
If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends.
If you create an image of an object--such as a chair, muddy footprints, or a small chest--it must be no larger than a 5-foot cube. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it.
If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.
1st level Spells:
Animal Friendship: Information~
V, S, M(a morsel of food)
This spell lets you convince a beast that you mean it no harm. Choose a beast that you can see within range. It must see and hear you. If the beast's Intelligence is 4 or higher, the spell fails. Otherwise, the beast must succeed on a Wisdom saving throw or be charmed by you for the spell's duration. If you or one of your companions harms the target, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional beast level above 1st.