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.



Adeline Dawn

human wearing a green top, brownish purple hair, pants, and gloves, holding a lute on her shoulder, rash on her arm

Adeline Dawn (Bard)

Medium humanoid (human), Neutral Good

Cisgender woman (she/her)

Armor Class: 10

Hit Points: 19

Speed: 30 ft.

Strength Dexterity Constitution Intelligence Wisdom Charisma
12 (+1) 8 (-1) 17 (+3) 18 (+4) 15 (+2) 19 (+4)

 

Skills: Acrobatics +1, History +6, Insight +4, Performance +6

Senses: Passive Perception 13

Languages: Common, Orc

Challenge: 2

Abilities

Spellcasting. Adeline is a 2nd level spellcaster. Her spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). She has the following bard spells prepared:

Cantrips (at will): Mage Hand, Prestidigitation

1st Level (3 slots): Charm Person, Illusory Script, Silent Image

Bardic Inspiration. As a bonus action, a creature (other than herself) within 60 ft. that can hear her gains an inspiration die (1d6). For 10 minutes, the creature can add it to one ability check, attack roll, or saving throw. This can be added after seeing the roll, but before knowing the outcome. Uses: 4 per Long Rest

Song of Rest. If she or any friendly creatures who can hear her performance regain hit points at the end of the short rest by spending one or more Hit Dice, each of those creatures regains an extra 1d6 hit points.

Traits

Rash [IE 2, Periodic]. Adeline must succeed on a DC 7 Constitution saving throw to maintain concentration each round on an applicable spell. Adeline must also succeed on a DC 7 Constitution saving throw every day or develop Infection.

Actions

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

Longsword. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) or 6 (1d10 + 1) slashing damage, versatile.

Background

Adeline grew up in a strict household. She found art to be the creative outlet that allowed her a reprieve from the stress around her. Her parents took note that she was talented in many different artforms and wanted to see her continue down that path. They would supply her with different types of materials and see which ones Adeline would be most interested in. She began to build a small side business and sell her art for others. The only thing that she loves more than making art is connecting with others. Adeline began to make a name for herself and use her art to inspire others. However, Adeline’s work as an artist is difficult for her when her health condition begins to flare-up; it becomes hard for her to hold any type of art tools. This difficulty can then cause a creativity block in Adeline for a while, and she does not get to express her artistic creativity to the world. When she has a hard time having that creative outlet fulfilled, Adeline has been known to ask others for assistance, whether that is to entertain her with tales about magical travels or perhaps bring her items that will inspire her when she begins to feel better.

Personality

Adeline is a full-figured human woman with horn-rimmed glasses. Her style is very bookish, with a twist of punk. She has brown, chest length hair and is normally the tallest female in the room. Adeline is fairly quiet, but always looking up ways to help from a distance. She constantly gets lost in her artwork and is always learning new art-related hobbies. Her first love will always be painting, and she will try to paint any story that she ever gets her hands on. She is full of stories, and she talks to you for hours if you let her. Adeline is very skilled at what she does, however, she is unable to always perform at her best due to her medical condition.

Plot Hooks

  1. Adeline loves talking with others and often sets up her painting in local areas where there is a lot of foot traffic. Some days, she says she’ll paint a person’s deepest desires if they pay her 1 gp.
  2. Adeline could also be concerned about the local sculptures around town. She pays close attention to all of them, and it seems that the sculptures seem to be moving into different positions overnight. No one believes her, but she knows the fine details of each piece of art in the city.
  3. Adeline will often draw inspiration for her new work by inviting newcomers to her gallery. She may send a letter requesting the party’s presence at her location. She will then talk with them until they share a story of their heroism. She will then take time to paint their adventure on a canvas and offer it back to them for a fee.



Appendix 7: Sample Characters

Grid of 13 heroes on back background

Adelaide (Paladin)
Adeline Dawn (Bard)
Aderyn Lloyd (Rogue)
Arioch Morningstar (Druid/Fighter)
Ash (Wizard)
Asher (Bard)
Ashur Ivaako (Wizard)
Baldor Rockfist (Bard)
Belmaia aka Bell (Warlock)
Brace (Cleric)
Caleburk (Sorcerer)
Donna Nason (Barbarian)
Eldris Moonbow (Ranger)
Emmara Tandris (Wizard)
Evard Dale (Ranger)
Fiorabelle the Untouchable (Barbarian)
Gaks Yellowbelly (Cleric)
Ilse Winternacht (Rogue)
Intentional (Bard)
Justice (Siege Engineer)
Kei’ain (Druid)
Kosha Indigo Princess (Bard/Warlock)
Lanark (Barbarian)
Larin Goodhand (Bard)
Macer (Bard/Barbarian)
Mala Tyno (Bard/Warlock)
Moonmaeven (Druid_Bard)
Nona Watson (Wizard)
Pandora Frost (Monk)
Professor Onyx (Monk)
Quintessence (Bard)
Ran Jadaar (Paladin)
Ripley Vance (Rogue)
Robert Houlroyd (Druid)
Rohna Ginnsley (Bard)
Rork (Druid)
Sabele Ni’Leary (Cleric)
Sklara (Sorcerer)
Sky Coreleto (Cleric)
Spark Peerly (Wizard)
Sue Lightfoot (Fighter)
Sym Karba (Wizard)
Talia Dustbloom (Rogue)
Trinita “Trinit” MacLeod (Ranger)
Tristan Swordsplow (Druid)
Ulva (Druid)
Vagrus Sek’kuar (Cleric)
Veralynn Sweetbriar (Druid)
Yllbella (Druid)
Yodin (Bard)




Yllbella

human with purple hooded cape, blonde hair, beige dress, copper and leather gauntlets, holding a flowering plant

Medium humanoid (human), neutral good

  • Armor Class 13
  • Hit Points 19
  • Speed 30 ft.

STR DEX CON INT WIS CHA
10 (+0) 16 (+3) 16 (+3) 15 (+2) 18 (+4) 13 (+1)

  • Skills Animal Handling +6, Insight +6, Religion +4, Survival +6
  • Senses passive Perception 14
  • Languages Celestial, Common, Druidic
  • Challenge 2 (450 XP)

Spellcasting. Yllbella is a 2nd-level spellcaster. Her spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). She has the following druid spells prepared:

Cantrips (at will): Guidance, Mending, Resistance
1st level (3 slots): Create or Destroy Water, Cure Wounds, Detect Poison and Disease, Entangle, Purify Food and Drink, Speak with Animals

Natural Recovery. Once per long rest during a short rest, she chooses expended spell slots to recover. The spell slots can have a combined level of up to 1, and none of the slots can be 6th level or higher.

Wild Shape. As an action, she can magically assume the shape of a beast that she has seen before twice per short rest. She can stay in beast shape for 1 hours before reverting back to her normal form (or as a bonus action earlier or if she falls unconscious, drops to 0 hit points, or dies). The beast has a maximum CR 1/4, no flying or swimming speed.

Actions

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

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.

Traits

Fine Motor Control Loss [IE 3, Chronic]. Yllbella has trouble making precise movements, especially with her hands and arms. She has a −3 penalty on all Dexterity (Sleight of Hand) checks, Dexterity checks to write, or other attempts to use precision with her hands such as playing a musical instrument.

Assistive Device

Aleksei’s Obedient Gauntlet
Wondrous Item, common
These copper-accented leather gauntlets obey your mental commands, reducing Fine Motor Control Loss by 2 IEs. When worn during combat or for spellcasting with somatic components, however, you can only reduce the IE to a minimum of 1 because the mental process to use them is different than typically using hands.




Face (NPC)

Medium humanoid (human), lawful evil

  • Armor Class 17 (splint)
  • Hit Points 58 (9d8 + 18)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 13 (+1) 14 (+2) 10 (+0) 11 (+0) 12 (+1)

  • Skills Athletics +7, Intimidation +5, Perception +4
  • Damage Resistances psychic
  • Senses passive Perception 14
  • Languages Common
  • Challenge 9 (5,000 XP)

Relentless (Recharges after a Short or Long Rest). If Face takes 14 damage or less that would reduce him to 0 hit points, he is reduced to 1 hit point instead.

Traits

Pain (Hypoalgesia) [IE 4]. Face experiences less pain from injury than most people. On any day spent on at least mild activity, he must succeed on a DC 12 Dexterity saving throw. On failure, he sustains a sore or wound that he's unaware of. He must then succeed on a DC 12 Wisdom (Perception) check to identify the wound so it can be treated. If he receives help on this check, he makes the roll with advantage. If identified, a successful DC 9 Wisdom (Medicine) check will allow the wound to heal. If the check fails, he sustains 2 (1d4) damage per day until successfully treated. Because he does not feel pain the way most people do, he has resistance to psychic damage.

Actions

Multiattack. Face makes two longsword attacks. If he has a shortsword drawn, he can also make a shortsword attack.

Longsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands.

Shortsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.

Heavy Crossbow. Ranged Weapon Attack: +5 to hit, range 100/400 ft., one target. Hit: 6 (1d10 + 1) piercing damage.

Face has burns all over his body, except on his face. He lost all physical feeling, and his lack of pain and attitude after the explosion gives him a sense of invulnerability, making him the bully of the trio.