Robert Houlroyd

human with brown hair, green & brown gardening outfit, holding a potted plant in fingerless gloves

Robert Houlroyd (Druid)

Medium Humanoid (Human), Neutral Good

Cisgender man (he/him)

Armor Class: 14

Hit Points: 36

Speed: 30 ft.

Strength Dexterity Constitution Intelligence Wisdom Charisma
10 (+0) 16 (+3) 12 (+1) 16 (+3) 20 (+5) 10 (+0)

Skills: Animal Handling +6, Arcana +5, History +5, Insight +6, Investigation +5, Nature +7, Perception +6,

Senses: Passive Perception 16

Languages: Common, Druidic, Sylvan, Common Sign Language

Challenge: 4

Abilities

Spellcasting. Robert Houlroyd is a 4th-level spellcaster. His spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). He has the following Druid spells prepared:

Cantrips (at will): Guidance, Mending, Resistance, Shillelagh

1st Level (4 slots): Create or Destroy Water, Detect Poison and Disease, Entangle

2nd Level (3 slots): Barkskin, Enhance Ability, Lesser Restoration, Locate Animals and Plants

Natural Recovery. Once per long rest during a short rest, he chooses expended spell slots to recover. The spell slots can have a combined level of up to 2, and none of the slots can be 6th level or higher.

Wild Shape. As an action, he can magically assume the shape of a beast that he has seen before with a maximum CR 1/2 with no flying speed twice per short rest. He can stay in beast shape for 2 hours before reverting back to his normal form (or as a bonus action earlier or if he falls unconscious, drops to 0 hit points, or dies).

Traits

Hearing Loss [IE 4, Chronic]. Robert is completely deaf, which gives a −4 penalty on hearing-related checks but +4 on saving throws related to attacks that use sound (e.g. banshee wail). (Note: thunder damage is vibration, not sound, so this does not grant benefits against it.)

Actions

Scimitar. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.

Sickle. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) slashing damage.

Background

Robert Houlroyd was born without the ability to hear. That never stopped him from exploring and living his best possible life. Robert harnessed his other senses and, especially, can connect with the world when out in nature. He discovered this at a young age, which drove him instantly to become a Druid. Many people did not believe he would succeed. However, Robert proved every one of those people wrong. He learned how to communicate with nature and the animals around him in the swamps around the area in which he grew up. Robert realized how much he enjoyed flowers, and decided to create his own botany shop. At first, the shop was small, and only a few people would drop by. However, after one special trip to the swamp, Robert found a rare plant and brought it back to their shop. This plant has an unusual shape and color pattern that no other druid had noticed before. People started coming to this shop to see this rare plant, soon realized how talented a botanist Robert is, and have continued coming back. Robert loves all of the new attention that he is getting, especially because he gets to communicate with people about plants, flora, and fauna.

Personality

Robert Houlroyd is sweet and charming. He is able to communicate with others who understand sign language and also by writing on different surfaces. He is very sociable with everyone. Everyone knows that Robert is a well-meaning person who has others’ interests at heart. He loves plants as much as he loves people. Robert is also a smart businessperson. He runs the botany shop well, and everyone comes back to his shop due to the atmosphere. Robert has developed a really strong relationship with one of the prize-winning plants in his shop. Customers are always asking to purchase it; however, he refuses to let that one particular plant go. He knows that that plant is what got him to fall in love with botany in the first place.

Plot Hooks

  1. Adventurers may find Robert in a nearby swamp trying to protect the local flora from individuals who want to build land there.
  2. Adventurers would be hired to take a cutting of a rare plant so that Robert can propagate and sell it at his shop.
  3. Robert may request the help of the adventurers as one of his plants has become out of control, and he is unsure of what to do.



Quintessence

purple tiefling with round glasses, potions on leather belt, book on shoulder strap

Quintessence (Bard)

Medium Humanoid (Tiefling), Chaotic Good

Transgender woman (she/her)

Armor Class: 13

Hit Points: 33

Speed: 30 ft.

Strength Dexterity Constitution Intelligence Wisdom Charisma
10 (+0) 14 (+2) 12 (+1) 14 (+2) 8 (-1) 17 (+3)

Skills: Arcana +6, Investigation +4, Performance +7

Damage Resistance: Fire

Senses: Darkvision 60 ft., Passive Perception 9

Languages: Common, Infernal

Challenge: 5

Abilities

Spellcasting. Quintessence is a 5th-level spellcaster. Her spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). She has the following Bard spells prepared:

Cantrips (at will): Mage Hand, Minor Illusion, Thaumaturgy, Vicious Mockery

1st Level (4 slots): Bane, Disguise Self, Faerie Fire, Illusory Script

2nd Level (3 slots): Invisibility, Silence

3rd Level (2 slots): Glyph of Warding, Hypnotic Pattern, Major Image

Artistic Creation Quintessence can draw a representation of a non-magical object or a creature of CR ½ or lower. Once she has completed the drawing, a magical simulacrum of it magically appears in an unoccupied space within 30 feet of her. Any creature summoned in this way uses the statistics of the creature it duplicates, except that it is a construct. The creature is friendly to her and any creatures she designates. Its initiative is the same as Quintessence’s but acts immediately after hers, and obeys her spoken commands. It remains for 24 hours, until it dies, or when the original drawing Quintessence made is destroyed.

It takes Quintessence one action to draw a tiny object or creature in her art book. If she wishes to create something larger, she can spend an additional round concentrating (as if concentrating on a spell) on the drawing for every size category above tiny (she can draw anything in this manner, no larger than large, and must have a surface big enough to draw on). She can use this feature three times per day, regaining expended uses after a long rest.

Bardic Inspiration. As a bonus action, a creature (other than she) within 60 ft. that can hear her gains an inspiration die (1d6). For 10 minutes, the creature can add it to one ability check, attack roll, or saving throw. This can be added after seeing the roll, but before knowing the outcome.

Infernal Legacy. She knows the Thaumaturgy cantrip. She can cast Hellish Rebuke (2nd) once per long rest. Charisma is her spellcasting ability.

Song of Rest. If she or any friendly creatures who can hear her 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.

Traits

Attention Difference [IE 4, Remission]. Quintessence has trouble choosing subjects to focus on and switching between them. When performing any sustained task, she must succeed on a DC 12 Constitution saving throw. Failure indicates that she’s been distracted — all related skill checks take eighty percent times as long to complete. While distracted, she has a +4 on passive Wisdom (Perception). On success, she becomes hyperfocused and has advantage on all related skill checks. While hyperfocused, she has a −4 penalty on passive Wisdom (Perception).

When anticipating an important upcoming event, she must succeed on a DC 10 Constitution saving throw. Failure indicates that she’s distracted by that event as above until it begins.

Learning Difference (Dyslexia) [IE 4, Chronic]. Quintessence has difficulty accurately reading words. Preparing a spell from a spellbook takes her an additional 80% of the standard time unless she has someone assisting her by reading it to her.

Refractive Differences (Blurred Vision) [IE 2, Chronic]. Everything is blurry. Quintessence has −2 on all attack rolls and Wisdom (Perception) checks to see details or read. Her spellbook needs to be written in very large letters or by some other means to allow her to read it.

Actions

Quintessence has learned how to work with enchanted inks in creative and artistic ways, including attacking with them when necessary.

Quill. Melee or Ranged Weapon Attack: +4 to hit, reach 5ft., or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.

Incendiary Ink. Ranged Spell Attack: +5 to hit, range 30/120 ft., one target. Hit: 10 (2d6 + 3) fire damage.

Assistive Devices

Leggo's Lexical Lenses (Dyslexia)

Wondrous Item, Common

These ivory-framed spectacles help you read text that is inaccessible to you. While wearing these, any written words that you see appear to change their font, size, and layout to make them easier for you to read, reducing the IE of Dyslexia and other traits involving word shape or placement by 2. The lenses will transliterate words written in an alphabet that you can’t read but not translate them. These lenses have 1 charge. While wearing them, you can use an action to expend the charge and cast the Comprehend Languages spell. The lenses regain their charge daily after a long rest. Wearing them in environments with a lot of words (e.g. libraries) can disorient you as words constantly morph around you. You have a −2 penalty on all Wisdom (Perception) checks in such environments while wearing the lenses.

Background

Quintessence (goes by Quin with most people) was born to a family with strong ties to the infernal. Her father was a shrewd businessman who used magically infused inks to create binding contracts. He hoped that she would grow up to be the heir of his business, however, she had no interest in this. This was mainly because she found the legalistic aspects extremely dull, and her dyslexia made it almost impossible to pass the dry and complicated text of contracts even with assistive devices. This displeased her father, but she knew that she could not live the same life as him. In her boredom, she often would doodle with the enchanted inks, much to her father’s annoyance. She eventually started to figure out ways to use them more creatively and artistically. Quintessence saw her magic come to life in a way more entertaining than business contracts that her father dealt with and realized the endless possibilities she could make with but a pen stroke. Her father restricted her ability to create the art she wanted, so she decided to run away, taking as much enchanted ink as she could. Since then, Quintessence has traveled the world, trying to add color everywhere she goes.

Personality

Quintessence is a super friendly and bubbly person. She finds everywhere she goes is fascinating, as she had had quite a sheltered childhood, and often will get distracted by things that interest her. She takes in all of the world around her as inspiration for the magic that she wields and wants to bring to the world. Quintessence enjoys the process of creation, often getting ideas to improve the area she is in or the lives of people there. She often will jump straight into bringing these ideas to life without thinking to check if the people it affects would benefit or appreciate it. When she has an idea, she is headstrong and will make sure it gets completed, no matter how complicated it may become.

Plot Hooks

  1. The adventurers may find Quintessence if they need any special magic items to be designed; she would agree to provide her services if they would help her find rare inks and paints for her collection.
  2. Quintessence may ask the group to take her on a journey to explore an area to spark her creativity.
  3. Quintessence has painted a larger and more potent piece that must be delivered to the royalty within a strict deadline. However, to deliver the item, they must cross through a location rumored to have many bandits.



Pandora Frost

elf wearing purple & blue, drawing greatsword from back

Pandora Frost (Monk)

Medium Humanoid (Half-Elf), Lawful Good

Cisgender woman (she/her)

Armor Class: 16

Hit Points: 27

Speed: 40 ft.

Strength Dexterity Constitution Intelligence Wisdom Charisma
16 (+3) 18 (+4) 12 (+1) 12 (+1) 14 (+2) 12 (+1)

Skills: Acrobatics +6, Athletics +5, Deception +3, Intimidation +3, Sleight of Hand +4, Stealth +4

Senses: Passive Perception 12

Languages: Common, Dwarvish, Elvish, Goblin

Challenge: 3

Abilities

Martial Arts. While she is unarmed or wielding only monk weapons and she isn’t wearing armor or wielding a shield, she can use Dexterity instead of Strength for the attack and damage rolls, she can roll her Martial Arts damage die in place of the normal damage, and when she uses the Attack action on her turn, she can make one unarmed strike as a bonus action.

Ki. She can spend Ki Points to fuel ki features. She has 3 points per short rest, and her Ki save is DC 12.

Deflect Missiles. She can use her reaction to deflect or catch the missile when she is hit by a ranged weapon attack. When she does so, the damage she takes from the attack is reduced by 1d10 + 7. If she reduces damage to 0 and has a free hand, she can spend 1 ki point to make a ranged attack (as with a monk weapon) with range 20/60.

Fey Ancestry. She has advantage on saving throws against being charmed, and magic can’t put her to sleep.

Flurry of Blows. After she takes the Attack action on her turn, she can spend 1 ki point to make two unarmed strikes as a bonus action.

Open Hand Technique. Whenever she hit swith one of her Flurry of Blows attacks, she can impose one of the following effects on that target: fall prone if it fails a Dexterity saving throw (DC 12), get pushed up to 15 ft. if it fails a Strength saving throw (DC 12), or it can’t take reaction until the end of her next turn.

Patient Defense. She can spend 1 ki point to take the Dodge action as a bonus action on her turn.

Step of the Wind. She can spend 1 ki point to take the Disengage or Dash action as a bonus action on her turn, and her jump distance is doubled for the turn.

Traits

Blindness [IE 4]. Pandora’s vision is absent completely, and she has learned to navigate the world with little or no reliance on her eyes, depending on other senses instead. Because she has grown accustomed to this condition a long time, if she can explain to her GM how she’s using their other senses to assist with her Blindness, she has a −4 on sight-related attack rolls, ability checks, and saving throws including ranged combat beyond 10 ft. but a +4 bonus when using other senses to compensate, not because she’s become stronger, but because she’s learned to use them more effectively. She does not have disadvantage to hit invisible creatures. Pandora is proficient in the use of a stylus for reading and writing.

Actions

Heirloom Blade. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) or 8 (1d10 + 3) slashing damage, versatile.

Unarmed Strike. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit: 6 (1d4 + 4) bludgeoning damage.

Assistive Device

Heirloom Blade (Blindness)

Weapon (longsword), Uncommon

While holding this sword, you gain tremorsense out to a range of 30 feet, but due to the sensitivity that it grants to vibrations, you have disadvantage on saving throws against thunder damage while holding it. Proficiency with a longsword allows you to add your proficiency bonus to the attack roll for any attack you make with it.

Background

Pandora grew up in a small port town of monster slayers with her parents, grandmother and her 8-years-younger sister, Luna. Her grandmother, head monk at the temple in their hometown, taught her the ways of the monk in the hopes she could use her ki to help her discern the world around her where her eyes could not. Eventually, Pandora was able to join her clan to work and hunt, soon becoming one of the best fighters in her village. She was told that she could not participate in making use of the parts of the creatures they slew. The community saw that having blindness prevented her from using most kinds of crafting tools. Instead of challenging the community, she pivoted and found her calling in the fight.

The only tool Pandora would use was a special kind of calligraphy tool with raised-texture ink, so she could feel the design of her ink paintings. Her calligraphy art was only ever in black and white because of this, but it maintained that unique texture. When Pandora turned eighteen, her father, head of the slayers in their village, gifted her the family heirloom blade. With it by her side, Pandora advanced into her new monastic tradition.

Personality

Pandora can be stoic, but she is intensely protective and loyal, especially to Luna, and values family over anything else. Her tone is calm most of the time, as she rarely raises her voice. Pandora despises meat, but loves cheeses, fruits, and sweet foods. Foraging in the woods is a fun activity for Pandora as well. Calligraphy art is her favorite pastime, and she is often covered in ink without noticing afterwards or really minding. She enjoys studying and also being able to help others who are around her. She is willing to help those who are kind and honest.

Plot Hooks

  1. Pandora may hire adventurers to help find nicer calligraphy tools for her.
  2. Pandora may hire adventurers to assist her as rumors of problems with her hometown slayers are happening more frequently.
  3. Adventurers may find Pandora Frost during a large monastic festival. The group may find Pandora concerned because she feels as if something is wrong or about to go wrong.



Asher

tiefling with ram horns, pink skin, short maroon hair, high-neck red uniform-like jacket, cutlass on belt

Asher (Bard)

Medium Humanoid (Tiefling), Lawful Neutral

Transgender woman, she/her and they/them

Armor Class: 13

Hit Points: 39

Speed: 30 ft.

Strength Dexterity Constitution Intelligence Wisdom Charisma
10 (+0) 12 (+1) 12 (+1) 12 (+1) 12 (+1) 18 (+4)

 

Skills: Arcana +7, Deception +7, History +4, Insight +4, Intimidation +4, Investigation +4, Performance +10, Persuasion +7

Senses: Darkvision 60 ft., Passive Perception 12

Languages: Celestial, Common, Draconic, Infernal

Challenge: 6

Abilities

Spellcasting. Asher is a 6th level spellcaster. Her spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). She has the following Bard spells prepared:

Cantrips (at will): Prestidigitation, Minor Illusion, Vicious Mockery

1st Level (4 slots): Detect Magic, Faerie Fire, Healing Word, Hideous Laughter, Command

2nd Level (3 slots): Invisibility, Silence

3rd Level (3 slots): Dispel Magic, Hypnotic Pattern, Fear, Counterspell

Bardic Inspiration. 4 times per short rest. As a bonus action, a creature (other than herself) within 60 ft. that can hear her gains an inspiration die (1d8). For 10 minutes, the creature can add it to one ability check, attack roll, or saving throw. This can be added after seeing the roll, but before knowing the outcome.

Countercharm. As an action, she can perform until the end of her next turn. During that time, she and any friendly creatures within 30 ft. that can hear her gain advantage on saving throws against being frightened or charmed.

Cutting Words. As a reaction when a creature (that’s not immune to being charmed) she can see within 60 ft. makes an attack roll, ability check, or damage roll, she can expend one use of Bardic Inspiration, roll the die, and subtract the number from the creature’s roll. She can do so after the roll but before knowing the result.

Infernal Legacy. She knows the Thaumaturgy cantrip. She can cast the Hellish Rebuke spell as a 2nd-level spell once and the Darkness spell once with this trait and regains the ability to do so when she finishes a long rest. Charisma is her spellcasting ability for these spells.

Jack of All Trades. She can add half her proficiency bonus, rounded down (+1), to any ability check she makes that doesn’t already include it.

Song of Rest. If she or any friendly creatures who can hear her 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.

Traits

Diminished Motivation [IE 3, Chronic]: Asher struggles with motivation and accomplishing tasks that she needs to get done or usually enjoys doing. To begin a new task, Asher needs to make a DC 11 Wisdom check. She may reattempt this check every 3d4 minutes.

Startle Amplification [IE 2, Chronic]: Asher has an overactive stress response that can cause her to go into fight-flight-freeze reaction to non-threatening situations. This is triggered randomly 2d4 times per day and during any remotely stressful situation. Due to this Asher has a +2 bonus to Charisma (Intimidation) checks but a -2 penalty to Charisma (Persuasion) checks. She also has a +1 to her initiative due to her heightened awareness.

Traumatic Flashbacks [IE 4, Periodic]: Asher regularly experiences memories related to her childhood and time in the army. External stimuli trigger these events and can sometimes be random, due to this 4d4 times per day this response happens when exposed to anything related to her trauma history and lasts 4d6 minutes unless she succeeds on a DC 12 Constitution saving throw. When this is happening, all spellcasting and ability checks require her to succeed on a concentration check or make a subsequent check at disadvantage, and tasks that require a concentration check are made with a -4 penalty. If she takes damaged that is not congruent with the flashback, she may reattempt this Constitution saving throw immediately.

Actions

Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target.  Hit: 3 (1d4+1) piercing damage.

Rapier +1. Melee Attack: +5 to hit, 5 ft., single opponent. Hit: 6 (1d8+2) piercing damage.

Assistive Devices

Cosmic Spinner

This black and gold fidget spinner, shaped like an astrolabe, has 4 charges. Created to dissipate troubling thoughts, it functions as a nonmagical fidget, but while holding it, Asher can expend 1 charge as a reaction for one of the following properties. Troubling thoughts dissipation: Asher reduces the IE of Baseless Emotion, Intrusive Thoughts, and Traumatic Flashbacks for one hour or until Asher expends another charge.
Focused Thought Concentration: Asher has advantage on all saving throws to retain concentration for 1 minute. This fidget spinner regains 1d4 expended charges daily after a long rest.

Background

Asher is the noble Tiefling, directly descended from a devil and born under another name that she shall never mention. Her father was a general in the armies of the Nine Hells and stole away her human mother from a tavern barkeep long ago. From birth, Asher was groomed to become a leader. Her talent for music and desire for a different life were ignored and belittled. Her parents informed her that she did not have the talent to pursue a career as an entertainer. Instead of learning to play music, how to thrive and communicate with others, Asher was subjected to forced medication to make her more compliant and obedient.

Once she came of age, she joined the army of the Nine Hells. Here she hoped to find solidarity, lessons on how to live beyond what she had known growing up, and having her basic needs met. As Asher fought in the army across the Nine Hells against the demon incursion, she started to question everything her parents had taught her. This led to a journey of self-discovery that included her leaving the service due to mental health reasons against her will and without any support or compensation. For a period of time afterwards, she joined a mercenary group to spite them and prove that she was mentally ready for whatever life had to throw at her.

After retiring from military life completely, Asher started studying to become a bard at a local college. There the trauma of her past caught up to her and almost claimed her life. However, an old cleric friend offered her words of wisdom: live for yourself, no others. Despite the difficulty, she pursued knowledge and answers about what was happening to her. Eventually she found the woman of her life and continued to live for her, even when it was hard. Now Asher lives as a traveling entertainer with her amazing partner, who makes the best mead.

Personality

Asher can be found almost always singing and if she is not, her close friends and partner know it is time to check-in on her. Music is how she expresses her emotions and keeps her darker thoughts at bay. When not playing an instrument, Asher fidgets with her Cosmic Spinner to help ground her. She also isn’t likely to be found in loud taverns. Instead, she will perform in quiet open theaters or small stages where things are kept calm. She also always has her support animal, Kade a huskie, with her. Kade will help ground Asher when she starts to get lost in her traumatic memories. When in a trauma episode, Asher will switch from her charismatic fun self and often be perceived as harsher and struggle with navigating social situations. A common way for this to be triggered is by surprise attacks. Additionally, she struggles in the morning and may take time to warm up each day if traveling with a group of adventurers.

Plot Hooks

  1. The group is in search of a guide through the Nine Hells.
  2. The group finds Asher performing at a small venue late one evening.
  3. The group comes upon Asher and Kade as they fight off a surprise ambush from some bandits.



Ran Jadaar

Ran Jadaar (Paladin)

Medium Humanoid (Human), Lawful Good

Genderfluid (He/They)

Armor Class: 18

Hit Points: 78

Speed: 30 ft.

Strength Dexterity Constitution Intelligence Wisdom Charisma
14 (+2) 12 (+1) 16 (+3) 14 (+2) 14 (+2) 18 (+4)

Skills: Insight +5, Perception +5, Persuasion +7, Religion +5

Senses: Passive Perception 15

Immunity: Disease

Languages: Common, Dwarvish, Elvish, Gnomish

Challenge: 6

Abilities

Spellcasting. Ran is a 6th-level spellcaster. Their spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). They have the following Paladin spells prepared:

1st Level (4 slots): Bless, Command, Divine Favor, Protection From Evil and Good, Sanctuary, Searing Smite, Thunderous Smite

2nd Level (2 slots): Aid, Lesser Restoration, Zone of Truth

Aura of Protection. While they are conscious, they grant all friendly creatures (including them) within 10 ft. a +4 bonus to all saving throws.

Channel Divinity (Sacred Weapon). As an action they can imbue a weapon with positive energy. For 1 minute, the weapon is considered magical, they add +4 to attack rolls, it emits bright light for 20 ft. and dim light for 20 ft beyond that. They can end the effect as part of any other action, if they are no longer holding the weapon, or if they fall unconscious. They must then finish a short or long rest to use their Channel Divinity again.

Divine Sense. As an action, they can detect good and evil. Until the end of their next turn, they can sense anything affected by the Hallow spell or know the location of any celestial, fiend, or undead within 60 ft. that is not behind total cover. They can use this feature 5 times per long rest.

Divine Smite. When they hit with a melee weapon attack, they can expend one spell slot to deal 2d8 extra radiant damage to the target plus 1d8 for each spell level higher than 1st (max 5d8) and plus 1d8 against undead or fiends (max 6d8 total).

Fighting Style: Protection. While wielding a shield and a creature they can see attacks a target other than them within 5 ft., they can use their reaction to impose disadvantage on the attack roll.

Infernal Legacy. They know the Thaumaturgy cantrip. They can cast Hellish Rebuke once per long rest. Charisma is their spellcasting ability.

Lay on Hands. They have a pool of healing power that can restore 30 HP per long rest. As an action, they can touch a creature to restore any number of HP remaining in the pool, or 5 HP to either cure a disease or neutralize a poison affecting the creature.

Turn the Unholy. As an action, they can censure fiends and undead. Each fiend or undead that can see or hear them within 30 ft. must make a Wisdom saving throw (DC 15). On failure, it is turned for 1 minute or until it takes damage.

Werewolf Lycanthropy

Frequency: Triggered by the intense smell of blood or a full moon, the transformation leaves their human form aching and fatigued for hours or days afterward.

Shapechanger. The lycanthrope can use its action to polymorph into a wolf-humanoid hybrid or into a wolf, or back into its true form, which is humanoid. Its statistics, other than its Armor Class, are the same in each form. Any equipment it is wearing or carrying isn’t transformed. It reverts to its true form if it dies.

Keen Hearing and Smell. The lycanthrope has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Traits

Missing Eye. Ran is missing one eye. This gives them Blindness (IE 4) to all checks on that side of their body. This also applies to actions within 10 ft. including melee attack rolls, jumping, and anything else dependent on depth perception of nearby objects or locations but does not affect depth perception or ranged attack rolls beyond 10 ft.

Paresthesia & Phantom Pain [IE 2, Frequent]. Ran experiences stimulation unrelated to external stimuli in their extremities, even those they don’t have, such as an amputated limb or wings. Whenever they experience this while they are concentrating on a spell, they must succeed on a DC 10 Constitution saving throw to maintain their concentration.

Arm/Hand Pain [IE 3, Chronic]. Ran experiences chronic pain in their fingers, hands, and/or arms. Any action that requires concentration (e.g. maintaining a spell) requires a successful DC 13 Constitution saving throw per round to maintain concentration. When they succeed on a melee attack, the vibrations from the impact are painful, and they need to succeed on a DC 11 Constitution check to fight the pain and continue to hold their weapon. Because they’re used to managing pain, even though this doesn’t reduce the experience of pain, they have a +3 bonus to saving throws against psychic damage.

Actions

Multiattack. Ran can attack twice, instead of once, whenever they take the Attack action on their turn.

Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) or 7 (1d10 + 2) slashing damage, versatile.

Assistive Device

Gauntlets of Stability

Wondrous Item, common

These gauntlets, when worn, reduce the IE of hand tremors by 2. However, you sometimes overcompensate and paralyze your arms. In any roll related to hand use, roll 1d20. On a 1, your hands grip tightly, making the gauntlets impossible to remove, and the arms become paralyzed to the shoulders until after a long rest.

Service Animal

Phoebe

Large celestial (horse), unaligned

Armor Class 14 (studded leather barding)

Hit Points 39 (6d10 + 6)

Speed 60 ft.

      STR            DEX           CON            INT            WIS            CHA
   18 (+4)       12 (+1)       13 (+1)         2 (-4)        12 (+1)        7 (-2)

Saving Throws WIS +4, CHA +1

Skills Insight +4, Medicine +4, Perception +4

Senses Darkvision 60 ft., passive Perception 14

Languages understands Celestial but cannot speak it

Challenge 1 (200 XP)        Proficiency Bonus +3

Evasive Maneuvering. If Phoebe is subjected to an effect that allows her to make a Dexterity saving throw to take only half damage, Phoebe instead takes no damage if she succeeds on the saving throw, and only half damage if she fails.

On The Job. Phoebe has advantage on Saving Throws against being charmed.

Trampling Charge. If Phoebe moves at least 20 ft. straight toward a creature and then hits it with a hooves attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, Phoebe can make another attack with its hooves against it as a bonus action.

Bonus Actions

Supportive. As a bonus action Phoebe can expend one of her hit dice (1d10) to help her partner regain hit points. She regains half of his expended hit dice at the end of a long rest.

Actions

Hooves. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.

Reactions

Attentive. Phoebe has advantage on Insight (Wisdom) checks to perceive her partner’s mood and can use her reaction to help them steady themselves in stressful or distracting situations, giving them advantage on Wisdom saving throws for the next minute.

Background

Ran comes from a caravan of merchants that was attacked by bandits when he was eight years old, which led to Ran’s family fleeing. He was separated from his family and attacked in the woods by a werewolf, infecting Ran with lycanthropy. They spent the next eight years on the streets trying to keep their condition under control with what turned out to be various scams before Ran found a god of medicine. Posing as a preacher speaking of the amazing abilities of their clerics, he went to them and, rather than curing Ran, the god gave him the tools and assistance to accept himself as who he is. This allowed Ran to harness the transformation, despite it still being hard and painful.

Ran became a Paladin for the medicine god and was trained under an Aasimar named Aphen, who was extremely critical of Ran and led to a lot of the anxiety about perfection he deals with now. They parted ways after Ran took his oath and Ran has been trying to be the best Paladin and person he can be since. With Phoebe’s help, Ran is opening up more and trying to make friends, working through his social anxiety slowly but steadily. He is also incredibly emotionally and socially dependent on his traveling partner Virian, a purple tiefling.

Personality

Ran is soft spoken and very polite. He deals with severe social anxiety and has a hard time reading social cues, leading to him seeming quiet or disinterested when that is not how he is feeling. He appears nervous in conversation a lot, often not getting his words in the right order or struggling to come up with the right ones. When becoming overwhelmed by an interaction, Phoebe, his emotional support horse, knows to come over to him and gently place her nose on his shoulder, anchoring him and letting him pet her until the conversation is done and he can go with her to take a breather.

Ran does not drink as it makes him very ill very quickly, so he drinks water or juice at taverns. He is almost constantly worried or anxious because of many things, even if dangers are not currently present. Ran feels like his mentor is constantly over his shoulder telling him he needs to be perfect or else he is worthless. He is scared of letting people down and views innocent people getting hurt under his watch as a moral failure that causes him to spiral into intense panic attacks which leave him on edge for days.

Plot Hooks

  1. Adventurers may find Ran when the group hears rumors of a lycanthrope in town.
  2. Adventurers may seek out Ran when they need help curing a party member.
  3. Adventurers may find Ran at a temple that they visit.



Sue Lightfoot

gnome with long brown hair, glasses, lavender & grape dress, metal bracele, holding blade in hand

Sue Lightfoot (Fighter)

Small humanoid (gnome), Lawful Good

Cisgender woman (she/her)

Armor Class: 17

Hit Points: 100

Speed: 25 ft.

Strength Dexterity Constitution Intelligence Wisdom Charisma
10 (+0) 16 (+3) 15 (+2) 19 (+4) 15 (+2) 15 (+2)

Skills: Animal Handling +6, Insight +6, Perception +6, Religion +8, Sleight of Hand +5, Stealth +5, Survival +6

Senses: Darkvision 60 ft., Passive Perception 16

Languages: Common, Gnomish

Challenge: 12

Abilities

Fighting Style (Defense). While she is wearing armor, she gains a +1 bonus to AC.

Fighting Style (Protection). While wielding a shield and a creature she can see attacks a target other than her within 5 ft., she can use her reaction to impose disadvantage on the attack roll.

Gnome Cunning. She has advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.

Improved Critical. Her weapon attacks score a critical hit on a roll of 19 or 20.

Indomitable. She can reroll a saving throw that she fails — she must use the new roll. She can use this 1 time per long rest.

Natural Illusionist. She knows the Minor Illusion cantrip. Intelligence is her spellcasting ability for it.

Remarkable Athlete. She can add +2 to any Strength, Dexterity, or Constitution check she makes that doesn’t already use her proficiency bonus.

Second Wind. Once per short rest, she can use a bonus action to regain 1d10 + 2 Hit Points.

Speak with

Small Beasts. She can communicate simple ideas with
Small or smaller beasts.

Actions

Multiattack. Sue can attack three times, instead of once, whenever she takes the Attack action on her turn.

Rapier. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage.

Action Surge. She can take one additional action on her turn. This can be used 1 time per short rest.

Traits

Leg Pain [IE 2, Frequent]. Sue experiences chronic pain in her legs. Any action that requires concentration (e.g. maintaining a spell) requires a successful DC 12 Constitution saving throw per round to maintain concentration. Her daily walking distance is reduced by 40 percent. In addition to the usual Frequency, any round when she exerts her legs (e.g. running, combat, jumping), she must succeed in a DC 12 Constitution saving throw or experience one level of exhaustion, cumulative each round of exertion, requiring 5d20 × 2 per level of exhaustion minutes to recover afterward. Because she’s used to managing pain, even though this doesn’t reduce the experience of pain, she has a +2 bonus to saving throws against psychic damage.

Service Animal

Dunlap

Large monstrosity (owlbear), unaligned

Armor Class 19 (plate barding)

Hit Points 102 (12d10 + 36)

Speed 40 ft.

      STR            DEX           CON            INT            WIS            CHA
   20 (+5)       12 (+1)       17 (+3)         3 (-4)        12 (+1)        7 (-2)

Saving Throws STR +9, CON +7

Skills Athletics +9, Intimidation +2, Perception +5

Senses Darkvision 60 ft., passive Perception 15

Languages -

Challenge 7 (2900 XP)     Proficiency Bonus +4

Evasive Maneuvering. If Dunlap is subjected to an effect that allows them to make a Dexterity saving throw to take only half damage, Dunlap instead takes no damage if they succeed on the saving throw, and only half damage if they fail.

Keen Sight and Smell. Dunlap has advantage on Wisdom (Perception) checks that rely on sight or smell.

On The Job. Dunlap is immune to being charmed by magical and non-magical means.

Plant. Dunlap has advantage on Strength (Athletics) checks.

Reactive. Dunlap can take two reactions per turn instead of one.

Bonus Actions

Bolster (5/Long Rest). As a bonus action Dunlap can give their adventuring partner advantage on Strength and Constitution saving throws or ability checks that would knock them prone.

Actions

Multiattack. Dunlap makes two attacks: one with their beak and one with their claws.

Beak. Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 10 (1d10 + 5) piercing damage.

Claws. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage.

Supportive Protector (5/Long Rest). Dunlap can use his action to help his adventuring partner regain their footing. When they are prone, standing up uses only 5 feet of their movement.

Background

Sue grew up with a lot of siblings. As the oldest of all of them, she quickly became responsible for them and helped her parents around the house every day. She also had to learn how to protect them from others in her village who were not always so kind. She taught herself how to fight in order to protect her family and eventually passed on all of that knowledge to her brothers and sisters.

She loved the idea of taking care of young children and eventually had children of her own. Sue lost her husband only a few years after they gave birth to their first child. She has had a hard time trying to find love again, even though her child has now become an adult. Instead, she now focuses all of her time and attention into taking care of other people’s children. Sue helps a lot of families whose parents are busy at work, especially the families whose parents are off at war. She has a special place in her heart for those families because she lost her husband during a war.

Sue decided that the best way to help as many families as possible at the same time would be to create a nursery and care for little children every day. However, there are many days where it can be a little too much for her to handle for herself, especially now that she is getting older and has injured her leg. She relies on her Steady Service Animal most days. In addition, her assistive device helps, but there are many times where she may ask the town members for assistance if the young children are too energetic for her that day.

Personality

Sue has a tender heart. She has a motherly nature about her that always comes first in her life. Sue is always patient with the people around her, even when they are being disrespectful of her. She knows how to maintain her composure and be respectful in any type of situation. Sue is also a truly humble person. She doesn't like receiving attention for the work that she does. She serves others with a smile and is content with a thank you every once in a while. Sue is one of the most supportive people that a person can meet. She is always there when someone needs her.

Plot Hooks

  1. Sue needs help taking care of one of the most energetic children. She asks the party if they can help her babysit. Little does anyone know; the child was born with magic and causes a lot of chaos.
  2. Sue can be found in areas that may be full of nature as she is taking the children on a field trip. A monster may appear, and she’d need the party's help to keep the children safe.
  3. Sue is in charge of creating a craft fair with all of the children she takes care of. However, something goes terribly wrong at the craft fair as soon as the party comes to town.



Sabele Ni’Leary

half-elf with multicolor hair wearing a leather tool apron

Sabele Ni’Leary (Cleric)

Medium Humanoid (Half-Elf), Neutral Good

Cisgender woman (she/her)

Armor Class: 18

Hit Points: 44

Speed: 30 ft.

Strength Dexterity Constitution Intelligence Wisdom Charisma
14 (+2) 16 (+3) 12 (+1) 12 (+1) 20 (+5) 12 (+1)

Skills: Insight +8, Medicine +8, Perception +8, Religion +4

Senses: Passive Perception 18

Languages: Celestial, Common, Elvish

Challenge: 5

Abilities

Spellcasting. Sabele is a 5th-level spellcaster. Her spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks). She has the following Cleric spells prepared:

Cantrips (at will): Guidance, Light, Mending, Prestidigitation, Sacred Flame, Spare the Dying

1st Level (4 slots): Bless, Cure Wounds, Faerie Fire, Inflict Wounds

2nd Level (3 slots): Flaming Sphere, Gentle Repose, Lesser Restoration, Prayer of Healing, Protection from Poison, Spiritual Weapon, Warding Bond

3rd Level (2 slots): Dispel Magic, Glyph of Warding, Mass Healing Word, Remove Curse, Revivify

Channel Divinity. She can channel divine energy once per rest.

Channel Divinity: Eminent Radiance. As an action, she can use Channel Divinity and present her holy symbol, which sheds bright light in a 30-foot radius, dispelling magical darkness within range. Each hostile creature within range that doesn’t have total cover must succeed on a DC 16 Constitution saving throw or take 16 (2D10 + 5) radiant damage, half damage on a successful saving throw.

Channel Divinity: Turn Undead. As an action, she presents her holy symbol and speaks a prayer censuring the undead. Each undead that can see or hear her within 30 feet of her must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage. When an undead fails its saving throw against her Turn Undead feature, the creature is instantly destroyed if its challenge rating is at or below 1/2.

Fey Ancestry. She has advantage on saving throws against being charmed, and magic can’t put her to sleep.

Reflective Radiance. When a creature who can see her attacks her from within 30 ft., she can use her reaction to emit a brilliant light at them, causing them to be blinded during the attack. She can use this feature 5 times per long rest.

Traits

Baseless Emotions

In addition to the listed traits, any day that Sabele experiences these for more than four hours, she needs to take a short rest or take one level of exhaustion due to the physical toll they take.

Hopelessness [IE 4, Triggered by crowds, deep darkness, frenzied animals]. Sabele has the overwhelming feeling that her circumstances will only get worse, either her immediate circumstances or her entire life or both. While experiencing this, she loses advantage on all ability checks.

Loss of Interest [IE 4, Periodic]. Sabele doesn’t enjoy the activities that she used to and has trouble motivating herself to do them. She has a −4 penalty on all proficiency bonuses (minimum 0 bonus).

Panic/Nervousness [IE 4, Triggered by crowds, deep darkness, frenzied animals]. Sabele has an overwhelming feeling of panic. All spell casting and ability checks require that she either succeed on a Constitution saving throw to maintain concentration or make the subsequent check with a -4 penalty, and tasks that normally require a Constitution saving throw are made with a −4 penalty.

Restlessness [IE 4, Periodic]. Sabele feels agitated or panicked. This causes her to be hypervigilant, giving her a +4 bonus to all Wisdom (Perception) in contested Dexterity (Stealth) checks but a −4 penalty to notice harmless details.

Executive Functioning [IE 4, Chronic]. Sabele has trouble organizing herself, including her thoughts, her possessions, her emotions, her time, and her memory. She has a −4 penalty on all initiative rolls, and on an initiative roll of 1 or less (or a natural 1), she cannot use her action or bonus action for the first round due to indecision, but she can still use her reaction. She has a −4 penalty on her passive Wisdom (Perception) to determine surprise, and if the plans for the day change, she must succeed on a DC 12 Constitution saving throw or have disadvantage on all Wisdom and Charisma checks for 4d4 minutes while she mentally adapts to her new circumstances and plans. On any attempt to find something that she previously possessed, she has a −4 penalty on Wisdom (Perception) checks to find it. She has a −4 penalty on all reaction ability checks, saving throws, and attack rolls. Because she’s used to having to compensate for her decision-making, she has developed creativity and resilience, so once per day, when making a non-combat ability check, she can choose to do so with advantage.

Fatigue [IE 2, Chronic]. Sabele is nearly always tired. After every long rest, she must succeed on a DC 10 Constitution saving throw, or she does not benefit from the rest, regardless of the amount of rest she gets. Spending an entire day resting will automatically give her advantage on the Constitution saving throw.

Sleep Disruptions (Insomnia) [IE 2, Frequent]. Sabele has trouble falling or staying asleep or both (equal chances of each). When beginning a long rest, she must succeed on a DC 10 Constitution saving throw to fall asleep quickly. On failure, she loses the difference between the result and the number needed in hours of sleep and loses benefits of rest accordingly unless she sleeps longer at the end of the long rest to compensate.

Actions

Long Knife. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.

Background

Sabele grew up in a loving home, with a young human father, a middle-aged elven mother, and a younger brother. Her father was a master carpenter and Sabele’s mother did the books for the business. They had a small cottage outside the walls of a prosperous town, and Sabele received a decent education there.

Sabele had always experienced symptoms of her illnesses, but they were passed off as “phases” by her family and friends. Sabele joined her church as an acolyte in her mid-twenties, after a career as a scribe grew too tedious for her to pursue further. In the church she met an aged Dwarven cleric, who helped Sabele recognize her symptoms as an illness, rather than a problem with who she is as a person. This man became her close friend and mentor and, over the course of several years, helped her discern the difference between her identity and her illness. Sabele has been receiving various treatments, both from healers in the Church, apothecaries in the town, and from whatever scholarly sources she can track down.

Currently, Sabele runs the guest house for the Church, greeting travelers and meeting their needs. She enjoys her position, especially when she can ease travelers’ worries by providing relevant information, a hot meal, some healing, or simply a listening ear.

Personality

Sabele is used to hiding her illnesses under a cheerful, even bubbly, exterior. She genuinely wants to make people feel good about themselves, and will go out of her way to strike up conversations with anyone who looks lonely or out of place. She remembers a nearly uncanny amount about people she encounters. She’s the first to volunteer, and definitely has trouble saying no when she’s taken on too much.

Sabele’s faith is deeply rooted in ideals of compassion and community. All life has value, all beings deserve a basic standard of living and care, and everyone deserves respect — until they demonstrate that they are unworthy of it. She has a quick, sharp tongue and unleashes it on anyone who treats others as less than or unworthy in her presence.

However, Sabele’s illnesses mean she’s constantly fighting the demons in her own head. She pushes herself too hard and too long quite often, in an effort to prove herself worthy of her own ideals. Sabele is not good at extending the compassion she shows others to herself. To those who know her well, she always seems to be braced and ready for something, as though she is perpetually waiting for the other shoe to drop.

When her illnesses get very bad, Sabele will completely withdraw from the world. If anyone is under her care at the time, she drags herself through whatever is needed to meet their needs, but is far quieter than normal, although she does her best to project herself into the world around her. If no one is under her care, she will not leave her bed or bathe until the worst of the symptoms pass. During those times, Sabele eats very little and only drinks enough to not be thirsty. This is why she stores buckets of water and pieces of dried fruit in places she can reach from her bed.

 

Plot Hooks

  1. Adventurers may seek out Sabele if one of the players has recently received a curse.
  2. Adventurers may seek out Sabele if one of the players has been gravely injured or even dead.
  3. Sabele may request the adventurers’ assistance in gathering necessary items to help a local church low on supplies.



Sklara

halfling with short brown hair, copper headband, blue & black shirts with copper trim, glasses, boots with rainbow ties

Sklara (Sorcerer)

Small Humanoid (Halfling), Lawful Neutral

Non-binary, They/Them

Armor Class: 15

Hit Points: 72

Speed: 25 ft.

Strength Dexterity Constitution Intelligence Wisdom Charisma
8 (-1) 14 (+2) 14 (+2) 14 (+2) 12 (+1) 16 (+3)

Skills:  History +6, Insight +5, Intimidation +7, Persuasion +7

Senses: Passive Perception 11

Defenses: Poison (Resistance), Frightened (advantage), Poisoned (advantage)

Languages: Common, Draconic, Elvish, Halfling

Challenge: 10

Abilities

Spellcasting. Sklara is a 10th level spellcaster. Their spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). They have the following Sorcerer spells prepared:

Cantrips (at will): Acid Splash, Chill Touch, Mage Hand, Minor Illusion, Prestidigitation, Shocking Grasp

1st Level (4 slots): Detect Magic, Feather Fall, Mage Armor

2nd Level (3 slots): Detect Thoughts, Invisibility

3rd level (3 slots): Counterspell, Dispel Magic, Lightning Bolt

4th level (3 slots): Ice Storm, Polymorph

5th level (2 slots): Hold Monster

Sorcery Points. 10 per long rest.

Convert Sorcery Points. They can use their sorcery points to gain additional spell slots or sacrifice spell slots to gain additional sorcery points as a bonus action.

Elemental Affinity. When they cast a spell that deals damage of the type associated with their draconic ancestry, they can add +3 to one damage roll of that spell. At the same time, they can spend 1 sorcery point to gain resistance to that damage type for 1 hour.

Metamagic (Careful Spell). They can spend 1 sorcery point to allow up to 3 creatures to automatically succeed on the saving throw of a spell they cast.

Metamagic (Subtle Spell). When they cast a spell, they can spend 1 sorcery point to cast it without any S or V components.

Metamagic (Twinned Spell). When they cast a spell that targets only one creature and doesn’t have a range of self, they 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).

Traits

Agitation [IE 3, Triggered]. Sklara becomes agitated when others do not follow the rules. Due to this, when someone doesn’t follow the rules, Sklara must succeed on a DC 11 Wisdom (Insight) check to realize that their feelings are an agitation flare-up. They may re-attempt this check every round. Until successful, they have a −3 penalty to all Charisma checks except Intimidation, to which they have a +3 bonus. They have a +3 bonus on saving throws against being charmed.

Social Interaction Difference [IE 3, Chronic]. Sklara has trouble interpreting the social aspects of language, both verbal and non-verbal, and the feelings being conveyed. This can make them seem insensitive as they miss sarcasm, avoid eye contact, take expressions literally, or don’t attend to the subject as neurotypical people would expect, or they tend to repeat phrases spoken to them as they process them. They have a −3 penalty on Charisma (Persuasion) and Charisma (Deception) and Wisdom (Insight) checks. They can use Masking to mitigate these effects.

Special Interest [IE 2, Chronic]. Sklara has a deep interest in lightning-based magic. Due to this, they have a +2 bonus to specific skill checks regarding this subject. Due to this however, sometimes they have trouble focusing on other topics or may attempt to change the subject to this topic. In social settings, they must succeed on a DC 10 Charisma saving throw to avoid attempting to change the topic to lightning magic in conversation.

Actions

Dagger. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.

Quarterstaff. Melee Weapon: +3 to hit, 5 ft., single opponent. Hit: 2 (1d6 − 1) or 3(1d8 − 1) bludgeoning, versatile.

Assistive Devices

Sklara’s Circlet of Plain Language

Wondrous Item, common

Sklara created this plain silver circlet to help them communicate with neurotypical people. While wearing the circlet, anyone who hears you speaking and can understand the language automatically fills in any cultural cues so they hear the intent of your communication, reducing the associated Impact Extent penalty by 2. It also causes them to hear you with their native accent, which may affect disguise attempts by ±1, depending on your attempted disguise. Once per day, you can use it to cast the Tongues spell. When interacting with someone that exhibits similar neurodiversity, the circlet adds 2 to the associated penalties instead of reducing them, because the cues created by the circlet are unnecessary for clear communication and instead complicate it.

Background

Since completing their own formal education at an academy, Sklara has been a member of a local Mages’ Guild. When they first joined, Sklara was tasked with handling customer orders for the Guild. This led to many instances of arguments and hurt feelings between Sklara and the customers due to Sklara’s more direct way of communicating. Additionally, in an attempt to be respectful, many customers made the error of misgendering Sklara by using incorrect honorifics or pronouns. Even with the best intentions, this was hurtful for Sklara and made an already challenging job even harder.

A higher ranked Guild member and mentor to Sklara instead found a different position for the young sorcerer as an enforcer. Due to Sklara’s ability to read the rules as written with little to no personal interpretation, the halfling excelled at this position and soon became a highly valued member of the Guild. When special cases arise that require someone dependable, Sklara continues to be called upon time and time again.

Personality

Sklara is an enthusiastic person who is fun to have around once they come to know and trust the person, however, when meeting new people, they can be perceived as aloof and cold. In reality, Sklara is worried if the new person will either misinterpret their direct way of speaking or misgender them. Sklara’s bold and direct way of being might rub some people the wrong way; however, there are many people who appreciate and value how direct Sklara is in their communication and deeds. This is how Sklara has come to also be known as a trustworthy and honest person. Due to Sklara’s desire for order, they can become very frustrated and agitated if people are knowingly breaking the rules. Gray area interpretations or blatant disregard of the rules is a quick way to get on their bad side.

When not working for the guild conducting investigations, Sklara can be found researching all things magical, especially lightning-based magic, which is their favorite. When in combat, if possible, they will find a reason to use the Lightning Bolt spell.

Plot Hooks

  1. The group needs help bringing in a rogue magic user.
  2. The group needs a contact within a magic guild.
  3. The group is being investigated for unlawful use of magic.



Sky Coreleto

person with teal skin, leaf-like hair, wide-brimmed hat with flowers, loose blouse, purple skirt over khaki shorts, and bare feet, sword hanging from belt

Sky Coreleto (Cleric)

Medium Fey (Dryad), Chaotic Good

Non-Binary (They/Them)

Armor Class: 16

Hit Points: 33

Speed: 30 ft.

Strength Dexterity Constitution Intelligence Wisdom Charisma
14 (+2) 10 (+0) 16 (+3) 14 (+2) 16 (+3) 12 (+1)

Skills: Insight +5, Perception +5, Persuasion +3, Religion +4

Senses: Passive Perception 15

Damage Resistance: Poison

Languages: Celestial, Common, Druidic, Elvish, Sylvan

Challenge: 3

Abilities

Spellcasting. Sky is a 3rd-level spellcaster. Their spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). They have the following Cleric spells prepared:

Cantrips (at will): Druidcraft, Guidance, Mending, Resistance

1st Level (4 slots): Bless, Command, Cure Wounds, Detect Evil and Good, Sanctuary

2nd Level (2 slots): Enhance Ability, Lesser Restoration, Spiritual Weapon, Warding Bond, Zone of Truth

Botany-Born. Given that their body is primarily composed of plant material, they are resistant to poison damage.

Channel Divinity. They can channel divine energy to fuel magical effects once per short rest

Channel Divinity: Preserve Life. As an action, they can restore 15 HP. Choosing any creatures within 30 ft. of them, they divide those hit points among them. This feature can restore a creature to no more than half of its hit point maximum. They can’t use this feature on an undead or a construct.

Channel Divinity: Turn Undead. As an action, they present their holy symbol and speak a prayer censuring the undead. Each undead that can see or hear them within 30 feet of them must make a Wisdom saving throw (DC 13). If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage. A turned creature must spend its turns trying to move as far away from them as it can, and it can’t willingly move to a space within 30 feet of them. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.

Disciple of Life. Whenever they use a spell of 1st level or higher to restore HP, the creature regains additional HP equal to 2 + the spell’s level.

Nature’s Spirit. Their connection with nature allows them to interact with some parts of the world around them. They are able to cast Druidcraft at will.

Wildlife Savant. They are one with nature, and it speaks back to them. They can communicate with animals and plants with the Sylvan language.

Traits

Attention Difference [IE 3, Chronic]. Sky has trouble choosing subjects to focus on and switching between them. When performing any sustained task, they must succeed on a DC 11 Constitution saving throw. Failure indicates that they’ve been distracted — all related skill checks take sixty percent times as long to complete. While distracted, they have a +3 on passive Wisdom (Perception). On success, they become hyperfocused and have advantage on all related skill checks. While hyperfocused, they have a −3 penalty on passive Wisdom (Perception).

When anticipating an important upcoming event, they must succeed on a DC 9 Constitution saving throw. Failure indicates that they’re distracted by that event as above until it begins.

Actions

Crossbow, light. Ranged Weapon Attack: +2 to hit, range 80/320 ft, one target. Hit: 4 (1d8) piercing damage.

Assistive Devices

Sky's Earbuds

Wondrous Item, common

Consisting of an ear cuff, chain, and earring shaped like a blue-gray flower bud, these earrings have 4 charges. While wearing them, you can expend 1 charge as a reaction to produce sound that only you can hear for 1 hour. The sound can be any music or sound that you have heard and can recall—for example, white noise or environmental noise such as a babbling brook or chirping birds. The sound is ambient, and while it can be lyrical, it does not help recover forgotten auditory details. While the sound plays, you have +2 on focus saving throws for Attention Difference and saving throws against auditory attacks such as a banshee's wail or Vicious Mockery spell. The earrings regain 1d4 expended charges daily at dawn.

Background

Sky grew up in a very small desert village surrounded by flora and fauna. There were very few people to know and things to do. Sky saw the world differently than most and wanted to have a stronger connection to the world around them. It would surprise people to know that, even though the village was so small, Sky felt rather forgotten, as it seemed everyone in the village always had better things to do or preferred other people to be around. This resulted in Sky being alone much of the time. Many dryads focus on a singular area, however, Sky wanted to bind different networks of plants and nature together. They saw the need to heal and connect the areas that felt isolated just like they did.

When Sky got the chance to travel, they were hesitant at first — after all, they knew so little about the world. But as they gained experience, they quickly discovered their fears, while warranted, were not worth putting a stake in compared to all the wonderful things to see and do. It was the people Sky met that especially called the cleric to travel more long-term. Each new interaction came with it all the life that the person had led and would lead in the future; Sky wanted to be a part of those stories in whatever large or small way they could, and understand the people who live those stories as much as Sky can.

Personality

Sky is naturally inclined to reading people and situations differently than others. Similar to what people call intuition, Sky has an innate sense for nuances in their environment. They are the kind of person who seems to have a warm glow around them — they radiate kindness and joy. While Sky does have confidence enough in themselves to know that they are a valuable person that others can rely on, they also tend to emphasize lifting others up than themselves. While Sky does love interacting with and being around people, they also can become overwhelmed when there are too many demands on their time and emotions. Sky has a focus on the smaller details that make up life, and has a strong drive to ensure that, when they act, they go as far as they can down that path. Sky can also be incredibly stubborn: once their mind is set on something it can be difficult to get them to budge, especially if it has to do with Sky themselves.

Plot Hooks

  1. Adventurers may meet Sky studying plants in a forest.
  2. Adventurers may meet Sky quietly reading a book in a forest.
  3. Adventurers may find Sky lost in a dark cave that they were exploring before they got distracted and ultimately lost.



Spark Peerly

humanoid orange tabby cat with blue beret, plum vest, white shirt, red scarf, holding quill & pad of paper

Spark Peerly (Wizard)

Medium Humanoid (Catkin), Neutral Good

Cisgender man (he/him)

Armor Class: 13

Hit Points: 32

Speed: 30 ft.

Strength Dexterity Constitution Intelligence Wisdom Charisma
12 (+1) 16 (+3) 14 (+2) 18 (+4) 15 (+2) 10 (+0)

Skills: Arcana +6, Deception +2, History +6, Insight +4, Investigation +4, Nature +4, Perception +4, Religion +4, Stealth +5

Senses: Darkvision 60 ft., Passive Perception 14

Languages: Abyssal, Common

Challenge: 4

Abilities

Spellcasting. Spark is a 4th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). He has the following Wizard spells prepared:

Cantrips (at will): Dancing Lights, Fire Bolt, Minor Illusion, Prestidigitation

1st Level (4 slots): Find Familiar, Fog Cloud, Identify, Unseen Servant

2nd Level (3 slots): Flaming Sphere, Locate Object, Mirror Image, Misty Step

Claws. He is proficient with his unarmed strikes, which deal 1d4 slashing damage and are considered finesse weapons.

Soft Fall. He has resistance to bludgeoning damage caused by falling, and on a successful DC 10 Dexterity (Acrobatics) check, he lands on his feet.

Arcane Recovery. Once per day when he finishes a short rest, he can choose expended spell slots to recover up to a combined level of 2, and none of the slots can be 6th level or higher.

Conjuration Specialist. The gold and time he must spend to copy a conjuration spell into his spellbook is halved.

Minor Conjuring. He can use his action to create a nonmagical inanimate object of up to 20 cubic feet and 10 lb. in any empty space he perceives within 10 ft. of him. The object disappears after 1 hour, when it takes or causes damage, or when he uses this feature to conjure a different item.

Traits

Apraxia. Spark is unable to perform certain actions, even though he’s physically able to do so. With enough effort, he might be able to perform the task in question, but each step requires a successful DC 15 Constitution check. Any magic effect that would force him to do something beyond his ability will automatically fail.

Ideational [IE 2, Frequent]. Spark is unable to plan a series of movements. He needs constant coaching to know what to do next.

Constructional [IE 2, Frequent]. Spark has great difficulty copying, drawing, or constructing basic diagrams or figures. If he needs to communicate via writing or drawing, he must succeed on a DC 14 Intelligence check to convey the information he’s trying to communicate. He needs assistance writing spells into his spellbook, requiring a successful DC 10 Charisma check to communicate it successfully. If he fails the check, the inscription fails, and he needs to start over, forfeiting the time and materials from the first attempt.

Dyslexia [IE 4, Chronic]. Spark has difficulty accurately reading words. Preparing a spell from a spellbook takes him an additional 80% of the standard time unless he has someone assisting him by reading it to him.

Emotion Fluctuation [IE 4, Frequent]. Spark’s overall emotional state fluctuates between Amplified Emotion (Enjoyable) (30 percent) and Baseless Emotion (50 percent) or both at the same time (20 percent). These episodes fluctuate every 1d20 days and last 5d8 + 5 days.

Intellectual Disability [IE 2]. Spark learns skills more slowly than others. When he gains experience points, he gains 40% less than usual or, when not using XP, when gaining a level, he needs an additional 2d20 days to gain the bonus, and he has a −2 penalty on all Intelligence skill checks.

Sensory Processing Difference (Dyspraxia) [IE 2, Chronic]. Spark’s brain processes sensory information differently than is typical. Spark has trouble learning new motor activities and skills. When gaining or increasing a feat or proficiency based on Strength or Dexterity, he needs an additional 2d20 days to gain the bonus. Because he’s used to having to work harder to gain skills, he has developed creativity and resilience, so once per day, when making a non-combat ability check, he can choose to make the check with advantage.

Actions

Claws. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) slashing damage, finesse.

Dart. Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage.

Assistive Device

Marrh's Mindful Marker

Wondrous Item, common

You can use this parrot feather pen to transcribe spoken words, and it requires no ink to write. When waved in the correct pattern and placed on a writing surface, it will begin transcribing the words of the closest speaker within a 10-ft. radius. It can fit 1 minute of speech on a standard sheet of paper, and if the surface is a stack of paper, bound or unbound, it will attempt to turn the page and continue on the next sheet once it reaches the end until it runs out of paper or you stop the effect by grasping the pen. The pen writes in the speaker’s language and alphabet and does not translate.

Background

Spark was born to a mother who did everything she could to ensure her son would never feel unwanted or somehow lesser due to the difficulties he faced every day. With her support, Spark took up drawing and found it the best way to express himself when his words failed him. When it came time to set out on an adventure, Spark decided to use his sketchbook to document all the interesting places and people he encountered. This has spurred a desire in him to seek out great adventures and more knowledge.

Spark began studying magic, and enjoyed being able to conjure things around him. This has helped him manage his difficulties in life. Furthermore, he found that architecture, traveling, and investigating sites — especially ruins were all things he wanted to experience.

Spark became an adventurer to seek out more knowledge about history. He is also interested in learning more about magic and hopes that going to these ruins there may be some lost pieces of magic to be discovered. Not many people believe that there are these lost pieces of magic out there, but that does not stop Spark from trying to pursue his dreams.

Personality

Spark tends to have a unique perspective on life. When looking at something, he has a different impression of it than that of others. Whether his view is accurate or not, he will stand by his view and will ensure that others are able to see it too. On the other hand, Spark does have a difficult time communicating occasionally. Spark is a bit awkward in social situations. He often listens and processes before speaking or acting but, once he has begun, nothing can stop him. Spark has a great curiosity and has a strong desire to understand whatever piques his interest.

Plot Hooks

  1. Adventurers may need Spark’s assistance with a statue that randomly appeared overnight with some powerful magic aura around it.
  2. Adventurers may find Spark deep inside a ruin they assumed was empty.
  3. Spark may request adventurers to assist him in traveling to a distant place so that he can document a dangerous and interesting location.