Arioch Morningstar

elf in leather armor holding an ax, wearing a helmet with elk antlers

Arioch Morningstar (Druid/Fighter)

Medium/Humanoid (High Elf), Lawful Neutral

Cisgender man, he/him

Armor Class: 16

Hit Points: 83

Speed: 30 ft.

Strength Dexterity Constitution Intelligence Wisdom Charisma
18 (+4) 14 (+2) 16 (+3) 10 (+0) 16 (+3) 8 (-1)

Skills: Athletics +10, Insight +9, Intimidation +5, Perception +9, Survival +9

Senses: Darkvision 60 ft., Passive Perception 19

Immunities: Disease, Poison, Poisoned

Languages: Common, Druidic, Elvish, Minotaur

Challenge: 13

Abilities

Spellcasting. Arioch is a 13th level spellcaster. His spellcasting ability is Wisdom (spell save DC 17, +9 to hit with spell attacks). He has the following Druid spells prepared:

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

1st Level (4 slots): Cure Wounds, Entangle, Thunderwave

2nd Level (3 slots): Barkskin, Flame Blade, Gust of Wind, Lesser Restoration, Spike Growth

3rd Level (3 slots): Call Lightning, Dispel Magic, Plant Growth, Water Breathing, Wind Wall

4th Level (3 slots): Control Water, Dominate Beast, Freedom of Movement, Polymorph

5th Level (2 slots): Commune with Nature, Conjure Elemental, Greater Restoration, Reincarnate, Tree Stride

6th Level (1 slot): Heal, Sunbeam

7th Level (1 slot): Fire Storm

Action Surge. Once per short rest he can use an additional action on his turn.

Land’s Stride. Moving through nonmagical difficult terrain costs him no extra movement. He can also pass through nonmagical plants without being slowed and without taking damage if they have thorns, spines, or a similar hazard. He has advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the Entangle spell.

Natural Recovery. Once per long rest during a short rest, he can choose expended spell slots to recover. The spell slots can have a combined level of up to 5, and none of the slots can be 6th level or higher.

Nature’s Ward. He can’t be charmed or frightened by elementals or fey, and he is immune to poison and disease.

Second Wind. Once per short rest he can use a bonus action to regain 1d10 + 7 HP.

Wild Shape. As an action, he can magically assume the shape of a beast that he has seen before twice per short rest, max CR 1. He can stay in beast shape for 6 hours before reverting back to his normal form (or as a bonus action earlier or if he falls unconscious, drops to 0 hit points, or dies) and can transform two times per rest.

Traits

Agitation [IE 3, Frequent]. He gets annoyed or restless easily, more than is typical, with less provocation than expected for his emotional response. This can lead to difficulty in social settings and relationships. When this feeling surfaces, he must succeed on a DC 11 Wisdom (Insight) check to realize that his feelings are an agitation flare-up. On failure, he can attempt another check every round. Until successful, he has a −3 penalty on all Charisma checks except Charisma (Intimidation), with which he has a +3 bonus. He also has a +3 bonus to saving throws against being charmed.

Anhedonia (Social) [IE 3, Chronic]. He has resistance to being charmed and a +3 bonus against other forms of enchantment magic but a −3 penalty on Charisma (Performance) checks.

Diminished Motivation [IE 3, Frequent]. Arioch experiences a lack of motivation to start tasks. Due to this before starting a new task, he must succeed on a DC 11 Wisdom check. He reattempts the check every 3d4 minutes.

Emotion Fluctuation [IE 4, Chronic]. Arioch’s emotions fluctuate between Amplified Emotions (Enjoyable) (30 percent) and Baseless Emotions (50 percent) or both at the same time (20 percent). These episodes fluctuate every 1d20 days and last 5d8 + 5 days.

Stimulus Avoidance [IE 2, Triggered by Social Settings]. When faced with social settings, Arioch starts to feel panic resulting in heart palpitations, sweating, and other responses. When triggered, all spell casting and ability checks require he succeed on a concentration check or make the subsequent checks with a −2 penalty, and tasks that normally require a concentration check are made with a −2 penalty.

Actions

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

Mace +2. Melee Weapon Attack: +12, 5 ft., single target. Hit: 9 (1d6 + 6), bludgeoning damage.

Assistive Devices

Chloe’s Helm of Tranquility

Wondrous Item, uncommon

This helm has 3 charges. While wearing it, you have advantage on all emotion-related saving throws, including emotional conditions such as Baseless Emotions and the Charmed and Frightened conditions. You can expend 1 charge as an action to cast the Calm Emotions spell. The helm regains 1d4 − 1 (minimum 1) expended charges daily at dawn.

Background

During the first 150 years of Arioch’s life, he struggled with his strong emotional fluctuations. He would go from the depths of despair to intense anger that at times would lead to bouts of aggression. Once old enough to fight, Arioch became a mercenary with a group that spread chaos throughout the land. He would take any contract, regardless of the consequences of his actions. However, no matter how many lives he took or the riches he amassed, it did not stop the deep pain that Arioch felt.

On his 150th birthday, his grandmother sought out a local wizard and, with the money she had saved up, made a Wish. She wished that Arioch would find peace and be able to find balance both within himself and the world around him. Soon after, a traveling healer and tinkerer came to town. Seemingly by chance, the healer-tinkerer ended up at the grandmother’s door and spent the night, where she told him of Arioch’s pain and troubles. Touched by the love of this grandmother for her grandson, the tinkerer created the Helm of Tranquility.

After placing it on his head and gaining relief from his inner turmoil, Arioch thanked his grandmother and went on a long trip through the local forests alone. There he made a vow to the deep spirits of the forest to create balance, not only within himself but also the world around him. He began studying the druidic arts as a way of embodying this idea, and soon returned to taking on work as he felt called to it. Some of the work brought joy to the world, others pain. However, it was always in balance.

Personality

Until Arioch was gifted the Helm of Tranquility on his 150th birthday by his grandmother, he was a very angry young man. His life had been defined by this anger and expressing it in violence towards others. Once he donned the helm, Arioch moved instead towards finding balance in all things and follows this goal militantly. Due to this, Arioch will work for those both good and evil, constantly working towards a sense of balance related to a higher power and purpose. All that matters is that balance is created through his actions both within and without.

When around others, Arioch is caught in an internal struggle and actively works towards avoiding feelings of panic. When not donning the Helm of Tranquility, he is prone to feelings of hopelessness that have put his life at risk on more than one occasion. Due to this, he largely keeps to himself far from others and civilization unless called to a cause. Part of this is to protect himself since others cannot see the pain is grappling with and have invalidated his feelings in the past.

Plot Hooks

  1. The group is lost deep in the forest and in need of a guide.
  2. The group is looking for extra support for a quest either noble or questionable.
  3. Arioch presents himself as if called to the party’s aid in a moment of need to help restore the balance.



Ash

gnome dressed in brown and beige, holding a book, carrying red and yellow tools in his backpack

Ash (Wizard)

Small Humanoid (Rock Gnome), Neutral Good

Cisgender man, he/him

Armor Class: 11

Hit Points: 32

Speed: 25 ft.

Strength Dexterity Constitution Intelligence Wisdom Charisma
10 (+0) 12 (+1) 14 (+2) 20 (+5) 12 (+1) 8 (-1)

Skills: Arcana +8, History +8, Investigation +8, Perception +4

Senses: Passive Perception 14

Languages: Common, Dwarvish, Elvish, Gnomish

Challenge: 5

Abilities

Spellcasting. Ash is a 5th level spellcaster. His spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). He has the following Wizard spells prepared:

Cantrips (at will): Dancing Lights, Mage Hand, Mending, Message

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

2nd Level (3 slots): Darkness, Enlarge/Reduce, Invisibility

3rd Level (2 slots): Counterspell, Dispel Magic, Nondetection

Arcane Recovery. Once per day when he finishes a short rest, he can choose expended spell slots to recover – up to a combined level of 3, and none of the slots can be 6th level or higher.

Sculpt Spells. When he casts an evocation spell that affects other creatures that he can see, he 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.

Artificer’s Lore. Whenever he makes an Intelligence (History) check related to magic items, alchemical objects, or technological devices, he can add twice his proficiency bonus, instead of any proficiency bonus he normally applies.

Tinker. He has proficiency with artisan’s tools (tinker’s tools). Using those tools, he can spend 1 hour and 10 gp worth of materials to construct a Tiny clockwork device (AC 5, 1 hp). The device ceases to function after 24 hours (unless he spends 1 hour repairing it to keep the device functioning), or when he uses his action to dismantle it; at that time, he can reclaim the materials used to create it. He can have up to three such devices active at a time. When he creates a device, choose one of the following options:

  • Clockwork Toy. This toy is a clockwork animal, monster, or person, such as a frog, mouse, bird, dragon, or soldier. When placed on the ground, the toy moves 5 feet across the ground on each of his turns in a random direction. It makes noises as appropriate to the creature it represents.
  • Fire Starter. The device produces a miniature flame, which he can use to light a candle, torch, or campfire. Using the device requires his action.
  • Music Box. When opened, this music box plays a single song at a moderate volume. The box stops playing when it reaches the song’s end or when it is closed.

Traits

Repetitive Movement [IE 2, Triggered by stress or excitement]. Ash needs to engage in stimming for 2d4 rounds to manage his emotions. This could include hand flapping, finger movements, rocking, etc. When he is unable to do this, it can lead to emotional dysregulation. When needing to stim, if unable, he must succeed on a DC 5 Constitution check to fight the urge each round, with the DC increasing cumulatively by 3 each round, until he engages in stimming. Failure to resist the urge causes a -2 penalty to all ability checks until he meets his stimming needs.

Executive Functioning [IE 2, Frequent]. Ash has trouble organizing his thoughts, time, processions, emotions, and memory. He has trouble making decisions about what to do next to the point of being unable to act on a choice at all. He has a −2 penalty on 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. In some cases, he may have trouble transitioning unexpectedly to a new task or changing plans. He has a −2 penalty on his passive Wisdom (Perception) to determine surprise, and if the plans for the day change, he must succeed on a DC 19 Constitution saving throw or have disadvantage on all Wisdom and Charisma checks for 2d4 minutes while he mentally adapts to his new circumstances and plans. On any attempt to find something that he previously possessed, he has a −2 penalty on Wisdom (Perception) checks to find it. He has a −2 penalty on all reaction ability checks, saving throws, and attack rolls. Because he’s 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. Ash can use Asher’s Encyclopedia of Understanding when his Executive Dysfunction inhibits his ability to find the right words to speak.

Disinhibited Social Engagement [IE 3, Chronic]. Ash has trouble understanding nuances of different kinds of relationships, such as the difference between “friend” and “friendly.” This gives him a −3 penalty to Wisdom (Insight) checks and saving throws against being charmed.

Sensory Processing Difference (Sensory Over-Responsivity/Auditory/Tactile) [IE 2, Triggered by loud sounds and certain textures]. Ash is highly sensitive to sound and touch. Due to this when presented with the overwhelming stimuli he must make an DC 10 Constitution check or act only to avoid the stimulus however possible for 2 rounds after which another check can be attempted. While avoiding all rolls except the Constitution check are made with a −2 penalty. He has a +2 bonus to Wisdom (Perception) checks related to sound and touch.

Actions

Quarterstaff. Melee Attack: +3, 5 ft., single opponent. Hit: 3 (1d6) or 4 (1d8) bludgeoning, versatile.

Assistive Device

Asher’s Encyclopedia of Understanding

Wondrous Item, common

This large gilded red leather tome contains pages of pockets full of small vellum sheets with images and symbols depicting frequently used concepts and items as well as vocal tones. After twenty short rests working with it, you become proficient with it and have arranged the images to make them easy to find. You may then use one round to pull out up to six images at a time to communicate a concept and affix them to the first page. Once assembled, the book speaks the assembled expression, complete with any depicted intonation, in a language known by you. While it does not translate language, it can work with magic effects that do, such as the Tongues and Comprehend Languages spells.

Background

From a young age, Ash always loved building small contraptions and tinkering with the things he could find around his home. Often his parents would find him taking apart various objects, improving upon them before returning them to a state of functioning. Gradually, Ash started building his own contraptions, far more advanced than anything his parents or the other adults in his village could comprehend. While demonstrating one of these items, a wizard became curious and offered to take Ash on as an apprentice to teach him the art of making magical creations.

Both excited and nervous for the change, Ash went with the wizard and soon found a world of opportunity open up to him. His thirst for knowledge, while never satisfied, found new avenues to grow and feel fulfilled. Surrounded by like minds who reveled in the acquisition of knowledge and sharing, Ash was quite content, though he missed his family. He also found that the wizard’s other apprentices were similar to himself in their need for quiet breaks from social interactions, and were patient as Ash learned to express himself using the new magical item he had crafted.

Ash at times ventures out into the world to draw inspiration from other great minds, however, he regularly returns to his mentor’s tower to recover and process what he has experienced. While recovering, Ash takes the time to inscribe scrolls with his observations and musings that he hopes to compile into a compendium of complete knowledge on all things mechanical and magical.

Personality

Ash is awkward in social situations which has led to many moments of embarrassment when he has said something without considering the impact of his words first. This has led to more than one person being insulted, which is never Ash’s intention. However, this has not gotten in the way of his research on all things mechanical and magical.

Plot Hooks

  1. The party is in search of someone who has vast knowledge of advanced engineering.
  2. The party runs into Ash as he is exploring an ancient ruin filled with old magical technology.
  3. The party needs a magical item crafted or blueprints drawn up for an item.



Gaks Yellowbelly

green kobold with a blue brooch fastened to a brown hooded cloak

Gaks Yellowbelly (Cleric)

Small Humanoid (Kobold), Neutral Good

Cisgender male (he/him)

Armor Class: 16

Hit Points: 66

Speed: 30 ft.

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

 

Skills: Insight +7, Medicine +7, Religion +5, Stealth +6, Survival +7

Senses: Passive Perception 14

Languages: Common, Draconic

Challenge: 6

Abilities

Spellcasting. Gaks Yellowbelly is a 6th-level spellcaster. His spellcasting ability is Wisdom (spell save DC 15, +7 to hit with spell attacks). He has the following Cleric spells prepared:

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

1st Level (4 slots): Bless, Charm Person, Cure Wounds, Detect Evil and Good, Disguise Self, Inflict Wounds, Sanctuary

2nd Level (3 slots): Find Traps, Hold Person, Mirror Image, Pass Without a Trace, Spiritual Weapon

3rd Level (3 slots): Blink, Dispel Magic, Mass Healing Word, Spiritual Guardians

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

Channel Divinity: Expedient Outlet. Starting at 2nd level, he can use his Channel Divinity as an action to teleport himself and all willing creatures that he chooses within 5 ft. of him up to his cleric level ×10 feet to an unoccupied space. He and those with him arrive at exactly the spot desired. It can be a place he can see, one he can visualize, or one he can describe by stating distance and direction, such as “20 feet straight downward” or “upward to the northwest at a 45-degree angle, 30 feet.” If the target space is occupied, the effect fails.

Channel Divinity: Safe Haven. Starting at 6th level, he can use his Channel Divinity to create a protective barrier around himself and all willing creatures that he chooses within 5 ft. of him for up to 1 minute. This barrier moves with him, and all those affected who remain within it have resistance to all types of damage. When a creature leaves the area, the effect ends for that creature, and even if they enter the area again, they don’t benefit from it anymore.

Channel Divinity: Turn Undead. As an action, he 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 feature, the creature is instantly destroyed if its challenge rating is at or below 1/2.

Escape to Safety. At 1st level, when he takes the Disengage action, he can allow all allied creatures within 10 ft. of him to move until their next turn without provoking an opportunity attack.

Traits

Baseless Emotion

(Panic/Nervousness) [IE 3, Frequent]. Gaks has an overwhelming feeling of panic. All spellcasting and ability checks require that he either succeed on a Constitution saving throw to maintain concentration or make the subsequent check with a −3 penalty, and tasks that normally require a Constitution saving throw are made with a −3 penalty.

Suspiciousness [IE 2, Frequent]. Gaks has an undeniable feeling that those around him can’t be trusted, that others are trying to harm him or plotting against him, and that those who claim loyalty to Gaks are unfaithful to him. He has a -2 penalty on all Wisdom (Insight) checks and Charisma (Persuasion) checks but +1 to Charisma (Intimidation) checks.

Nightmares [IE 2, Frequent]. Gaks experiences frequent, vivid nightmares. Every time he sleeps, he must succeed on a DC 17 Constitution saving throw or have a nightmare 1d4 hours after falling asleep. The dream lasts 1d10+10 minutes. After the dream, he must succeed on another DC 17 Constitution saving throw or have a nightmare 1d4 hours later, repeating the process until the end of the rest. Because of the trauma of these dreams, Gaks experiences 2 Baseless Emotions for 2d6 × 10 minutes before a long rest and must succeed on a DC 12 Wisdom saving throw to go back to sleep after the dream, repeating the saving throw every ten minutes on failure until successful.

Phobia (Anthropophobia — Fear of People) [IE 2, Chronic]. Gaks has a persistent, excessive fear of medium and, in particular, large humanoids. When within 20 feet of the phobic stimulus, he must succeed on a DC 10 Wisdom check each round or have a −2 penalty to all Intelligence, Wisdom, and Charisma ability checks due to distraction, and he must succeed on a DC 10 Wisdom saving throw to maintain concentration on any applicable spell each round.

Phobia (Daemonophobia — Fear of Demons) [IE 1, Chronic]. Gaks has a persistent, excessive fear of demons. When within 20 feet of the phobic stimulus, he must succeed on a DC 9 Wisdom check each round or have a −1 penalty to all Intelligence, Wisdom, and Charisma ability checks due to distraction, and he must succeed on a DC 9 Wisdom saving throw to maintain concentration on an applicable spell each round.

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

Restricted Affectivity [IE 2, Chronic]. Gaks has a narrow range of emotional experience and expression. He has a −2 penalty on Wisdom (Insight) and Charisma (Persuasion) checks but a +2 bonus to saving throws against psychic damage or being charmed or frightened.

Tongue Difference (Forked). Gak’s tongue is long, thin, and forked, giving him an improved sense of smell; he can easily detect the direction smells are coming from by flicking his tongue in and out of his mouth. This gives Gaks advantage on Wisdom (Perception) checks involving smell, but because many people fear snakes, he has disadvantage on Charisma (Persuasion) checks. He has disadvantage on all speech-related Charisma checks and must modify spells with verbal components to work within his verbal range, so he cannot use spell scrolls.

Tooth Difference (Shark Teeth). Gaks has several rows of sharp teeth in his mouth. He can make an unarmed bite attack for 5 (1d6) + 2 piercing damage. This affects both his appearance and speaking ability, causing a −1 penalty on all Charisma (Persuasion) checks but a +1 on all Charisma (Intimidation) checks.

Traumatic Flashbacks [IE 2, Frequent]. Gaks 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 2d4 times per day or when exposed to stimuli known to relate to the traumatic event and lasts for 2d6 minutes unless he succeeds on a DC 10 Constitution saving throw. All spell casting and ability checks require that Gaks succeed on a concentration check or make the subsequent check with disadvantage, and tasks that normally require a concentration check are made with a -2 penalty. If he takes damage during the flashback experience that doesn’t make sense within that context, he may make another Constitution saving throw immediately.

Actions

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

Background

Gaks Yellowbelly grew up in a family that practiced dark magic under the Kobold, which claimed to give life to all Kobolds. Gaks partook in one such instance when he was older and felt something sinister clutch onto his soul and course through him. He became terrified, grabbed his younger sibling, and fled his home, but the experience left him traumatized and changed his way of life forever. He did not know the best way to cleanse himself from that experience, and has been trying to find a way ever since. He has become a cleric, hoping that would give him the answers that he seeks. However, no such answers have been received yet.

Gaks now lives in fear of everyone around him, thinking them to be the evil entity that latched onto him that unfortunate day. He has talked with other clerics, and he has not given him a solution to his problem. He lives among the streets, doing his best to care for himself and his younger sibling. This has caused him severe distrust of others, along with other negative feelings. Luckily, through the use of his spells, Gaks is able to remain unnoticed for the most part until he needs something.

Personality

Gaks Yellowbelly expects danger around every corner. He is doubtful of the intentions of others around him and the reasons for their actions. Gaks’ intuition is not always misguided, as there have been individuals who have treated him and his sibling poorly. He doesn’t talk about the things that torment him. He’d rather not burden others with my curse. Gaks also does not trust others with being that vulnerable with him. He assumes the worst in others in that regard. His biggest need is to protect his younger sibling at all costs. Gaks needs to make the world a safer place for them to live in. He is always cautious and thoroughly checks over all possibilities and outcomes before making any decisions.

Plot Hooks

  1. Gaks may request adventurers to help protect his younger sibling from an evil group that just came to town.
  2. Gaks may request adventurers to do research on the dark magic that is happening in the neighboring towns.
  3. Gaks may ask the adventurers to help him and his younger sibling do a little traveling safely. He is unsure of what evil may come if he goes out into other cities alone.



Larin Goodhand

halfling with short black hair & short whiskers, glasses, white shirt, brown longcoat, red pants, metal clockwork right hand and forearm, metal rods on back

Larin Goodhand (Bard)

Small humanoid (lightfoot halfling), Chaotic Good

Cisgender man (he/him)

Armor Class: 13

Hit Points: 40

Speed: 25 ft.

Strength Dexterity Constitution Intelligence Wisdom Charisma
5 (-3) 15 (+2) 10 (+0) 12 (+1) 11 (+0) 18 (+4)

Skills: Arcana +4, Deception +5, History +4, Intimidation +5, Medicine +6, Perception +6, Performance +7, Persuasion +7, Sleight of Hand +3, Stealth +3, Survival +3

Senses: Passive Perception 12

Languages: Common, Halfling

Challenge: 5

Abilities

Spellcasting. Larin is a 5th level spellcaster. His spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). He has the following Bard spells prepared:

Cantrips (at will): Dancing Lights, Mage Hand, Mending

1st Level (4 slots): Comprehend Languages, Detect Magic, Disguise Self, Identify, Unseen Servant

2nd Level (3 slots): Enhance Ability

3rd Level (2 slots): Dispel Magic, Major Image

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

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

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.

Font of Inspiration. He regains all of his expended uses of Bardic Inspiration when he finishes a short or long rest.

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

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.

Lucky. When he 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. He 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 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

Missing Arm [IE 2]. Larin is missing a hand and partial forearm (IE 2). He is unable to use 2-handed weapons, a second weapon or shield, or anything else requiring two hands without a prosthesis. He has a −2 penalty on Strength (Athletics) checks that require two hands, such as climbing, and in mounted combat, whenever He attacks or takes damage, He needs to succeed on a DC 8 Dexterity check or fall off his mount.

Actions

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

Assistive Device

Hand of Gripping (Prosthetic Arm/Hand)

Wondrous Item, Common

This iron hand, covered in gears and other moving parts, can grip with vice-like strength. Once you successfully grapple a target, you have advantage on Strength checks to maintain the grapple. It also eliminates penalties to Strength (Athletics) checks while climbing and gives advantage to any other Strength check to maintain a grip.

Service Animal

Graham

Medium beast (wolf), unaligned

Armor Class 20 (half plate barding)

Hit Points 27 (5d8 + 5)

Speed 40 ft.

      STR            DEX           CON            INT            WIS            CHA
   12 (+1)       15 (+2)       12 (+1)         3 (-4)        14 (+2)        6 (-2)

Saving Throws WIS +5, CHA +1

Skills Insight +5, Medicine +5, Perception +5

Senses passive Perception 15

Languages -

Challenge 1 (200 XP)        Proficiency Bonus +3

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

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

Pack Tactics. Graham has advantage on attack rolls against a creature if at least one of Graham’s allies is within 5 feet of the creature and the ally isn't incapacitated.

Bonus Actions

Maneuvering Protector (2/Short or Long Rest). Graham can use his bonus action to help his adventuring partner avoid a misstep or potentially dangerous positioning. He can choose one of the following:

  • Give his adventuring partner advantage on their next attack
  • Give the next enemy to target them disadvantage on their next attack
  • Allows his adventuring partner to immediately move up to half of their movement speed without provoking an attack of opportunity.

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) piercing damage. If the target is a creature, it must succeed on a DC 12 Strength saving throw or be knocked prone.

Reactions

Fetch. Graham can use his reaction to Dash and pick up an item (a potion, sword, or piece of adventuring gear, for example) and bring it back to his partner. Moving like this does not provoke an attack of opportunity.

Background

Larin has been interested in building things since he was a child. He loves working with his hands and wants to explore any type of creative project. At a young age, Larin realized that he had a talent, and his parents pushed him to continue creating. He began by creating small toys for his friends. Soon enough, he had a little stall set up selling toys to travelers, and made a little bit of money to help support his family. He grew up and wanted to create bigger and better things. However, in his pursuit for greatness, Larin ended up getting hurt. He accidentally got his right hand stuck in a machine that he was commissioned to build for the village’s local festival. He was rushing to finish the project before the event began and made one large mistake. Luckily, he was able to get a prosthetic hand and has continued to work on his craft. In fact, Larin has now pursued working on different types of prosthetics for others, which enables him to continue to do the craft that he loves. Larin is always thinking about new ways to help others.

Personality

Larin has an enthusiastic personality. He can always strike up a conversation with someone, and always seems to have a story that relates. However, if you get him talking, Larin may have a hard time stopping. He can also get lost in the idea of creating bigger and better projects. There is nothing that can stand in the way of him achieving his dreams. Even though he can be very sociable, Larin has also been known to be extremely blunt. If he does not like what you are doing, he will make it known. He only wants to help those who are doing good in the world.

Plot Hooks

  1. Larin is concerned that a local shipment of prosthetics supplies is late. He has never had a shipment come late, and he is worried about the local bandits around town.
  2. The party hears a loud explosion and crash come from inside a store front. If they head inside, they will see Larin under a few boxes, and covered in some type of black powder. He will explain how he was experimenting with something, and unfortunately it didn’t go well. He will then request the party search for more ingredients for him if they are willing.
  3. Larin may post a flier to adventurers that he needs a group to do an escort mission for him. He was in charge of creating a prosthetic for a local government official in the next town over. He explains how this would be a public relations nightmare if something happened to this item.



Kosha the Indigo Princess

half-elf with long brown hair & soul patch, blue barrettes & earrings, white blouse, dark striped corset, green & blue skirt and choker, right hand ends at wrist

Kosha the Indigo Princess (Bard/Warlock)

Medium/Humanoid (Half-Elf), Lawful Good

Transgender woman (she/her)

Armor Class: 11

Hit Points: 38

Speed: 30 ft.

Strength Dexterity Constitution Intelligence Wisdom Charisma
10 (+0) 8 (-1) 10 (+0) 14 (+2) 12 (+1) 20 (+4)

 

Skills: Animal Handling +4, Deception +5, History +5, Nature +5, Religion +8

Senses: Darkvision 60ft., Passive Perception 12

Languages: Common, Elvish, Gnomish

Challenge: 7

Abilities

Spellcasting. Kosha is a 4th-level Bard and 3rd-level Warlock. Her spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). She has the following Bard and Warlock spells prepared:

Cantrips (at will): Dancing Lights, Prestidigitation, Eldritch Blast, Kosha’s Delicate Touch

1st Level (4 slots): Heroism, Comprehend Languages (W), Healing Word

2nd Level (4 slots; 2 Warlock slots): Enthrall, Enhance Ability, Calm Emotions, Silence, Misty Step (W)

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. She can use this feature four times. She regains any expended uses when she finishes a long rest.

Beast Speech. She can cast Speak with Animals at will, without expending a spell slot.

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

Mask of Many Faces. She can cast Disguise Self at will, without expending a spell slot.

Song of Rest. If Kosha 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

Involuntary Eye Movement [IE 1, Frequent]. As a bonus action, Kosha needs to focus her eyes. She must make a DC 6 Constitution check before making any action requiring visual focus. Once she succeeds, she can retain this focus until either the situation changes (e.g., an encounter begins or ends) or she takes damage.

Missing Hand (Right) [IE 1]. Kosha is unable to use 2-handed weapons, a second weapon or shield, or anything else requiring two hands without a prosthesis. Kosha has a -1 penalty on Strength (Athletics) checks that require two hands, such as climbing, and in mounted combat, Kosha needs to succeed on a DC 8 Dexterity check whenever she attacks or takes damage or falls off her mount.

Refractive Differences (Near-sightedness) [IE 1, Chronic]. Kosha has a -1 penalty on attack rolls and Wisdom (Perception) rolls to see any details further than 40 feet, as well as other ranged actions such as jumping or throwing.

Sensory Processing Difference (Sensory Over-Responsivity) [IE 2, Triggered]. Kosha is highly sensitive to loud sounds (volume) and textures (cold). Due to this any time she engages with these sensory experiences, Kosha must pass a DC 10 Constitution check to remain in contact with the stimuli or spend 2 rounds attempting to avoid it. Each round, she can continue to attempt to make the same Constitution check at a -2 penalty. Each time Kosha takes fire or cold damage, she must succeed a DC 10 Constitution check or take an additional one-half psychic damage. In addition, Kosha has a +2 bonus to all Wisdom (Perception) checks to noticing sounds and temperature changes.

Actions

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

Background

Kosha is a half-elf assigned male at birth, raised in a well-off family of half-elf merchants. However, Kosha did not desire to be a merchant; instead, she wished to be a princess in a castle. Worried how others would react, she kept this dream to herself and instead focused on supporting her family running the business as best she could. At times this was very challenging for Kosha due to her poor eyesight and occasional difficulty focusing on words for any long period of time.

Kosha’s lot in life changed after a near death experience at age ten. While out running errands for her parents, Kosha was caught up in a blizzard that proved to be almost fatal. While she escaped with her life, her right hand could not be salvaged due to frostbite. After taking months to recover, Kosha dedicated herself to finding a calling that would allow her to live a full life. She dedicated herself to becoming a bard at the prestigious Wyrmsong Academy.

After completing her studies, Kosha set out from her family with the hope of discovering herself. While on the road, she ran into a strange beast called the Scarlet Wolf. The beast offered her an accord: in exchange for her companionship, they would offer the ability to present more as her true self — a woman — and the power to move about the world to seek adventure. Kosha agreed to this, and together they now travel the world, the Scarlet Wolf by her side as the Indigo Princess.

Personality

Kosha is a kind, hardworking, and intelligent woman who struggles to trust others. While traveling with the Scarlet Wolf, she has often had to learn to navigate the world as an autistic, transgender woman.  This has led to her often being in distress around most people, especially men. She is always willing to listen to the troubles of those around her and offer what solutions she can to aid them in their woes. However, faced with intolerance, discrimination, or purposeful ignorance, Kosha is quick to anger and defend those who are being attacked.

While she is not always sure how to engage with new groups of people as she meets them, she is a quick study, picking up knowledge of local customs, religious practices, and general folklore. She can also be found connecting with the local animals, with whom she often feels more of a connection with. Kosha delights not only in learning about the spiritual practices of others, but also is devout in her own religious rituals, including praying each morning.

At times Kosha can retreat into herself and present as aloof to those who aren’t close with her, however, she is often struggling with intense feelings of depression or anxiety. This happens when she is overwhelmed by loud noises, it is too cold or hot (especially if this happens suddenly), people misgender her, or she feels insecure about her gender presentation on that day. Adventurers who are able to show her empathy and support when this happens often earn an ally for life.

Plot Hooks

  1. As a source of local knowledge to help the party prepare for an upcoming encounter or obstacle they are unfamiliar with, or to help with research.
  2. Aiding the locals fight back against injustice or discrimination at the hands of someone more powerful.
  3. Over hearing and offering her services to the party if they are serving a just cause that aligns with her values.



Kei’ain

half-elf wearing green & khaki, orange amulet on necklace, blue bead bracelet on left arm, holding up 3 fingers which glow blue-violet

Kei’ain (Druid)

Medium Humanoid (half-elf), Lawful Good

Cisgender man (he/him)

Armor Class: 14

Hit Points: 30

Speed: 30 ft.

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

 

Skills: Animal Handling +4, Insight +6, Medicine +4, Nature +3, Perception +4, Religion +3, Sleight of Hand +3, Stealth +3, Survival +6

Senses: Darkvision 60 ft., Passive Perception 14

Languages: Common, Druidic, Elvish, Halfling

Challenge: 3

 

Abilities

Spellcasting. Kei’ain is a 3rd-level spellcaster. His spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). He has the following Druid spells prepared:

Cantrips (at will): Guidance, Mending, Resistance

1st Level (4 slots): Create or Destroy Water, Cure Wounds, Entangle

2nd Level (2 slots): Animal Messenger, Barkskin, Enhance Ability, Protection from Poison, Spider Climb

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

Natural Recovery. Once per long rest during a short rest, he chooses expended spell slots to recover. The spell slots can have a combined level of up to 5, and none of the slots can be 6th level or higher.

Wild Shape. As an action, he can magically assume the shape of a beast that he has seen before twice per short rest. (Max CR ¼, no flying or swimming speed) He can stay in beast shape for 1 hour before reverting back to his normal form (or as a bonus action earlier or if he falls unconscious, drops to 0 hit points, or dies).

Traits

Blindness (Left Eye) [IE 4, Chronic]. His vision on his left side is impaired to the point that it is absent completely, and he has learned to navigate the world with little reliance on his eyes, depending on other senses instead. Because he has grown accustomed to this condition a long time, if he can explain to your GM how you’re using your other senses to assist with his Blindness, he has a −4 penalty 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 you’ve learned to use them more effectively. In addition, he does not have disadvantage to hit invisible creatures.

Eye Pain [IE 2, Triggered by Illusion magic within 15 ft.]. Kei’ain experiences chronic pain in his eyes, causing eye pain and headaches. Any action that requires concentration (e.g. maintaining a spell) requires a successful DC 12 Constitution saving throw per round to maintain concentration. Because he’s used to managing pain, even though this doesn’t reduce the experience of it, they have a +2 bonus to saving throws against psychic damage.

Actions

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

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

Assistive Device

GleamForth Wayfinder

Wondrous Item, Legendary

This labyrinthine eye provides protection and direction to those who would be lost without it. Unlike most prosthetic eyes, you hold this one instead of inserting it. When held in the left hand, it provides 5 feet of blindsight. When held, you cannot use that hand for any other purpose.

As an action, you can hold it mid-forehead and cast the Find the Path spell once per day.

Once per day, as your action, you may touch the heart of a creature you can reach that is charmed, frightened, or possessed by a celestial, an elemental, a fey, a fiend, or an undead. The creature you touch is no longer charmed, frightened, or possessed by such creatures.

When held at the solar plexus, once every seven days, you can cast either Plane Shift or Teleportation Circle to your home. Your home need not have a teleportation circle inscribed, but when you acquire this eye, you must declare your home location as the destination of this function. You have advantage on all saving throws affecting your dreams.

Background

Kei’ain is a member of a nomadic caravan of what most would consider foresters and park rangers. The caravan is always offering their services in a way somewhat similar to a theater troupe in addition to their “monastic” practice of safeguarding nature. There is a lot of entertainment to the teaching that the group provides. Kei’ain found this group at a young age and began his training to become a druid shortly after. He has always found training to be an effective and crucial part of life due to the fact that he had an accident in the forest when he was younger. When Kei’ain was young, he traveled into the forest alone. He was having a fun time until he was injured and lost vision in his left eye. Luckily, the people of the nomadic caravan taught him how to maneuver life with a vision difference. After his training from the nomadic caravan was complete, the group presented Kei’ain a special present: a GleamForth Wayfinder eye. This has helped Kei’ain in his travels and also determining his path amidst illusion magic. Kei’ain secretly hopes to travel across planes somehow. He does not know if that can be done with a certain vessel or a spell, but he is determined to find a way to explore other planes.

Personality

Kei’ain’s personality is extremely deliberate. The way that he speaks, teaches, and relates to others is done consciously, and you can tell that his main focus is intentionality. He understands that there is no room for errors when it comes to teaching and that it is important to live every moment that you have enjoying and appreciating the nature around you. Although Kei’ain enjoys teaching and speaking to others, due to his flat affect, the expressions or feelings that he makes can be unclear to others. However, Kei’ain loves to make jokes. This can confuse some people when they are not sure if he is joking or not, but they always seem to get a good laugh when they know he is being playful.

Plot Hooks

  1. Adventurers may come across Kei’ain as they are traveling through a forest, as he is collecting items he needs for a potion or meal.
  2. Adventurers may spot Kei’ain in a forest giving a tour of the local flora to school students.
  3. Adventurers may need Kei’ain to teach them about a rare and endangered flora that they discovered on their adventure.



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.