Grelm

a man of elf and goblin ancestry holding a sword, pointing outward
Medium humanoid (mixed ancestry: elf, goblin), neutral

Armor Class 14 (leather armor)

Hit Points 22 (4d8 + 4)

Speed 30 ft.

STR DEX CON INT WIS CHA
10 (+0) 16 (+3) 12 (+1) 10 (+0) 12 (+1) 8 (-1)

Skills Perception +5, Stealth +7

Senses darkvision 60 ft., passive Perception 15

Languages Common, Elvish, Goblin

Challenge 2 (450 XP)

Keen Hearing and Sight. Grelm has advantage on Wisdom (Perception) checks that rely on hearing or sight.

Nimble Escape. Grelm can take the Disengage or Hide action as a bonus action on each of its turns.

Actions

Multiattack. Grelm makes two melee attacks or two ranged attacks.

Shortbow. Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 6 (1d6 + 3) piercing damage.

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




Eirik

a person with a deer head hood holding a bow and arrow, one food on a gray stone block

Medium humanoid (human), neutral

Armor Class 14 (leather armor)

Hit Points 27 (5d8 + 5)

Speed 30 ft.

STR DEX CON INT WIS CHA
12 (+1) 16 (+3) 12 (+1) 10 (+0) 14 (+2) 10 (+0)

Skills Perception +4, Survival +4

Senses passive Perception 14

Languages Common

Challenge 2 (450 XP)

Favored Enemy: Beasts. Eirik has advantage on Wisdom (Survival) checks to track beasts, as well as on Intelligence checks to recall information about them.

Actions

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

Longbow. Ranged Weapon Attack: +5 to hit, range 150/600 ft., one target. Hit: 7 (1d8 + 3) piercing damage.




Seren

a woman in padded armor holding a longsword

Medium humanoid (human), lawful good

Armor Class 12 (padded armor)

Hit Points 26 (4d8 + 8)

Speed 30 ft.

STR DEX CON INT WIS CHA
14 (+2) 12 (+1) 14 (+2) 10 (+0) 12 (+1) 10 (+0)

Saving Throws Str +4

Skills Athletics +4, Perception +3

Senses passive Perception 13

Languages Common

Challenge 1/2 (100 XP)

Actions

Longbow. Ranged Weapon Attack: +3 to hit, range 150/600 ft., one target. Hit: 5 (1d8 + 1) piercing damage.

Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage, or 7 (1d10 + 2) slashing damage if used with two hands.

Bonus Actions

Leadership (Recharge 4–6). Seren can use a bonus action on her turn to choose one friendly creature within 30 feet that can see or hear her. That creature gains advantage on their next attack roll before the start of her next turn.




Elowen

young ginger woman in lacy wool cloak holding glowing orange tentacled flower in palm, looking at it in awe

Medium humanoid (human), neutral good

Armor Class 13 (leather armor)

Hit Points 18 (4d8)

Speed 30 ft.

STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 10 (+0) 16 (+3) 14 (+2) 12 (+1)

Skills Medicine +4, Nature +5, Perception +4

Senses passive Perception 14

Languages Common, Elvish

Challenge 1/8 (25 XP)

Herbalist's Expertise. Elowen has advantage on Intelligence (Nature) checks related to identifying and working with plants.

Actions

Quarterstaff. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage, or 4 (1d8) bludgeoning damage if used with two hands.




Naelin

pale woman with dark makeup, tan and maroon clothing with large hood
Medium humanoid (elf), neutral good

Armor Class 13 (leather armor)

Hit Points 19 (3d8 + 6)

Speed 30 ft.

STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 14 (+2) 12 (+1) 16 (+3) 13 (+1)

Saving Throws Wis +5

Skills Medicine +7, Persuasion +3, Religion +5

Senses darkvision 60 ft., passive Perception 13

Languages Common, Elvish

Challenge 1/2 (100 XP)

Spellcasting. Naelin is a 3rd-level spellcaster. Her spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). Naelin has the following cleric spells prepared:
Cantrips (at will): Guidance, Light, Sacred Flame, Thaumaturgy
1st level (4 slots): Cure Wounds, Shield of Faith, Detect Magic, Command
2nd level (3 slots): Aid, Spiritual Weapon

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

Healing Word (3/Day). A creature of Naelin's choice within her line of action within 60 feet of her regains 1d4 + 3 hit points.

Photosensitivity [IE 3]. Naelin is sensitive to bright light, 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.

Actions

Mace. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage.




Limitless Champions Full Version

Limitless Champions: halfling with Down Syndrome playing a drum, tiefling monk with cerebral palsy, blind tiefling with ornate cane, blue dragonborn on sled with shortbow

Here’s the full version and extras from Limitless Champions:




Brace

half-orc in platemail with yellow accents, round shield strapped to handless right arm, ring hanging from necklace, 2 handaxes hanging on belt, embossed arms on breastplate

Medium humanoid (half-orc), Neutral Good
Cisgender, he/him

Armor Class 18
Hit Points 59
Speed 30 ft.

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

Saving Throws Animal Handling +4, Insight +4, Medicine +4, Perception +4, Persuasion +4, Religion +3
Skills Insight +4, Intimidation +3, Medicine +4, Persuasion +3, Stealth +0 (D)
Senses passive Perception 11
Languages Common, Elvish, Halfling, Orc
Challenge 7 (2.900 XP)

Spellcasting. Brace is a 7th-level spellcaster. His spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). He has the following cleric spells prepared:
Cantrips (at will):  Guidance, Mending, Sacred Flame, Spare the Dying
1st level (4 slots): Bless, Cure Wounds, Healing Word, Purify Food and Drink
2nd level (3 slots): Calm Emotions, Lesser Restoration, Prayer of Healing, Spiritual Weapon
3rd level (3 slots): Beacon of Hope, Create Food and Water, Protection from Energy, Revivify
4th level (1 slot): Banishment, Death Ward, Divination, Guardian of Faith

Better Together. Brace can strengthen his friends by each other’s presence. As an action, he chooses a number of willing creatures within 30 feet of him (this can include himself) equal to his proficiency bonus and creates a magical connection among them. The connection lasts for 10 minutes or until he uses this feature again. While any connected creature is within 30 feet of him, he can grant that creature temporary hit points equal to 1d4 + his proficiency bonus for the duration as long as they stay within range. He can use this ability a number of times equal to his proficiency bonus, and he regains all expended uses when finishing a long rest.

Channel Divinity. Brace can channel divine energy two times per rest.

Channel Divinity: Bond of Friendship. Brace can use his Channel Divinity to bolster the confidence of his allies. As an action, he presents his holy symbol and chooses a number of willing creatures within 30 feet of him (this can include himself) up to his cleric level. While they remain within range, they have resistance to psychic damage and a bonus equal to his proficiency bonus on all saving throws against being frightened or charmed or on saving throws required by uncomfortable emotions such as Amplified Emotions or Baseless Emotions. The effect lasts for 1 minute or until he is incapacitated or dies.

Channel Divinity: Through Thick and Thin. Starting at 6th level, Brace’s Better Together ability also gives each affected creature advantage on one Constitution or Wisdom saving throw of its choice while under the effects of this ability, and it also restores one hit die to each affected creature.

Channel Divinity: Turn Undead. As an action, Brace presents his holy symbol and speaks a prayer censuring the undead. Each undead that can see or hear him within 30 feet of him 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 his Turn Undead ability, the creature is instantly destroyed if its challenge rating is at or below 1/2.

Relentless Endurance. Once per long rest, when Brace is reduced to zero hit points  but not killed, he can drop to 1 hit point instead.

Actions

Handaxe. Melee Attack: +6 to hit, 20 (60) ft., single opponent. Hit: 6 (1d6 + 3) slashing damage.

Traits

Baseless Emotion (Worthlessness) [IE 2]: Brace feels persistent self-doubt about his abilities and value as a person. Comparing himself to others activates this feeling. He takes a −2 penalty to initiative rolls.

Humanoid Agnosia (Face) [IE 2]: Brace is unable to recognize humanoid faces or distinguish them from others.  As a result, he has disadvantage and a penalty of −2 to on rolls to distinguish even the most basic of details regarding recognizing or remembering a humanoid’s facial features. He’s learned to focus on the other features to recognize individuals, which gives him a +2 to Intelligence checks to remember someone or know about a specific subject such as hairstyles or jewelry.

Intrusive Thoughts [IE 2]: Brace struggles with intrusive thoughts about his own self-worth, especially related to his sense of masculinity and being worthy of love. He has a −2 penalty to saving throws against being frightened.

Missing (Right Hand) [IE 1]: Brace has a –1 penalty on Strength (Athletics) checks that require two hands, such as climbing. In mounted combat, whenever he attacks or takes damage, he needs to succeed on a DC 8 Dexterity check or fall off his mount.

Assistive Devices

Leather Strap. Used to hold Brace’s shield to his forearm. He may use a bonus action to don or doff it.

Ring of Dispel Doubt
Wondrous Item, common

This brass ring features a clasp that resembles a comforting hand being placed on a shoulder. When worn, the Ring pulses with a gentle, reassuring warmth whenever you experience Intrusive Thoughts, giving you +2 on all saving throws against Intrusive Thoughts or magic effects that affect how you see yourself, such as Vicious Mockery. The ring helps you to ground and center yourself and focus on what matters to you. It reminds you of whatever you find calming, helping you to pull yourself out of, or cope with, troubling thoughts and moods and avoid maladaptive coping strategies.

Background

Brace was born and raised in an orc clan with strict gender roles and expectations that he struggled to meet. From a young age, he knew that once he was old enough, the clan expected him to marry and start his own family, and become a great warrior. As Brace grew, he found that he did not feel romantic or sexual attraction towards anyone, regardless of their gender. This led to much doubt and worry that he would not be able to marry.  Due to the physical difference of his right hand, he feared that he would not become a great warrior; he could not wield a greataxe, an important rite of passage in his Ooc clan.

Nevertheless, without role models offering a different way of being, Brace forced himself to live up to his clan’s ideal of manhood. He began picking fights, treating others badly, and pushing himself beyond his limits to perform his clan’s version of masculinity. As hard as he tried, it never felt right, and Brace’s sense of self-worth diminished. He became plagued with intrusive thoughts about his fears of inadequacy. Adding to this, Brace struggled to recognize the faces of those around him, which led to unintentional arguments due to his clan’s limited understanding of differences in perception. Brace was on the verge of becoming an outcast when a band of traveling adventurers passed through his clan’s village.

Among the group was a follower of the Way of Warmth, a religious body dedicated to love, including friendship. Brace joined the band of adventurers and found acceptance, as well as mentors who guided him towards a more balanced way of being with his own masculinity. Eventually Brace became a cleric of the Way of Warmth and focused on channeling potent healing magic. He also became a warrior, successfully wielding not only handaxes but also a shield strapped to his right forearm for protection. Through all of this, Brace was able to become a kind and supportive person, and even found love for himself with a partner who was accepting of him.

Brace eventually left adventuring and settled down in a small rural town with his partner and found family. Together, they continue to protect it to this day. Brace also serves as the town’s healer.

Personality

Brace is a friendly and welcoming half-orc that speaks with a loud voice and has a booming laugh. He is happy to meet new people and swap stories — and hugs — with them. He is known to be supportive of friends and strangers alike, and has helped more than one band of adventurers seek shelter or complete a quest. He gives advice and helps people build connections to others as a means of self-discovery, similar to what occurred for him. However, Brace still finds himself at a loss when someone seeks romantic advice, and so sends them along to others who are better suited for the job. In his spare time, Brace has taken up cooking, and when someone stays with him and his partner, he makes large meals. He puts lots of love and enthusiasm into this practice even if it doesn’t always come out the way he planned.

Plot Hooks

  • The party needs a healer who is willing to travel with them for a short period of time.
  • The party is in a small town without an inn, and they need a place to stay.
  • The party needs advice on how to grow or overcome a challenge.



Jaydrey Forewood

fem halfling with cleft palate in tan dress, green satchel, holding up flowers

Small humanoid (halfling), Lawful Good
Cisgender, she/her

Armor Class 15 (Draconic Resilience)
Hit Points 38
Speed 25 ft.

STR DEX CON INT WIS CHA
14 (+2) 15 (+2) 13 (+1) 10 (+0) 8 (−1) 17 (+3)

Saving Throws Constitution +4, Charisma +6
Skills Arcana +3, Medicine +2, Nature +3, Persuasion +6
Senses passive Perception 9
Languages Celestial, Common, Draconic, Halfling, Halfling Sign
Challenge 6 (2,300 XP)

Spellcasting. Jaydrey is a 6th-level spellcaster. Her spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). Jaydrey has the following Sorcerer spells prepared:
Cantrips (at will): Light, Mage Hand, Message, Minor Illusion, Ray of Frost
1st level (4 slots): Magic Missile, Shield, Sleep, Thunderwave
2nd level (3 slots): Alter Self
3rd level (3 slots): Haste, Lightning Bolt

Dragon Ancestor (Silver). Whenever Jaydrey makes a Charisma check when interacting with dragons, her proficiency bonus is doubled if it applies to the check.

Font of Magic. Jaydrey has 6 sorcery points that she regains when she finishes a long rest. She can use her sorcery points to gain additional spell slots or sacrifice spell slots to gain additional sorcery points as a bonus action.

Elemental Affinity (Cold). When Jaydrey casts a spell that deals cold damage, she can add +3 to one damage roll of that spell. At the same time, she can spend 1 sorcery point to gain resistance to that damage type for 1 hour.

Quickened Spell. When Jaydrey casts a spell that has a casting time of 1 action, she can spend 2 sorcery points to change the casting time to 1 bonus action for this casting.

Subtle Spell. When Jaydrey casts a spell, she can spend 1 sorcery point to cast it without any somatic or verbal components.

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

Halfling Nimbleness. The halfling can move through the space of any creature that is of a size larger than her own.

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

Actions

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

Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

Traits

Face Cleft [IE 3]. Jaydrey has a split in her skin and skull on the front of her face that begins at her upper jaw and moves upward, halfway through her nose.

Consequently, when people who don’t know her see her, they usually only see her face. This gives her +3 to Dexterity (Sleight of Hand) checks but −3 to disguise checks or Dexterity (Stealth) checks to blend into a crowd, as well as a −3 penalty on Charisma (Persuasion) checks due to many people’s discomfort around those with unexpected appearances.
Jaydrey experiences a penalty of −3 on Constitution saving throws against face- and ear-related diseases and poisons, and an additional −3 on Charisma (Deception) checks involving speech. Jaydrey needs to take three times as long to eat meals to avoid choking and requires a full round to quaff a potion.

Background

Jaydrey’s home village has a reputation for the variety of herbs they grow. Her parents traveled and sold those herbs throughout the region. On one such trip, they arrived at a village that had been stricken by a plague. When the Forewood family heard the village’s plight, they stayed to revitalize the weak and soothe the dying with medicinal herbs. In the process, they also contracted the illness. As Jaydrey’s parents lay dying, she was determined to help them, but their supplies were depleted. She knew of a more effective herb that grew in the nearby mountain range and so she set out, trying to regulate her own fever by staying close to the cold mountain springs. As Jaydrey stumbled through the rocky wasteland, she fell on a rock and gashed her arm. Already exhausted, she couldn’t focus enough to bind the wound properly and soon lost consciousness.

She awoke in a mountain chalet that was decorated with beautiful antiques. Beside her lay a coil of silver tubing and other medical equipment; her arm was bandaged and her fever nearly gone. A silver-haired woman brought her a cup of tea and bread with apple butter. In the days that followed, her host explained that she found Jaydrey in the river valley and brought her home, giving her a blood transfusion to restore her strength–but it would be weeks of recovery before Jaydrey noticed how truly strong she had become. As she passed her time reading tomes of history and arcana that filled the chalet library, they awakened her senses, and silver scales began appearing on her skin. She soon learned that her host was a silver dragon. When she received the draconic blood that saved her life, the dragon’s magic began flowing through her, binding her to the primal forces of land and sky. Her host taught her how to harness that magic until she was ready to leave her mountain sanctuary.

Jaydrey returned to the fallen village and spent months transforming the lifeless ruin into a memorial herb garden, replacing despair with healing, then returned to her home village to continue the family business. She follows her parents’ example of compassion when encountering those in need.

Personality

Jaydrey emanates compassion. When she meets someone new, she immediately introduces herself, looks the person over, compliments something they’re wearing or carrying, and then asks about it in order to learn more about them and show interest and care. Most of her conversations center on questions she asks of others out of sincere interest.

Plot Hooks

  • A blight has been ravaging nearby crops, but there’s something unnatural about it. Jaydrey asks the party to help investigate.
  • A nearby village is facing a plague, and Jaydrey knows of a rare herb to treat it. She asks the party to help her retrieve it.
  • A red dragon (or frost giant) is threatening Jaydrey’s silver-haired benefactor, and Jaydrey is looking for those who can help fight off the threat.



Ollie Dragao

halfling bard with dragon ears, Down syndrome, beating drum with mallets with lute on his back

Small humanoid (Lightfoot Halfling/Dragonborn (Copper)), Lawful Good
Cisgender, he/him

Armor Class 13 (leather armor)
Hit Points 23
Speed 20 ft.

STR DEX CON INT WIS CHA
14 (+2) 15 (+2) 10 (+0) 8 (−1) 12 (+1) 18 (+4)

Saving Throws Dexterity +4, Charisma +6

Skills Acrobatics +4, Animal Handling +5, Deception +8, Perception +3, Performance +6, Persuasion +6, Sleight of Hand +4, Stealth +4

Senses passive Perception 13

Languages Common, Common Sign, Draconic, Halfling

Challenge 4 (1,100 XP)

Spellcasting. Ollie is a 4th-level spellcaster. His spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). Ollie has the following bard spells prepared:
Cantrips (at will): Mage Hand, Minor Illusion, Prestidigitation
1st level (4 slots): Charm Person, Cure Wounds, Hideous Laughter, Unseen Servant
2nd level (3 slots): Calm Emotions, Invisibility, Suggestion

Bardic Inspiration (4/long rest). As a bonus action, a creature (other than Ollie) 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.

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

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

Halfling Nimbleness. Ollie can move through the space of any creature that is a size larger than his.

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

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

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

Song of Rest. If Ollie 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.

Actions

Breath Weapon (1/short rest). Ollie exhales acid in a 15-foot line that is 5 feet wide. Each creature in that line must make a DC 7 Dexterity saving throw, taking 5 (2d4) acid damage on a failed save, or half as much damage on a successful one.

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.

Rapier. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage.

Traits

Diverse Face Shape [IE 2]. Ollie’s face draws immediate attention. This gives him +2 to Dexterity (Sleight of Hand) checks but −2 to disguise checks or Dexterity (Stealth) checks to blend into a crowd. He has a +2 bonus on Charisma (Persuasion) checks.

Intellectual Disability [IE 2]. Ollie 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. He also has a −2 penalty on all Intelligence ability checks.

Leg Weakness [IE 1]. Ollie’s legs get weak due to his muscle tone. This reduces his movement speed by 25 percent without assistance. Consider the Strength attribute to be 3 less for all Strength checks involving leg strength. Every round spent standing requires a successful DC 9 Constitution check, the DC increasing by +1 each round. Failure results in Ollie immediately needing to sit or be prone.

Reduced Airways [IE 2]. Ollie has a −2 penalty on all saving throws against gas-based poison attacks. Travel in a low-oxygen area like mountains increases the IE by 1 at 10,000 feet and 2 at 15,000 feet  Because he’s used to assessing his physical capacity and finding creative solutions to perform physical tasks, once per long rest Ollie can choose to roll a Strength, Dexterity, or Constitution check or saving throw with advantage.

Assistive Devices

Heroic Lute
Wondrous item, rare
This lute is the size of a ukulele, and has a long leather strap for carrying. The leather is dyed in 2-inch squares of dark colors—blue, black, green, and red—with silver inlays and decoration.

While playing the lute for 1 minute,  can choose up to 5 creatures including yourself that can hear it. Each target’s hit point maximum and current hit points increase by 5 for the duration. Each target also gains 5 additional temporary hit points and is immune to being frightened for the duration. This property can’t be used again until the next dawn.

Service Dog

Tazz

Medium beast (Mastiff/Staffordshire), unaligned

Armor Class 14
Hit Points 23
Speed 40 ft.

STR DEX CON INT WIS CHA
15 (+2) 14 (+2) 13 (+1) 3 (−4) 12 (+1) 7 (−2)

Saving Throws Str +4, Con +3

Skills Athletics +6, Intimidation +0, Perception +3

Senses passive Perception 13

Languages

Challenge 4 (1,100 XP)

Bolster. Starting at 1st level, Tazz can provide Ollie support and stability when he needs it most. As a bonus action, Tazz may give Ollie advantage on Strength and Constitution saving throws or ability checks that would knock him prone. Tazz can use this feature a number of times equal to the mastiff’s Strength modifier (minimum of 1) and regain all expended uses at the end of a long rest.

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

On The Job. Beginning at 1st level, Tazz has become trained to resist all forms of distraction, both magical and non-magical. They are immune to being charmed and cannot be controlled by spells such as Dominate Animal, Command, Polymorph, or similar magic.

Plant. Tazz has trained to plant their feet to resist being pushed or pulled against their will. Beginning at 3rd level, they gain the following benefits:

  • Increase their Strength score by 1, to a maximum of 20.
  • Gain advantage on Athletics (Strength) checks.

Soul-Bonded. Starting at 1st level, Ollie and Tazz became bonded. Their partnership with each other is the key to becoming successful adventurers. Tazz gains the following benefits:

  • Their hit points are equal to Ollie’s. They have separate hit point pools, but when Ollie gains a level, Tazz’s hit points increase to mirror his own.
  • Ollie’s proficiency bonus is added to Tazz’s AC, attack, and damage rolls, as well as any saving throws and skills they are proficient in.
  • Tazz uses Ollie’s initiative while in combat but takes their own actions, bonus actions, and reactions separate from his.

Actions

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage. If the target is a creature, it must succeed on a DC 12 Strength saving throw or be knocked prone.

Background

Jovial and quick on his feet, Ollie is known in his community as much for his kindness and compassion as his noticeable appearance. Taller than his halfling kin, and with shimmering  and fin-like ears that he inherited from his dragonborn grandmother, Ollie sticks out in a crowd — but it’s in a crowd that he’s usually found, usually with a lady on one arm and a drink in the other. It’s often the same drink all night, as he’s too busy talking, laughing, and drumming with his ever-present mallets to drink.

If Ollie isn’t laughing, he’s singing and dancing to nearly any musical form imaginable, but he’ll also stop to clean up after himself and his friends if he sees them leave behind a mess, even if they’re not quite finished. This also makes him popular with barkeeps.

The tune changes when he sees pain or oppression, and woe to those who would cause tears instead of laughter. Ollie will stop at nothing to bring the sparkle back to eyes and hearts alike.

Plot Hooks

  • Unusual monsters have appeared near the town and are attacking farms in the area. Ollie has fought some of them off, but he can’t be everywhere at once. He sends the party to another farm that also needs help; they must work together to find the source.
  • When the party runs into trouble in an inn or similar establishment, or after an encounter with significant property damage, Ollie steps in to calm everyone down and prevent a brawl.
  • Ollie learns about a local noble who’s persecuting one or more villagers. Since Ollie is well-known in town, he can’t investigate as easily without being noticed. He asks the party to gather evidence



Rivaan Linxakasendalor

Figure of Blue dragonborn with dwarfism sitting on a sack in a wheeled sled aiming a shortbow, 2 javelins in sled

Medium humanoid (blue dragonborn), Lawful Neutral

Cisgender, she/her

Armor Class 16 (scale mail)
Hit Points 53
Speed 5 ft.

STR DEX CON INT WIS CHA
15 (+2) 16 (+3) 12 (+1) 10 (+0) 15 (+2) 9 (−1)

Skills Investigation +3, Nature +3, Survival +5
Damage Resistances lightning
Senses passive Perception 12
Languages Common, Draconic, Minotaur, Sylvan
Challenge 7 (2,900 XP)

Spellcasting. Rivaan is a 7th-level spellcaster. Her spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). Rivaan has the following ranger spells prepared:
1st level (4 slots): Hunter’s Mark, Snare
2nd level (3 slots): Animal Messenger, Lesser Restoration, Spike Growth

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

Favored Enemy: Beasts, Monstrosities. Rivaan has advantage on Survival checks to track her favored enemies, as well as on Intelligence checks to recall information about them.

Fighting Style: Archery. Rivaan gains a +2 bonus to attack rolls she makes with ranged weapons.

Horde Breaker. Once on each of her turns when she makes a weapon attack, Rivaan 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 her weapon.

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

Primeval Awareness. As an action, Rivaan 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 her (or within up to 6 miles if she is in her favored terrain). This feature doesn’t reveal the creatures’ location or number.

Traits

Altered Growth [IE 4]. Rivaan’s bones grew less than normal. Her height is 40 percent less than the typical minimum for her ancestry.

Disproportionate Growth (Arms & Hands, Legs & Feet) [IE 2]. Rivaan’s limbs are 40% smaller than their typical proportion for her ancestry. This smaller stature allows her to hide more easily, giving her a +2 bonus on Dexterity (Stealth) checks.
Arms & Hands. Rivaan can’t use 2-handed weapons effectively. Because she has less leverage, she has a −2 penalty on contested Strength checks.
Legs & Feet. Rivaan’s movement speed is reduced by 10 feet. She also has a −2 penalty on Dexterity saving throws to balance.

Finger Difference (Shape Diversity). Rivaan’s thumbs bend backwards. She has a −1 penalty on melee weapon attack rolls and Dexterity (Sleight of Hand) checks.

Back Stiffness [Triggered, IE 2]. Long walks or other forms of leg exertion cause Rivaan pain in her lower back. Anytime she attempts a Strength (Athletics) check or walks for more than an hour, she needs to make a DC 12 Constitution saving throw. On a failure, she gains one level of exhaustion until she takes a short rest.

Actions

Extra Attack. Rivaan can attack twice whenever she takes the Attack action on her turn.

Breath Weapon. As an action once per short rest, Rivaan exhales lightning in a 5 by 30 ft. line (Dexterity DC 12, half damage on success) for 10 (3d6) lightning damage.

Dagger. Melee or Ranged Weapon Attack: +5/+8 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage.

Javelin. Melee or Ranged Weapon Attack: +4/+7 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

Shortbow. Ranged Weapon Attack: +8 to hit, range 80/320 ft., one target. Hit: 6 (1d6 + 3) piercing damage.

Assistive Devices

Wheelsled
AC: 12, HP: 20

Rivaan uses a sled for mobility. As a bonus action, she can pull a lever that lowers wheels below the rails as needed. She uses her javelins like ski poles to move and turn, enabling her to pivot quickly even on the slickest ice. The wheelsled increases her movement to 30 ft. and adds 50 percent to her Dash movement unless on rough terrain, but many actions, such as jumping, are impossible while sitting in it.

Forearm Crutches

When her wheelsled is inconvenient, Rivaan uses a pair of forearm crutches. These allow her to walk longer distances without triggering back stiffness, but don’t affect her movement rate.

Background

Rivaan was born in an arctic gold-mining village. Her mother worked for the mining company as an engineer, and her father worked in the mines until the mining brought the attention of a remorhaz, which attacked the miners and devoured them. Rivaan vowed to find the creature that killed her father and avenge him.

Rivaan was born with Diastrophic Dysplasia, which affects her bone growth and makes walking very difficult, so she uses a wheelsled, designed by her mother, to get where she needs to go. Her mother also designed an adaptive shortbow to allow Rivaan to hold it securely with her differently-shaped fingers. Rivaan spends her days hunting for meat to feed her family and sell in the village. She is often seen careening down the snowy hills on her wheelsled, her bow expertly aimed at a caribou, and she is always watching for the telltale signs of a remorhaz.

Personality

Rivaan is generally friendly, enjoys the company of her townsfolk, and helps those in need, but her first and final loyalty is to her mother and the hunt for the remorhaz. More than once, signs of a remorhaz have caused her to disappear into the arctic wilderness for weeks, only to return disappointed.

Plot Hooks

  • A frost giant is rumored to have some remorhaz eggs. Rivaan asks for the party’s help to destroy the eggs without the giant endangering her village in retaliation.
  • The party runs into trouble in the arctic, and Rivaan slides in to rescue them.
  • The party needs a guide to help them navigate the wilderness, and Rivaan is willing to help for a fee.