Justice

tiefling with buffalo horns, lion tail, beard, glasses, wearing gray ivy hat, tweed jacket, green vest with asexual heart pin

Justice (Siege Engineer)

Medium Humanoid (Half-Elf), Chaotic Good

Non-Binary (They/Them)

Armor Class: 18

Hit Points: 35

Speed: 30 ft.

Strength Dexterity Constitution Intelligence Wisdom Charisma
16 (+3) 11 (+0) 14 (+2) 11 (+0) 11 (+0) 15 (+2)

 

Skills: Arcana +3, Insight +3, Persuasion +5, Sleight of Hand +3

Senses: Passive Perception 10

Languages: Common, Elvish, Infernal

Challenge: 3

Abilities

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

Brave. Justice has advantage on saving throws against being frightened.

Parry. Justice adds 2 to their AC against one melee attack that would hit them. To do so, they must see the attacker and be wielding a melee weapon.

Siege Specialist. When operating a siege weapon, Justice adds their proficiency bonus to the siege weapon’s roll to hit.

Traits

Attention Difference [IE 3, Chronic]. Justice 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, Justice must succeed on a DC 9 Constitution saving throw. Failure indicates that they’re distracted by that event as above until it begins.

Shortness of Breath [IE 2, Chronic]. Justice is unable to get enough air, sometimes feeling a tightness in their chest, or they can’t take deep enough breaths. They have a −2 penalty on all saving throws against gas-based poison attacks and Constitution checks related to exertion. After three rounds of strenuous physical action such as melee combat, they must succeed on a DC 10 Constitution saving throw or take one level of exhaustion until they stop the activity and rest for 2d10 minutes. Each round they continue, they need to succeed on an additional saving throw, and the DC increases by 1 each round. When traveling without a mount or vehicle, Justice covers twenty percent less distance. Travel in a low-oxygen area like mountains increases the IE by 1–2, depending on the elevation. Because they’re used to assessing your physical capacity and finding creative solutions to perform physical tasks, once per long rest, they can choose to roll a Strength, Dexterity, or Constitution check with advantage.

Blindness [IE 4]. Justice’s vision is impaired to the point that it is absent completely (IE 4), and they have learned to navigate the world with little or no reliance on their eyes, depending on other senses instead. Because they have grown accustomed to this condition a long time, if they can explain to their GM how they’re using their other senses to assist with their Blindness, they have 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 they’ve become stronger, but because they’ve learned to use them more effectively. They do not have disadvantage to hit invisible creatures. Justice is proficient in the use of a stylus for reading and writing.

Actions

Greatsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.

Background

Justice grew up fixated on the concept of siege weapons. There was something about them that Justice could not particularly identify, but knew they wanted to learn more. Justice have spent most of their life working as a siege engineer. Unfortunately, Justice had a serious injury one day that caused them to have total blindness in one eye. Many individuals believed that this would be the end of Justice’s working career. However, the setback only pushed Justice to learn even more about what it means to be a siege engineer. Justice was then able to redefine what it looks like to be a siege engineer as well. Due to his Attention Difference, Justice has built skills to compensate and worked to get accommodations in order to do his job to the best of their abilities.

Personality

Justice has a very inquisitive personality. They are easy to approach and have conversations with. They enjoy discussing their hobbies or how certain things can lead back to a special interest of theirs. Justice is a very investigative individual and enjoys finding out how things work in general and together. This type of behavior also goes with communication with others. Justice thrives in situations where they can interact with people, persuade them, or even help another person, no matter the size of the task. Justice will do all of those things with a smile on their face.

Plot Hooks

  1. Justice may hire adventurers to help them build a new siege weapon.
  2. Adventurers may hire Justice to be able to destroy something that is blocking their path.
  3. Adventurers may find Justice out in a field experimenting with new siege weapons.



Intentional

tiefling with buffalo horns, lion tail, beard, glasses, wearing gray ivy hat, tweed jacket, green vest with asexual heart pin

Intentional (Bard)

Medium humanoid (tiefling), Chaotic Good

Cisgender male (he/him)

Armor Class: 11

Hit Points: 15

Speed: 30 ft.

Strength Dexterity Constitution Intelligence Wisdom Charisma
8 (-1) 11 (+0) 13 (+1) 16 (+3) 14 (+2) 18 (+4)

 

Skills: Arcana +5, History +5, Insight +4, Medicine +4, Persuasion +6

Senses: Darkvision 60 ft., Passive Perception 13

Resistances: Fire

Languages: Common, Infernal

Challenge: 2

Abilities

Spellcasting. Intentional is a 2nd level spellcaster. His spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). He has the following Bard spells prepared:

Cantrips (at will): Message, Minor Illusion, Prestidigitation

1st Level (3 slots): Charm Person, Comprehend Languages, Cure Wounds, Identify, Speak with Animals

Bardic Inspiration. As a bonus action, a creature (other than himself) within 60 ft. that can hear him 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. He can use this feature five times. He regains any expended uses when he finishes a long rest.

Song of Rest. If he or any friendly creatures who can hear his 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

Diarrhea: [IE 3, Periodic]. He has loose and frequent bowel movements. He needs to void his bowels every 1d8 ÷ 3 hours (The GM can reroll after each time.), and when they feel the urge, they have 1d4 ÷ 3 minutes, after which he must succeed on a DC 11 Strength saving throw to prevent the release every round, the DC increasing +1 cumulatively per round. Intentional must drink 3 extra skins of water per day or experience Dehydration. Once per day, he must also succeed on a DC 11 Constitution saving throw or experience IE 1 abdominal Cramps or Nausea.

Actions

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

Background

Intentional lost his father at an early age. He was truly devastated by not only missing the opportunity to grow up with a father, but also the impact on his mother. Intentional’s mother became a single parent that took care of him and his two siblings. She gave him everything, even though they had very little. This became apparent to Intentional, and he began to model his life after the love and service that his mother would always give.

Intentional realized he had a gift for speaking and connecting with others. He decided to use that to serve others around him. He learned more about relationships and mental health and has been counseling individuals, groups, and families ever since. This has made him the happiest that he has ever been, because he’s giving love in a way that honors both his mom and father.

Intentional has sworn to live a life where he is always cautious and careful about his impact and intent. Many people do not understand that your impact can be more important than the intent in certain situations. He lives a life that is full of love, honor, and hard work to give back to the world as much as his own mother gave to him.

Personality

Intentional does not always have the most confidence in himself; he is aware of his potential to help transform people’s lives but also does not give himself the credit. He knows he is an intelligent and charismatic person, and he sometimes uses that to his advantage. It is easy for people to open up to Intentional as he is always willing to listen to other’s problems. He has a special interest in taking care of and encouraging families. Intentional also wants to be a strong advocate for those who have chronic illnesses and help them create a life they enjoy living.

Plot Hooks

  1. Intentional is always on the lookout for new locations to suggest to his clients. He found a new place, but it is surrounded by monsters, and he needs the party to remove them.
  2. Intentional needs a new emotional support companion. However, with his busy schedule, he is not able to make it over to the neighboring town. He asks the group to go acquire his new companion, and he will pay them well for their efforts.
  3. Intentional is worried because he sent out a couple on a retreat to get away and reconnect. However, they have not yet returned. He fears that something bad may have happened to them at the location he sent them off to. He doesn’t know if the couple is lost or still trying to reconnect, but they should have been back a few days earlier.



Ilse Winternacht

halfling with black hair, paintbrush in bun, white shirt with blue tank-top tunic, body & clothes covered in paint splotches

Ilse Winternacht (Rogue)

Small Humanoid (Halfling), Chaotic Good

Cisgender woman (she/her)

Armor Class: 14

Hit Points: 33

Speed: 25 ft.

Strength Dexterity Constitution Intelligence Wisdom Charisma
14 (+2) 16 (+3) 10 (+0) 12 (+1) 8 (-1) 14 (+2)

Skills: Athletics +6, Arcana +3, Deception +4, Investigation +5, Sleight of Hand +6, Stealth +6

Senses: Passive Perception 11

Languages: Common, Halfling, Thieves’ Cant

Challenge: 3

Abilities

Brave. She has advantage on saving throws against being frightened.

Cunning Action. She can take a bonus action on each of her turns to take the Dash, Disengage, or Hide action.

Fast Hands. She can use the bonus action granted by her Cunning Action to make a Sleight of Hand check, use her thieves’ tools to disarm a trap or open a lock, or take the Use an Object action.

Halfling Nimbleness. She can move through the space of any creature a size larger than her.

Lucky. When she rolls a 1 on the d20 for an attack roll, ability check, or saving throw, she can reroll the die and must use the new roll.

Naturally Stealthy. She can attempt to hide even when obscured only by a creature that is at least one size larger than her.

Second-Story Work. Climbing no longer costs her extra movement, and when she makes a running jump, the distance she covers increases by +3 feet.

Sneak Attack. Once per turn, she can deal an extra 2d6 damage to one creature she hits with an attack with a finesse or ranged weapon if she has advantage on the attack roll. She doesn’t need advantage on the attack roll if another enemy of the target is within 5 ft. of it, that enemy isn’t incapacitated, and she don’t have disadvantage on the attack roll.

Traits

Numbness [IE 3, Chronic]. Ilse can neither feel nor move her elbow to fingers (Impact Extent 3). Their fingers can use magic rings, but otherwise, she can’t use that appendage, and if exposed to damage, she doesn’t notice, which can result in further ongoing damage.

Arm/Hand Stiffness (left arm and hand) [IE 2, Chronic]. Ilse’s fingers, wrists, elbows, and/or shoulders are difficult or impossible to move without extreme pain, if at all. She has a −2 penalty to any action that would use that joint, including combat rolls. When she succeeds on a melee attack, the vibrations from the impact are painful, and she needs to succeed in a DC 10 Constitution check to fight the pain and continue to hold her weapon.

Traumatic Flashbacks [IE 4, Triggered by screaming]. Ilse experiences memories of past trauma (sometimes violent, but not always) as if it’s happening again. The flashbacks are triggered by external stimuli, sometimes predictable, but the specific stimuli can be any number of brief sensory experiences. In this case, the response is triggered seemingly randomly 4d4 times per day or when exposed to stimuli known to relate to the traumatic event and lasts for 4d6 minutes unless she succeeds on a DC 12 Constitution saving throw. All spell casting and ability checks require that she succeed on a concentration check or make the subsequent check with disadvantage, and tasks that normally require a concentration check are made with a −4 penalty. If she takes damage during the flashback experience that doesn’t make sense within that context, she may make another Constitution saving throw immediately.

Actions

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

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

Assistive Device

Jocelyn’s Necklace of Grounding

Wondrous Item, common

This iron necklace with a pendant depicting the topography of your home plane, changing appearance accordingly for each owner, has three charges, and it regains 1d3 expended charges daily at dawn. While worn, when you have a Traumatic Flashback, it emits a strong mint aroma and produces a sour lemon flavor in your mouth. This strong sensory input gives you +2 on all Constitution saving throws against the flashback.

Background

Ilse was born the youngest of four children into a wealthy family of alchemists. Unlike her siblings, she never took to the craft herself — preferring to express her creativity through painting the city’s architecture. Nevertheless, her family doted upon her, and she them, as they lived a comfortable life off of the profits of the family business.

The Roaring Fires saw to change that, tearing through the entire western quarter of the city — including the Winternacht Alchemical Corner where Ilse was at the time — and leaving it a mess of scorched rubble and debris. Those who survived were left homeless, destitute, and desperate for someone to blame. The city council provided, claiming the fire was caused by her family’s “negligent alchemical practice,” charging them and throwing a public show trial that resulted in the life-long imprisonment of her parents and all of her siblings and the seizing of all of their assets to fund the repairs, leaving Ilse to fend for herself at the age of fifteen.

Ilse made the most of her situation, banding together with other youths displaced by the fires to form the Burnouts gang. Her keen interest in architecture and her steady painter’s handmade picking up the art of second-story work and pick-pocketing a breeze, and her ability to disguise her casing of potential targets as the artistic endeavors of a troubled teen made her a valuable asset to the rest of the gang. Over the years that followed, the Burnouts became her new family, though behind closed doors, she still dreams of the day she finds out what really caused the Roaring Fires and clears the Winternacht name.

Personality

Ilse is generally quite cheerful. She tends to deal with her own pain by focusing on helping out others who have suffered as she has. She is quick to deny anything is wrong when asked and quick to anger when pressed beyond that. She will end up stroking her left arm when uncomfortable as a reminder of the destruction that happened in the Roaring Fires. A lover of all things architectural, she is easily distracted by designs she’s never seen before. Though not particularly good at portraiture, Ilse enjoys painting portraits as memoirs of the ones she loves most. Painting is one way to help her relax and forget about her pain for a little while.

Plot Hooks

  1. Ilse may request the adventurers to help her find some rare magic paint that she heard is being sold in the next town over.
  2. Ilse may hire a group of adventurers to help her get to a particular location so she can paint the beautiful architecture she’s heard a lot about.
  3. Ilse may hire a group of adventurers to help her discover what happened to her family’s business and who is behind the Roaring Fires.



Fiorabelle the Untouchable

gnome with braided red hair, rugged olive half shirt & khaki louncloth, teal tribal tattoos, dagger on belt, red bracelet, glowing daisy ring, hand on service capybara

Fiorabelle the Untouchable (Barbarian)

Small Humanoid (Gnome), Chaotic Good

Cisgender woman (she/her)

Armor Class: 15

Hit Points: 42

Speed: 25 ft.

Strength Dexterity Constitution Intelligence Wisdom Charisma
18 (+4) 16 (+3) 14 (+2) 13 (+1) 12 (+1) 10 (+0)

Skills: Acrobatics +5, Animal Handling +3, Perception +3, Performance +2

Senses: Darkvision 60 ft., Passive Perception 13

Languages: Common, Gnomish

Challenge: 3

Abilities

Danger Sense. She has advantage on Dexterity saving throws against effects that she can see while not blinded, deafened, or incapacitated.

Frenzy. While raging, she can choose to frenzy. She can make a single melee weapon attack as a bonus action on each of her turns after this one. When her rage ends, she suffers one level of exhaustion.

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

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

Rage Damage. As a bonus action, she enters a rage for up to 1 minute (10 rounds). She gains advantage on Strength checks and saving throws (not attacks), +2 melee damage with Strength weapons, and resistance to bludgeoning, piercing, slashing damage. She can’t cast or concentrate on spells while raging. Her rage ends early if she is knocked unconscious or if her turn ends and she hasn’t attacked a hostile creature since her last turn or taken damage since then. She can also end her rage as a bonus action.

Reckless Attack. When she makes her first attack on her turn, she can decide to attack recklessly, giving her advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against her have advantage until her next turn.

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

Traits

Attention Difference [IE 3, Chronic]. When performing any sustained task, Fiorabelle must succeed on a DC 11 Constitution saving throw. Failure indicates that she’s been distracted — all related skill checks take sixty percent times as long to complete. While distracted, she has a +3 on passive Wisdom (Perception). On success, Fiorabelle becomes hyperfocused and has advantage on all related skill checks. While hyperfocused, she has a −3 penalty on passive Wisdom (Perception).

When anticipating an important upcoming event, Fiorabelle must succeed on a DC 9 Constitution saving throw. Failure indicates that she’s distracted by that event until it begins.

Emotion Fluctuation [IE 4, Periodic]. Fiorabelle’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.

Head and Neck Pain [IE 3, Triggered by light and smells]. Fiorabelle experiences chronic pain in her head and neck. Any action that requires concentration (e.g. maintaining a spell) requires a successful DC 13 Constitution saving throw per round to maintain concentration. In the presence of bright light or loud noise, she makes the roll with disadvantage. Because she’s used to managing pain, even though this doesn’t reduce the experience of it, she has a +3 bonus to saving throws against psychic damage.

Photosensitivity [IE 3, Triggered]. Fiorabelle is sensitive to bright light such as sunlight, including all but the darkest cloudy days. While in moderate to bright light, she has a −3 penalty on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. In dim light, she can see as if in daylight.

Social Interaction Difference [IE 3, Frequent]. Fiorabelle has trouble interpreting the social aspects of language, both verbal and non-verbal, and the feelings being conveyed. She has a -3 penalty on Charisma (Persuasion) and Charisma (Deception) and Wisdom (Insight) checks. She can use Masking to mitigate these effects.

Traumatic Flashbacks [IE 3, Triggered by any movement near the head or others touching the head, associated smells]. Fiorabelle experiences memories of past trauma (sometimes violent, but not always) as if it’s happening again. In this case, the response is triggered seemingly randomly 3d4 times per day or when exposed to stimuli known to relate to the traumatic event and lasts for 3d6 minutes unless she succeeds on a DC 11 Constitution saving throw. All spell casting and ability checks require that she succeed on a concentration check or make the subsequent check with disadvantage, and tasks that normally require a concentration check are made with a −3 penalty. If Fiorabelle takes damage during the flashback experience that doesn’t make sense within that context, she may make another Constitution saving throw immediately.

Actions

Double-Bladed Scimitar. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) slashing damage

Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) or 9 (1d10 + 4) slashing damage, versatile

Assistive Devices

McLoken's Ring of Fidgeting (Attention Difference)

Wondrous Item, Common

This silver ring has a separate copper ring in the center that rotates and functions as a fidget, giving a +1 bonus to Attention Difference saving throws. This ring has 6 charges. While wearing it, you can expend 1 charge as an action to clarify your mind for 1 minute, giving you advantage on all saving throws against psychic damage and all Intelligence and Wisdom checks in which you’re proficient except passive Wisdom (Perception). The ring regains 1d4 + 2 expended charges daily after a long rest.

Isadora's Mood Stone Bracelet (Emotion Fluctuation)

Wondrous Item, Common

This narrow cuff bracelet has an inset quartz crystal that responds to Emotional Fluctuation by gradually changing color between blue and red to reflect and predict the associated emotion between enjoyable and painful emotions. The color changes based on the associated emotional cycle, not situational emotions, and the color shift precedes the emotional shift by a day, so monitoring it closely will give you a sense of when to expect shifts to change.

Service Animal

Syd

Medium beast (capybara), lawful good

Armor Class 15 (studded leather barding)

Hit Points 16 (3d8 + 3)

Speed 30 ft., 30 swim ft.

      STR            DEX           CON            INT            WIS            CHA
   13 (+1)       10 (+0)       12 (+1)         8 (-1)        15 (+2)       13 (+1)

Saving Throws WIS +4, CHA +3

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

Senses passive Perception 12

Languages -

Challenge 1/4 (50 XP)      Proficiency Bonus +2

Hold Breath. Syd can hold his breath underwater for 5 minutes.

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

Powerful Build. Syd counts as one size larger when determining his carrying capacity and the weight he can push, drag, or lift.

Bonus Actions

Bolster (1/Day). As a bonus action, Syd can give his partner advantage on Strength and Constitution saving throws or ability checks that would knock them prone.

Supportive. As a bonus action Syd can expend one of his hit dice (1d8) to help his partner regain hit points. He regains half of his expended hit dice at the end of a long rest.

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage.

Reactions

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

Background

Fiorabelle was abandoned as a small child by her gnomish family. She had to live on her own for a little while before she was found by a tribe of half-orcs. One of the half-orc mothers had just lost her child and took in Fiorabelle as her own. Fiorabelle was raised to be a fighter, and is known for her speed and quickness with a blade, earning her the name the Untouchable. She was raised to fight and use her emotions in battle. However, because she suffered a lot of abuse growing up and had a violent childhood, this took a toll on her mental health. The half-orc family she grew up in did put a strict focus on training and battling. This is how Fiorabelle became a Barbarian; however, it did come with a high cost to herself. Due to her injuries, she has chronic pain, and certain smells trigger migraines with olfactory hallucinations. This makes it hard for Fiorabelle to focus and sometimes even fight. However, when she gets into a rage, she can frenzy and forgets about the pain that she is in for a moment. Unfortunately, that reckless type of fighting does take a serious toll on her body. Isadora’s Mood Stone Bracelet helps her with her emotions, as well as the Ring of Fidgeting. However, Syd is the most helpful thing to her life, and she is very thankful for her Emotional Support Animal.

Personality

Fiorabelle is very fidgety and nervous in diplomatic situations. She finds it hard to sit still during periods of long talking. She uses her Ring of Fidgeting to focus. Fiorabelle was taught more to fight than to sit and learn and communicate with others. Her anxiety rises as situations become more complicated and verbal. She becomes agitated if she remains for too long in a conversation-based situation. She may also become agitated over her chronic pain, which is particularly in her neck, shoulders, and back. In addition, she is very sensitive to bright light, and prolonged exposure to light or smells triggers migraines.

Due to the abuse she suffered as a child, any movement near her head or touching her head causes Fiorabelle to fly into a rage. Certain smells also cause her hallucinations, which can lead to rages. She does experience other types of strong emotions. When depressed, she is withdrawn and disinterested. When she is manic, she is very talkative and witty and bubbly. This can sometimes confuse the people around her. However, in general, Fiorabelle is quiet but jovial and has a sharp wit. She is also very bellicose if provoked. Fiorabelle is used to resolving situations with violence. Respect and affection must be earned.

Fiorabelle relies on Syd, her capybara, to keep her calm if the Ring of Fidgeting fails her. He also helps calm her after she comes out of rages. He is big enough for her to ride a mount when she is in severe pain or exhausted. She is extremely sensitive about children who are mistreated in any way. If she witnesses this, she will fly into a rage at the people she perceives as the mistreaters. Furthermore, she is particularly awkward around other gnomes.

Plot Hooks

  1. Fiorabelle may ask the adventurers to find an item that will help soothe her body after she ends a rage.
  2. Fiorabelle may ask for the help of adventurers to correct the behavior of the group of half-orcs that treated her unkindly. Rumor has it that they are trying to train more children to be fighters. Fiorabelle hopes that she can prevent this dangerous behavior.
  3. Fiorabelle may challenge any adventurer who thinks they are tough, to a battle of strengths.



Evard Dale

unshaven human with brown hair wearing brown & forest green coat, brown tattered cape, 3 spherical bottles hanging from belt strap

Evard Dale (Ranger)

Medium Humanoid (Human), Lawful Good

Cisgender man (he/him)

Armor Class: 16

Hit Points: 52

Speed: 30 ft.

Strength Dexterity Constitution Intelligence Wisdom Charisma
10 (+0) 20 (+5) 16 (+3) 12 (+1) 18 (+4) 12 (+1)

 

Skills: Animal Handling +6, Deception +3, Perception +6, Sleight of Hand +5, Stealth +7, Survival +6

Senses: Passive Perception 16

Languages: Common, Draconic, Infernal

Challenge: 4

Abilities

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

1st Level (3 slots): Alarm, Cure Wounds, Speak with Animals

Favored Enemy (Dragons). He has advantage on Survival checks to track his favored enemies, as well as on Intelligence checks to recall information about them.

Natural Explorer (Forest). He is particularly familiar with one type of natural environment and is adept at traveling and surviving in such regions. His bonus is doubled for proficient skills when he makes a related Intelligence or Wisdom check. While traveling for an hour or more in his chosen terrain: difficult terrain doesn’t slow his group’s travel; his group can’t become lost except by magical means; he remain alert to danger even when he are engaged in another activity; he can move stealthily at a normal pace (while alone); he find twice as much food while foraging; and while tracking creatures, he learn the exact number, sizes, and how long ago they passed through the area.

Fighting Style (Archery). He adopts a particular style of fighting as his specialty. He gains a +2 bonus to attack rolls he makes with ranged weapons.

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

Hunter’s Prey: Horde Breaker. He gains an additional attack feature. Once on each of his turns, when he makes a weapon attack, he can make another attack with the same weapon against a different creature that is within 5 ft. of the original target and within range of his weapon.

Traits

Baseless Emotion

Evard feels emotions without any relevant stimulus. Any day that he experiences these for more than four hours, he needs to take a short rest or take one level of exhaustion due to the toll they take on his mind and body.

Hopelessness [IE 2, Frequent]. Evard has the overwhelming feeling that his circumstances will only get worse, either in terms of his immediate circumstances, his entire life, or both. While experiencing hopelessness, Evard has disadvantage on all ability checks.

Worthlessness [IE 2, Frequent]. Evard feels persistent self-doubt that his abilities or value as a person are inadequate. Trying to compare himself to others only makes it worse. This emotion makes him reluctant to take risks and causes Evard to second-guess his actions. His experience of worthlessness gives him a -2 penalty to initiative rolls.

Actions

Longbow. Range Weapon Attack: +9 to hit, range 150 ft./600 ft., one target. Hit: 9 (1d8 + 5) piercing damage.

Background

Evard Dale grew up the child of foresters who made a decent, if not extravagant, living harvesting various things (mushrooms, pelts, herbs, etc.) from the forest near a series of small to medium-sized settlements and selling their goods to the settlers. Evard’s father died in an encounter with a vicious predator, and his mother moved into one of the neighboring towns. Evard’s siblings grew up, got married, and started their lives elsewhere, leaving Evard to decide what he would continue to do for the rest of his life.

Evard occasionally thought about moving or changing his life or making a career for himself, but he would soon either get distracted, or an overpowering lethargy would come over him. Evard would have to wait for these feelings to ease up before he could go back to what he knew how to do: wandering the forest and using its bounty to survive. He would take on quests to help others as a source of income, and has grown to know the forest as if it was a part of his being. Everyone is grateful for his help, even though Evard remains reclusive.

Personality

Evard Dale is a competent but non-expert ranger, with a lot of local and nature knowledge. He loves surrounding himself with nature as that is what calms him the most. If Evard is in a depressive phase, he will shut himself down. In those times, he tends to keep to himself and to his small homestead, sometimes not even leaving his hut for days at a time. Others notice when Evard is gone after a few days. Due to this, he does not keep domestic animals that cannot take care of themselves.  While experiencing his traits, he will neglect his appearance and not bother with any of the niceties of human interaction. If sought out, Evard is polite and not aggressive, but he will not initiate contact nor ask for things he might want or need. In his non-depressive phase, he interacts with society on their terms. He is still neither charismatic nor outgoing, but he does go out of his way to make himself more acceptable to society in general and will go to the settlements and seek people for company and for trade. He will do what he needs to survive but not much more.

Plot Hooks

  1. Adventurers may stumble upon Evard in the woods collecting food.
  2. Adventurers may stumble upon Evard if they are in a difficult encounter in a forest and he comes to rescue the party.
  3. Evard may hire adventurers to join him to seek out the mystery of a newly discovered temple he found in the forest.



Emmara Tandris

light long-haired elf in green & magenta robes, glasses, bracelets, chain ear cuff, holding 2 books

Emmara Tandris (Wizard)

Medium Humanoid (High Elf), Neutral Good

Non-binary (she/they)

Armor Class: 13

Hit Points: 29

Speed: 30 ft.

Strength Dexterity Constitution Intelligence Wisdom Charisma
8 (-1) 16 (+3) 8 (-1) 18 (+4) 14 (+2) 12 (+1)

 

Skills: Arcana +8, History +8, Investigation +8, Perception +6, Persuasion +5

Senses: Passive Perception 16, Darkvision 60 ft.

Languages: Common, Dwarvish, Elvish, Gnomish, Halfling

Challenge: 9

Abilities

Spellcasting. Emmara is a 9th-level spellcaster. Her spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). They have the following Wizard spells prepared:

Cantrips (at will): Mage Hand, Mending, Message, Light, Prestidigitation

1st Level (4 slots): Comprehend Languages, Identify, Unseen Servant, Mage Armor

2nd Level (3 slots): Detect Thoughts, Locate Object, Hold Person

3rd Level (3 slots): Counterspell, Dispel Magic, Sending

4th Level (3 slots): Polymorph, Private Sanctum

5th Level (1 slot): Legend Lore, Teleportation Circle

Arcane Recovery. Once per day on a short rest, Emmara can recover spell slots up to a combined level of 5, with no spell slots over 6th level.

Potent Cantrip. Starting at 6th level, her damaging cantrips affect even creatures that avoid the brunt of the effect. When a creature succeeds on a saving throw against her cantrip, the creature takes half the cantrip’s damage (if any) but suffers no additional effect from the cantrip.

Sculpt Spells. When she casts an evocation spell that affects other creatures that she can see, she can choose a number of them equal to 1 + the spell’s level. The chosen creatures automatically succeed on their saving throws against the spell, and they take no damage if they would normally take half damage on a successful save.

Traits

Tinnitus [IE 3, Chronic]. Emmara hears a persistent ringing noise in the background, a byproduct of her years of setting off powerful evocation spells while adventuring. The tinnitus becomes worse when in a place with a large amount of background noise. Emmara takes a -3 penalty on all hearing-related Wisdom (Perception) and Charisma (Persuasion) checks when background noise is present.

Vertigo [IE 2, Frequent]. Emmara struggles with feeling dizzy, lightheaded, nauseated, and is unable to easily orientate herself in space. Due to this, she has a -2 penalty to all Dexterity checks and saving throws, including initiative and Dexterity-based attack rolls, until Emmara takes a short rest. Emmara feels Nausea and will vomit on a failed DC 10 Constitution saving throw, which will leave her incapacitated for 1d4 rounds. This is triggered by quick movement and stress.

Actions

Dagger. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage.

Background

Emmara was a great adventurer in her youth, and traveled with a group called the Guardians of the Forest. Together, the group faced many evils from this plane of existence and others. During this time, Emmara collected various tomes of lore, arcane knowledge, and generally enjoyable books. They enjoyed meeting bookshop owners around the world. At times, she would even donate some of her books to collections of various libraries.

However, after a time and the loss of her closest friend, Oveus, Emmara decided that it was time to leave the Guardians of the Forest to create a different life for herself. She settled in a modest-sized city and opened her own library full of the many tomes from her travels. Adventurers now come to her with books of knowledge to be kept safe and shared with others. From time to time, a book is not returned, and Emmara closes the doors of their library to seek it out. What most adventurers fail to realize is that through the use of magic, she keeps a close eye on all of their books.

If Emmara finds that the adventurers fell while her book was in their possession, Emmara makes sure to collect any other tomes on them and alert the party’s next of kin. Inside Emmara’s library, there is a memorial dedicated to all the people who have fallen in the pursuit of knowledge, with the first name being Oveus Stormwind.

Emmara wears Earrings of Grounding when she goes on errands to retrieve books; however, she will keep them off when going about her own library and day-to-day life unless something important is happening.

Assistive Devices

Phyllis's Ear Cuff of Grounding

Wondrous Item, Common

These gold earrings, shaped like plumblines running from the lobe up to a cuff and hanging from there, reduce the IE of Vertigo by 2 while worn. They must be removed to receive the benefits of a short or long rest and take one round to add or remove. When removed, you must lie prone for (IE) rounds or Faint.

Personality

Emmara is soft spoken; however, this should not be taken for hesitation. Contained in their words are knowledge and power that is easily conveyed without contempt. She cares deeply about her patrons, and wishes them well each time they head out on an adventure. When no one is looking, Emmara can be found gazing up at the memorial of fallen knowledge seekers, and if in the right mood, might reminisce about each of them telling their own stories. Due to this, she can become melancholy and detached at times, especially when others do not heed her advice when heading out on a dangerous adventure. Emmara is not one to argue with someone or force adventurers to reconsider their course of action. Instead, she will wish them well while secretly praying they would reconsider.

Plot Hooks

  1. The group is seeking an ancient tome of knowledge.
  2. Emmara arrives at the party’s location searching for an overdue book held by another band of adventurers.
  3. The group is attempting to complete Emmara’s last adventure with the Guardians of the Forest and wants to know what went wrong so they can do better.



Eldris Moonbow

white-haired elf in green outfit, 2 katanas on belt, longbow drawn

Eldris Moonbow (Ranger)

Medium Humanoid (Elf), Neutral Good

Cisgender Man (He/Him)

Armor Class: 17

Hit Points: 170

Speed: 35 ft.

Strength Dexterity Constitution Intelligence Wisdom Charisma
10 (+0) 20 (+5) 18 (+4) 16 (+3) 14 (+2) 10 (+0)

 

Skills: History +8, Investigation +8, Nature +8, Perception +7, Persuasion +5, Sleight of Hand +5, Stealth +10

Senses: Darkvision 60 ft., Passive Perception 17

Languages: Celestial, Common, Draconic, Elvish, Giant

Challenge: 15

Abilities

Spellcasting. Eldris is a 15th-level spellcaster. His spellcasting ability is Wisdom (spell save DC 15, +7 to hit with spell attacks). He has the following Ranger spells prepared:

1st Level (4 slots): Alarm, Cure Wounds

2nd Level (3 slots): Find Traps, Locate Animals or Plants, Pass Without Trace, Spike Growth

3rd Level (3 slots): Speak with Plants, Water Breathing

4th Level (2 slots): Locate Creature

Colossus Slayer. Once per turn, when he hits a creature with a weapon attack, the creature takes an extra 1d8 damage if it’s below its HP maximum.

Elf Weapon Training. He has proficiency with the longsword, shortsword, shortbow, and longbow.

Escape the Horde. Opportunity attacks against him are made with disadvantage.

Evasion. When he is subjected to an effect that allows him to make a Dexterity saving throw to take only half damage, he instead takes no damage if he succeeds on the saving throw, and only half damage if he fails.

Favored Enemy: Beasts, Giant, Fiends, Celestial, Dragons. He has advantage on Survival checks to track his favored enemies, as well as on Intelligence checks to recall information about them. He also learns one language of his choice that is spoken by his favored enemies, if they speak one at all.

Fey Ancestry. He has advantage on saves against being charmed, and magic can’t put him to sleep.

Fighting Style: Defense. While he is wearing armor, he gains a +1 bonus to Armor Class.

Hide in Plain Sight. He can spend 1 minute creating camouflage for himself from naturally occurring materials. Once he is camouflaged, he can try to hide by pressing himself up against a solid surface to gain a +10 bonus to Stealth checks as long as he remains there without moving or taking actions.

Land’s Stride. Moving through nonmagical difficult terrain costs him no extra movement and he can also pass through nonmagical plants without being slowed by them and without taking damage from them. He has advantage on saving throws against plants that are magically created or manipulated to impede movement.

Mask of the Wild. He can attempt to hide even when he is only lightly obscured.

Natural Explorer: Forest, Grassland, Mountain. He has a favored terrain type. His proficiency bonus is doubled for proficient skills when he makes an Intelligence or Wisdom check related to it. While traveling for an hour or more in his chosen terrain, difficult terrain doesn’t slow his group’s travel, his group can’t become lost except by magical means, he remain alert to danger even when he are engaged in another activity, he can move stealthily at a normal pace (while alone), he find twice as much food while foraging, and while tracking creatures, he learn the exact number, sizes, and how long ago they passed through the area.

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

Trance. He doesn’t need to sleep, but meditates semi consciously for 4 hours a day. While meditating, he can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, he gains the same benefit that a human does from 8 hours of sleep.

Vanish. He can use the Hide action as a bonus action on his turn. Also, he can’t be tracked by nonmagical means, unless he chooses to leave a trail.

Volley. He can use his action to make a ranged attack against any number of creatures within 10 feet of a point he can see within his weapon’s range. He must have ammunition for each target, as normal, and he makes a separate attack roll for each target.

Traits

Executive Functioning [IE 3, Chronic]. Eldris has trouble organizing himself, including his thoughts, his possessions, his emotions, his time, and his memory. He has a −3 penalty to all initiative rolls, and on an initiative roll of 1 or less (or a natural 1), he cannot use his action or bonus action for the first round due to indecision, but he can still use his reaction. Eldris has a −3 penalty on his passive Wisdom (Perception) to determine surprise, and if the plans for the day change, he must succeed on a DC 11 Constitution saving throw or have disadvantage on all Wisdom and Charisma checks for 3d4 minutes while he mentally adapts to his new circumstances and plans. On any attempt to find something that Eldris previously possessed, he has a −3 penalty on Wisdom (Perception) checks to find it. He has a −3 penalty on all reaction rolls. Because Eldris is used to having to compensate for his decision-making, he has developed creativity and resilience, so once per day, when making a non-combat ability check, he can choose to do so with advantage. Multiple days in a row with high stress or demands can temporarily increase the IE.

Actions

Extra Attack. He can attack twice whenever he takes the Attack action on his turn.

Katana. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) slashing damage.

Longbow. Ranged Weapon Attack: +10 to hit, range 150ft/600ft, one target. Hit: 9 (1d8 + 5) piercing damage.

Assistive Devices

Daniel's Mantle of Autistica

Armor (any armor), common

This armor’s temperature changes in the presence of strong emotions. While wearing this armor, you become colder if any creature within 60 feet is feeling a strong hostile, angry, embarrassed, afraid, or other stressful emotions and warmer when within 60 feet of strong excitement, bliss, or other happy emotions, the temperature reflecting the intensity of the emotions. If more than one creature with different emotions is within range, the armor temperature rapidly fluctuates. The armor is immune to Heat Metal and other spells that influence material temperature, and if all creatures within range are experiencing similar emotions, you have resistance to fire or cold damage as applicable. If the temperature is fluctuating, you have disadvantage on concentration saving throws and Wisdom (Insight) checks until the fluctuations stop.

Background

As a wood elf, Eldris was raised in an ideal environment for one born with high functioning developmental differences. He never quite fit in with the other youths he grew up with, but elves are already a little different by nature, so it wasn’t a terrible experience. Only when he ventured into the world of humans did he begin to fully understand his differences, which led him to seek out and eventually find his magic armor. He commissioned the armor and felt that he was able to continue his adventures in the world. Eldris enjoys spending time in nature where he can hunt and track his favored enemies. This helps him experience his emotions in a safe environment for him.

Personality

Eldris is quiet, and reserved. He has trouble collecting his thoughts and being able to communicate them to others. Due to that, he does not like to meet new people. He is often perceived as being arrogant or standoffish. Eldris has a strong sense of compassion and justice. He loves to take care of those who are unable to take care of themselves.  Even though he does not enjoy being around others, he wants to make their lives better in any way he can. He prefers to work silently and help from the shadows.

Plot Hooks

  1. Adventurers may seek Eldris’ help to track down a specific enemy that he is trained in.
  2. Adventurers may run into Eldris in a mountainous area and help with one of his assignments.
  3. Adventurers may hire Eldris to fight alongside him in a large battle that is about to happen in a town nearby.



Caleburk

half-orc wearing blue tunic & white cape, yellow plush animal attached to belt, green fire in palm of upturned palm, parchment with "To Do" floating in front of him

Caleburk (Sorcerer)

Medium Humanoid (Half-Orc), Chaotic Good

Cisgender man (He/Him)

Armor Class: 13

Hit Points: 30

Speed: 30 ft.

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

Skills: Arcana +3, History +3, Insight +3, Intimidation +5, Investigation +3

Senses: Darkvision 60 ft., Passive Perception 11

Languages: Celestial, Common, Draconic, Elvish, Orc

Challenge: 3

Abilities

Spellcasting. Caleburk is a 3rd-level spellcaster. His spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). He has the following Sorcerer spells prepared:

Cantrips (at will): Acid Splash, Mage Hand, Prestidigitation, Shocking Grasp

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

2nd Level (2 slots): Enhance Ability, Levitate

Dragon Ancestor. He has a green dragon as his ancestor. He can speak, read, and write Draconic, and he doubles his proficiency bonus for Charisma checks involving dragons.

Draconic Resilience. His max HP increases by 3. When he isn’t wearing armor, his Armor Class equals 13.

Font of Magic. He has 3 sorcery points that he regains when he finishes a long rest. He can use his sorcery points to gain additional spell slots or sacrifice spell slots to gain additional sorcery points as a bonus action.

Metamagic. He gains the ability to twist spells to suit his needs.

Careful Spell. He can spend 1 sorcery point to allow up to 3 creatures to automatically succeed on the saving throw of a spell he cast.

Subtle Spell. When he casts a spell, he can spend 1 sorcery point to cast it without any Somatic or Verbal components.

Relentless Endurance. When he is reduced to 0 hp but not killed, he can drop to 1 hp instead once per long rest.

Savage Attacks. When he scores a critical hit, roll one of the weapon’s dice one additional time and add it to the extra damage.

Traits

Amplified Emotion [IE 3, Chronic]. Caleburk experiences emotions strongly and deeply across the emotional spectrum. Because they come quickly, often without warning, he cannot prepare himself for them, and he reacts instinctively with little or no control.

Enjoyable Emotions. Caleburk experiences 1d6 + 2 of the following in excess of typical experience: excitable, energetic, euphoric, needing less sleep, unusually talkative, racing thoughts, distractible, risk-seeking. During this time, he has a −3 penalty on Wisdom (Perception) checks and must succeed on a concentration check with a −3 penalty to maintain spells regardless of stimuli, but he need only half the necessary time for a short or long rest, and he gain +3 on initiative rolls.

Uncomfortable Emotions. When encountering a stressful situation, Caleburk must succeed on a DC 13 Wisdom saving throw or become overwhelmed by fear or anger. Failure on the saving throw gives him a −3 penalty on all ability checks that round, and this continues each round until he succeeds. He has a +3 bonus to Charisma (Intimidation) checks but a −3 penalty to Charisma (Persuasion) checks.

Learning Difference (Dyscalculia) [IE 2, Chronic]. Caleburk has a −2 penalty to any mathematical ability checks.

Sensory Processing Difference (Dyspraxia) [IE 2, Chronic]. When gaining or increasing a feat or proficiency based on Strength or Dexterity, Caleburk needs an additional 2d20 days to gain the bonus. Because Caleburk is 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.

Vestibular Difference [IE 3, Chronic]. Caleburk makes a −3 penalty on all Dexterity checks and Constitution checks. Caleburk tires easily, so when traveling, his daily distance is reduced by 30 percent. He has a +3 bonus to Wisdom (Perception) checks to detect gradual slopes.

Action

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

Assistive Device

Caleburk's Estimagus (Dyscalculia)

Wondrous Item, common

This abacus has 4 charges. While holding it, you can expend 1 charge as an action to calculate the answer to any mathematical question for which you know all of the necessary parameters, regardless how complex. If you don’t know all of the parameters, you can estimate the answer based on the available information and have a sense of how broad the estimate is. The abacus regains 1d4 expended charges daily after a long rest.

Background

Caleburk’s family is full of sorcerers. The family’s history with dragons has been passed down from ages, and so they have a strong connection to the past. Caleburk’s entire family went to the same school of magic, making a name for themselves there. They always expect the best from him, as they have worked their whole lives to make the world a better place for him. Thanks to their work and encouragement, Caleburk was selected to attend a different, much higher-ranking four-year academy, as soon as he was old enough. This was a different experience for him, as the staff and students did not already anticipate who Caleburk was.

Unfortunately, going to a prestigious magic school put a lot of pressure on Caleburk to advance the family name. The underlying pressure to succeed and be the first at this school was something Caleburk did not initially anticipate. He began to notice he was having trouble in school, then he realized that he had some differences with his brain and processing. Caleburk is the first in the family to have a disability. Due to his disabilities, society did not have high expectations from him, even though he came from a prestigious magic family. He was initially worried that that would be a problem with his family, but to his surprise, they encouraged him to be the best that he can be and continued to push him to leave the world better for the generations after him.

Personality

Caleburk is fairly playful and sarcastic. However, he can’t always understand sarcasm when it’s aimed at him. He tries his best to keep up with conversations and observe others’ behavior. He does not necessarily trust people right away, so he does come across as shy, but will most likely eventually warm up to you. Caleburk is charismatic even if at first, he may not appear so. He is hesitant to get to know people due to others not knowing about his disabilities but, as he warms up to others, he begins to feel comfortable sharing those parts of himself.

Plot Hooks

  1. Adventurers might seek out Caleburk for help studying an ancient tome.
  2. Adventurers might find Caleburk studying at a local magic academy.
  3. Adventurers might be requested by Caleburk to go on a quest to seek out more about his draconic history.



Baldor Rockfist

dwarf with dark hair and beard, purple longcoat, an owl perched on his shoulder

Baldor Rockfist (Bard)

Medium Humanoid (mountain dwarf), Chaotic Good

Cisgender man (he/him)

Armor Class: 13

Hit Points: 122

Speed: 25 feet

Strength Dexterity Constitution Intelligence Wisdom Charisma
12 (+1) 9 (-1) 14 (+2) 14 (+2) 16 (+3) 16 (+3)

 

Skills: Insight +8, History +8, Persuasion +5, Deception +5

Senses: Passive Perception 15, Darkvision 60 ft.

Languages: Common, Dwarvish, Dwarvish Sign Language

Challenge: 17

Abilities

Spellcasting. Baldor is a 17th level spellcaster. His spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). He has the following Bard spells prepared:

Cantrips (at will): Light, Message, Prestidigitation, True Strike

1st Level (4 slots): Charm Person, Command, Comprehend Languages, Identify, Unseen Servant, Faerie Fire, Expeditious Retreat, Hideous Laughter

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

3rd Level (3 slots): Clairvoyance, Tongues

4th Level (3 slots): Banishment

5th Level (2 slots): Scrying, Dominate Person

6th Level (1 slot): Mass Suggestion, True Seeing

7th Level (1 slot): Teleport, Arcane Sword

8th Level (1 slot): Power Word Stun

9th Level (1 slot): Power Word Kill

Bardic Inspiration. 3 times per short rest. As a bonus action, a creature (other than himself) within 60 ft. that can hear him gains an inspiration die (1d12). 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.

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

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

Peerless Skill. Starting at 14th level, when you make an ability check, you can expend one use of Bardic Inspiration. Roll a Bardic Inspiration die and add the number rolled to your ability check. You can choose to do so after you roll the die for the ability check, but before the GM tells you whether you succeed or fail.

Song of Rest. If he or any friendly creatures who can hear his 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

Hearing Loss [IE 4, Chronic]. Baldor has acute hearing loss and automatically fails any Wisdom (Perception) check based on hearing. In addition, he has a +4 bonus on saving throws related to attacks that use sound (e.g. banshee wail).

Attention Difference [IE 2, Chronic]. Baldor struggles to focus on some of the more mundane aspects of his job as a diplomat’s apprentice, especially when meetings drone on about the economy, political squabbles, and more. When faced with these situations, Baldor must make a DC 10 Wisdom saving throw. On a failure he becomes distracted, and has disadvantage on all related skill checks. While distracted, he also has a +2 on passive Wisdom (Perception) checks. On a successful save, he becomes hyperfocused on the topic and has advantage on all related skill checks and a -2 penalty to passive Wisdom (Perception).

Actions

Dragon Rapier. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage, finesse.

Arcane Sword. Melee Spell Attack: +9 to hit, reach 5 ft., one target. Hit: 16 (3d10) force damage.

Background

Baldor grew up in a wealthy merchant family. However, just before Baldor reached young adulthood, a sickness spread through his town and claimed his parents’ lives. Without them, Baldor’s business failed and, having lost his hearing due to the infection, Baldor turned to the only person he could think of, his uncle, Gamdor Rockfist, a well-respected diplomat to the council.

Gamdor happily took in his nephew and helped him learn sign language. During this phase in Baldor’s life, he became invested in helping others recover from the damage done by the plague that had infected their town. He led projects to make sure children orphaned were able to be housed and fed, that anyone left with a disability was able to find fruitful employment, and that plans were put in place to prevent the plague from happening in the future. While helping the town, Baldor found a young, abandoned owl. He took the small owl in and named it Fozy. Through careful training, Fozy was able to support Baldor in his work by alerting him to dangers that Baldor could not hear easily on his own. Gamdor, impressed by his nephew, agreed to take him on as an apprentice to learn the ways of a diplomat.

Personality

Baldor is a very outgoing and jovial person, with a good sense of humor. He is very passionate about his work as an apprentice diplomat, and makes sure to visit home regularly so that he can stay in touch with local concerns. Some on the council view him as impulsive and reckless in his approach to problem solving. In some ways this is true, but this is due to Baldor’s young age. He wants problems solved now, especially when it comes to tasks that do not interest him such as the economy, mundane political squabbles, and the like.

Baldor is a person of action, so if the counsel gets caught up in indecision, he is likely to find a solution and carry it out without their consent. He believes it is better to seek forgiveness than to ask for permission. Such actions could include amassing a militia to fight off foes attacking a town, using his own money to get medicine for a spreading illness, or figuring out who is embezzling money from the collective’s funds. Once Baldor puts his mind to something, he can make amazing things happen. When Baldor is distracted in council meetings, he will play with Fozy. The small owl can be found regularly perching on Baldor’s shoulder or, when in a playful mood, on the young dwarf’s head.

Plot Hooks

  1. The party needs help navigating an important diplomatic problem and could use an ally.
  2. A case is being ignored by officials and as they investigate, they find out that Baldor is also on the case.
  3. Baldor hires the party to figure out who is stealing from the people and to help put a stop to it.



Adelaide

human in platemail with long blonde hair with pink tips

Adelaide (Paladin)

Medium Humanoid (Human), Lawful Good

Transgender woman, She/Her

Armor Class: 18

Hit Points: 49

Speed: 30 ft.

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

 

Skills: Animal Handling +3, Insight +3, Persuasion +6, Survival +3

Senses: Passive Perception 10

Languages: Common, Dwarvish

Level: 5

Abilities

Spellcasting. Adelaide is a 5th level spellcaster. Her spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). She has the following Paladin spells prepared:

1st Level (4 slots): Protection from Evil and Good, Sanctuary

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

Channel Divinity. Her oath allows her to channel divine energy to fuel magical effects. When she uses her Channel Divinity, she chooses which option to use. She must then finish a short or long rest to use her Channel Divinity again. Some Channel Divinity effects require saving throws (DC 14).

Divine Sense. As an action, she can detect good and evil. Until the end of her next turn, she 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. She can use this feature 4 times per long rest.

Lay on Hands Pool. She has a pool of healing power that can restore 25 HP per long rest. As an action, she 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.

Sacred Weapon. As an action, she can imbue a weapon with positive energy. For 1 minute, the weapon is considered magical, she adds +3 to attack rolls, it emits bright light for 20 ft. and dim light for 20 ft beyond that. She can end the effect as part of any other action, if she is no longer holding the weapon, or if she falls unconscious.

Turn the Unholy. As an action, she can censure fiends and undead. Each fiend or undead that can see or hear her within 30 ft. must attempt a Wisdom saving throw (DC 14). On failure, it is turned for 1 minute or until it takes damage.

Traits

Acid Reflux [IE 3, Frequent]. DC 9 Constitution saving throw per round to maintain Adelaide’s concentration.

Baseless Emotion (Restlessness, Triggered by social situations) [IE 3]. +3 bonus to all Wisdom (Perception) in contested Dexterity (Stealth) checks but a −3 penalty for Adelaide to notice harmless details.

Learning Disability (Dyscalculia) [IE 2, Chronic]. −2 penalty to any of Adelaide’s mathematical ability checks.

Phobia (Entomophobia — Fear of Insects) [IE 2, Triggered]. Within 20 feet of the stimulus, Adelaide attempts a DC 10 Wisdom saving throw each round. On failure, Adelaide moves away from the stimulus or has a −2 penalty to all Intelligence, Wisdom, and Charisma ability checks. DC 10 Constitution saving throw per round to maintain concentration.

Sleep Disturbances (Insomnia) [IE 3, Frequent]. DC 11 Constitution saving throw for Adelaide to fall asleep quickly on a long rest. On failure, she loses the difference between the result + 6 or sleep longer to compensate. Insomnia: subtract the loss from the total hours attempted, and roll 1d(difference) to see how many hours Adelaide sleeps.

Actions

Longsword. Melee Attack: +7, 5 ft., single opponent. Hit: 8 (1d8 + 4) or 9 (1d10 + 4), slashing, versatile.

Background

Adelaide grew up in a small village where she often had to mask her true self from others. She hid her struggles as she went about the first 30 years of her life attempting to be the person she thought her family, wife, and community wanted her to be. She struggled silently, alone at night as thoughts raced through her mind of what would happen if others knew how she truly felt. On the eve of her 30th birthday, after several nights of little to no sleep, Adelaide roamed the village looking for a sign of what to do next. She was tired of being tired.

As she wandered, Adelaide met a cleric on the road. She traveled with the cleric from one side of town to the other. The cleric spoke of a church devoted to true expression, freedom of self, and protecting others from anyone who would deny others this choice. As Adelaide listened, she felt herself yearning for what this deity had to offer. As they reached the edge of town, the cleric turned and offered to have Adelaide as a companion and to travel with her as Adelaide found herself. The cleric had seen through Adelaide’s mask of contentment.

Adelaide only hesitated a moment before choosing to join the cleric and the Church of Reflection. On this journey, Adelaide found herself growing both inside and out. Upon reaching the temple, she was ready to take her paladin oath as the woman she was always meant to be.

Personality

Adelaide is a very socially anxious person and speaks with a soft voice when it comes to matters of herself. However, when it comes to protecting others who are in need, she is firm and outspoken. She travels the world with a soft half smile and an air of someone ready to face the world. Each day she gives thanks to her deity and will encourage others to seek similar counsel when struggling. If someone asks, she is willing to listen and give what advice she can.

Plot Hooks

  1. The party needs extra support and strength in combat.
  2. The party finds her protecting a group from a corrupt force intent on taking away freedoms of personal expression or identity.
  3. The party visits the Church of Reflection and finds her there.