D&D 5e: Bride of Bahadir

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D&D 5e: Bride of Bahadir

Post by Nimbostratus on Thu Nov 22, 2018 11:44 pm

Posted all over Neverwinter is the following notice:

"Need capable hands to deal with a family crisis. 100gp reward. Those interested, meet me at 64 Fountain Street on the 18th eve of Leaffall at ten bells."

I'm back on my bullshit.

This is a 5e mini-campaign starting with level 1 characters. By the end of it you'll probably be level 4 or 5.

  • Legal Races: Everything here. However, for certain races (I'll let you know) you'll need to give me a convincing reason for why they'd be in Neverwinter in the first place.
  • Legal Classes/Archetypes: Everything here, except Mystic. But I'm totally cool with Artificers, and I'll even allow them to get their mechanical servant at level 3 instead of level 6. (and, speaking of classes with companions, Rangers will probably want to use the UA Revised Ranger)
  • Stats: Point buy. See details here. There's also a calculator, though I'm not sure if it includes all possible race options.
  • I'm also including a little thing I think will make the 5e formula a bit more interesting. With each new level (including 1st) you'll get a 'mini-feat' which allows you to add your proficiency bonus to one thing of your choice. This could include initiative rolls, a stat check, a save, a skill, or even your AC or maximum HP. If you use a mini-feat on something you're already proficient with (or if you later take proficiency with something you spent a mini-feat on) then your proficiency bonus is doubled.

So yeah. If you want to join, just post here or tag me on Discord. There's no need to have a character ready; in fact, to ensure party balance, I'd like to get players together first, then let y'all discuss what you want to do character-wise.

Posts : 52
Join date : 2018-08-15
Age : 31

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Re: D&D 5e: Bride of Bahadir

Post by Shinigami02 on Tue Dec 04, 2018 2:12 pm

Morgan Moonseeker:
CN Aasimar (Fallen) Warlock (Hexblade) 1
Background: Guardswoman (Soldier)

Size: Medium, Gender: Female, Age: 22, Height: 5'3", Weight: 135 lbs.
Red Eyes, Midnight-Black Hair
Init: +2, Passive Perception: 10

HP 9, AC: 13

Strength: 1
Dexterity: 1
Constitution: 1
Intelligence: 0
Wisdom: 2
Charisma: 5
Armor: Leather
Resistant to Radiant and Necrotic Damage

Speed 30
Image of Nightshard (Hex-Bonded Longsword): +5 (1d8+3 Slashing) Versatile (1d10), Hex Warrior (Uses Charisma for attack and damage)
Eldritch Blast: +5 (1d10 Force) Ranged Cantrip (120)
Dagger x2: +4 (1d4+2 Piercing) Finesse, Light, Thrown (20/60)
Breaching Axe (Handaxe): +3 (1d6+1 Slashing) Light, Thrown (20/60)
Hexblade's Curse: When active, I add Proficiency Bonus to damage against target and crit on a 19 or 20.
Hex: When active, I add 1d6 Necrotic damage to attacks against the target.

STR: 12 (+1)
DEX: 14 (+2)
CON: 12 (+1)
INT: 10 (+0)
WIS: 10 (+0)
CHA: 17 (+3)
Proficiency Bonus: +2

Racial Abilities
Darkvision: Can see in Dim Light within 60 feet as if it were Bright Light, and Darkness as if it were Dim Light. Can't discern color in Darkness.
Celestial Resistance: Gain Resistance to Radiant and Necrotic Damage.
Healing Hands: As an Action can touch a creature to heal it a number of HP equal to my character level. Usable once per Long Rest.
Light Bearer: Gain the Light cantrip, which I cast off Charisma.

Mini Feats: Athletics

Class Abilities
Pact Magic: Gain Charisma-based Spontaneous casting. I have a small pool of spell slots all at a particular level which refreshes with a Short or Long Rest, a small pool of Spells Known that I can cast with those slots, and a selection of Cantrips. I cast off the Warlock Spell List, expanded with a small selection of spells from my Hexblade Pact. Can use an Arcane Focus as a Casting Focus.
Hexblade's Curse: As a Bonus Action can lay a curse on 1 creature I can see within 30 feet. Target is cursed for 1 minute, and ends early if I die, the target dies, or I am incapacitated. Until the curse ends I gain the following bonuses:
 - I gain a bonus to damage rolls against the cursed target equal to my proficiency bonus.
 - My attacks against the cursed target are critical hits on a roll of 19 or 20.
 - If the cursed target dies I regain HP equal to my character level + my Charisma mod (min 1 HP).
  I can use this ability once per Short (or Long) Rest.
Hex Warrior: Gain Proficiency in Medium Armor, Shields, and Martial Weapons. In addition, whenever I finish a Long Rest I can touch one weapon I am proficient with and that lacks the Two-Handed quality. Until I next finish a Long Rest my attacks and damage rolls with that weapon use Charisma instead of Strength or Dexterity. If/when I later acquire the Pact of the Blade class feat, this benefit applies to all weapons conjured with that feature, regardless of the weapon's type.

Pact Magic:
Slot Level: 1
Cantrips Known: 2 + 1 Racial
Spells Known: 2

Spell Save DC: 13; Spell Attack Modifier: +5

Light (Racial):
Evocation Cantrip
Casting Time: 1 Action
Range: Touch
Components: V, M
Duration: 1 Hour
You touch one object that is no larger than lO feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action.
If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell.

Eldritch Blast:
Evocation Cantrip
Casting Time: 1 Action
Range: 120 Feet
Components: V, S
Duration: Instantaneous
A beam of crackling energy streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes ldlO force damage.
The spell creates more than one beam when you reach higher levels: two beams at 5th level, three beams at 11th level, and four beams at 17th level. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam.

Evocation Cantrip
Casting Time: 1 Action
Range: 60 Feet
Components: V, S
Duration: Instantaneous
You cause numbing frost to form on one creature that you can see within range . The target must make a Constitution saving throw. On a failed save, the target takes ld6 cold damage, and it has disadvantage on the next weapon attack roll it makes before the end of its next turn.

Spells Known:
Wrathful Smite:
1st-Level Evocation
Casting Time: 1 Bonus Action
Range: Self
Components: V
Duration: Concentration, up to 1 Minute
The next time you hit with a melee weapon attack during this spell's duration, your attack deals an extra 1d6 psychic damage. Additionally, if the target is a creature, it must make a Wisdom saving throw or be frightened of you until the spell ends. As an action, the creature can make a Wisdom check against your spell save DC to steel its resolve and end this spell.

1st-Level Enchantment
Casting Time: 1 Bonus Action
Range: 90 Feet
Components: V, S, M
Duration: Concentration, up to 1 Hour
You place a curse on a creature that you can see within range. Until the spell ends, you deal an extra 1d6 necrotic damage to the target whenever you hit it with an attack. Also, choose one ability when you cast the spell. The target has disadvantage on ability checks made with the chosen ability.
If the target drops to O hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to curse a new creature.
A remove curse cast on the target ends this spell early.
At Higher Levels: When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours.

Background Feature
Military Rank: I have a Rank from my career as a soldier. Soldiers loyal to my organization recognize my authority and influence, and they defer to me if they are a lower rank. I can pull rank to exert influence over other soldiers and requisition simple equipment or horses for temporary use. I can also generally gain access to friendly military encampments and fortresses where my rank is recognized.

Simple Weapons, Martial Weapons, Light Armor, Medium Armor, Shields, Land Vehicles, Dice

Skill Proficiencies
Athletics*: +5; Deception: +5; Intimidation: +5; Religion: +5


Common, Celestial

Common Clothes, Backpack, Crowbar, Hammer, 10 Pitons, 10 Torches, Tinderbox, 10 days worth of Rations, Waterskin, 50 Feet of Hemp Rope, Guard Lieutenant Insignia, Worn Dagger (Confiscated from a would-be Cutpurse, kept as a trophy from her first arrest), Set of Bone Dice, Coin Pouch

Combat Gear:
Image of Nightshard (Longsword), 2 Battle-Ready Daggers, Breaching Axe (Handaxe), Leather Armor, Focus Crystal

10 Gold, 0 Silver, 0 Copper

Flavor Traits:
Personality Traits:
- I can stare down a Hell Hound without flinching.

- I face problems head-on. A simple, direct solution is the best path to success.

Independence (Chaotic): When people follow orders blindly, they
embrace a kind of tyranny.

Those who fight beside me are those worth dying for.

I made a terrible mistake in battle that cost many lives - and I would do anything, anything, to avoid repeating it.

Posts : 43
Join date : 2018-08-14
Age : 24

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Re: D&D 5e: Bride of Bahadir

Post by Ferret on Tue Dec 04, 2018 3:50 pm

Name: Galran Goktel
Age: Unknown (285)
Race: Hill Dwarf
Gender: Male
Class: Druid 1
Alignment: CN

HP: 11, AC 12

Club +5 (1d8+5)
Dart +2 (1d4+3)

Cantrips: Druidcraft, Shillelagh
1st: Faerie Fire, Goodberry

STR 10
DEX 14
CON 16
WIS 16
CHA 10

Armor: Light, Medium, Shields (no metal)
Weapons: clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears
Tools: Herbalism Kit
Skills: Animal Handling, Nature

Mini-feats: Proficiency Bonus to Weapon Damage

club, dart, leather armor, explorer's pack, druidic focus

Posts : 90
Join date : 2018-08-14

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Re: D&D 5e: Bride of Bahadir

Post by maswoon on Tue Dec 04, 2018 5:07 pm

Talliver Chadwick:

Protector Aasimar
Ranger (Revised) [Monster Slayer]
Folk Hero
Level 1
Lawful Good

Key Stats:
(STAT: Score [Bonus]{Save})
STR: 10 [-]{+2}
DEX: 15 [+2]{+4}
CON: 14 [+2]{+2}
INT: 8 [-1]{-1}
WIS: 16 [+3]{+3}
CHA: 10 [-]{-}
Proficiency: +2
Vision: Darkvision 60 feet
Speed: 30 feet
Size: M

HP: 12/12
Resistances: Necrotic, Radiant
AC: 16

Longbow: +4, 1d8 + 4 piercing. 20 ammo. 150/600 range.
Shortsword: +4, 1d6 + 2 slashing. Melee.
Shortsword (OH): +4, 1d6 slashing.
--Favored Enemy: +2 damage on Humanoids.
Intiative: +2

Disadvantage on Stealth.
Advantage on Survival checks to track humanoids, and Intelligence checks to recall info about them.
Animal Handling +5, Athletics +2, Insight +5, Perception +5, Survival +5

Assorted Bennies:

Favored Enemy (Humanoid)
At 1st level, choose one type of favored enemy: beasts, fey, humanoids, monstrosities, or undead. You gain a +2 bonus to damage rolls with weapon attacks against creatures of the chosen type. Additionally, you have advantage on Survival checks to track your favored enemies, as well as on Intelligence checks to recall information about them. When you gain this feature, you also learn one language of your choice.

Natural Explorer
-You ignore difficult terrain.
-You have advantage on initiative rolls.
-On your first turn during combat, you have advantage on attack rolls against creatures that have not yet acted.
Additionally, you gain the following benefits when traveling for an hour or more:
-Difficult terrain doesn't slow your group's travel.
-Your group can't become lost except by magical means.
-Even when you are engaged in another activity while traveling, you remain alert to danger.
-If you are traveling alone, you can move stealthily at a normal pace.
-When you forage, you find twice as much food as you normally would.
-While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.

Light Bearer: You know the Light cantrip. Charisma is your spellcasting ability for it.

Healing Hands: As an action, you can touch a creature and cause it to regain a number of hit points equal to your level. Once you use this trait, you can't use it again until you finish a long rest.

Radiant Soul: Starting at 3rd level, you can use your action to unleash the divine energy within yourself, causing your eyes to glimmer and two luminous, incorporeal wings to sprout from your back.

Your transformation lasts for 1 minute or until you end it as a bonus action. During it, you have a flying speed of 30 feet, and once on each of your turns, you can deal extra radiant damage to one target when you deal damage to it with an attack or a spell. The extra radiant damage equals your level.

Once you use this trait, you can't use it again until you finish a long rest.

Background Feature: Rustic Hospitality
Since you come from the ranks of the common folk, you fit in among them with ease. You can find a place to hide, rest, or recuperate among other commoners, unless you have shown yourself to be a danger to them. They will shield you from the law or anyone else searching for you, though they will not risk their lives for you.

Armor: Light armor, medium armor, shields.
Weapons: All weapons.
Tools: Potter's Tools, Land Vehicles
Saving Throws: Strength, Dexterity
Skills: Animal Handling, Athletics, Insight, Perception, Survival.
Language: Common, Aasimar, Elvish

Mini-Feat Allocations:
1: Longbow Damage.

Scale Mail
2 Shortswords
Mess kit
10 torches
10 days of Rations
50 feet of Hempen rope
Longbow, 20 arrows
Set of potter's tools
Iron Pot
Set of Common Clothes
Belt Pouch
10 gp

Brief physical appearance:
Thinly braided black hair, glowing golden eyes, dark skin. Wears a long, scuffed jacket over leather armor.

Talliver Chadwick was a simple potter's son who awoke to a bone-chilling truth: he was an Aasimar, and an executor of a divine will of something. He responded in kind by becoming a folk hero with a strong sense of justice.
Likes: Justice, goodness, small animals
Dislikes: Disorder, jazz music

Posts : 212
Join date : 2018-08-14
Age : 23
Location : Oregon

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Re: D&D 5e: Bride of Bahadir

Post by lapis-lazily on Thu Dec 27, 2018 10:08 am

Zaribelle Strega
LG Female Tabaxi Paladin 1
Initiative +3; Perception +2 (Darkvision)
AC 18 (Proficiency)
HP 12/12
Save Prof Wisdom +2, Charisma +4
Speed 30 ft, Climb 20 ft
Dagger +5 | 1d4+3 | Piercing
Whip +5 | 1d4+3 | Slashing
Longbow (150/600) +5 | 1d8+3 | Piercing
Space 5'; Reach 5' (10' Whip)
Level 0: (Slots/Day)
[List of spels prepped]
Str 12 (+1)
Dex 16 (+3)
Con 14 (+2)
Int 10 (+0)
Wis 10 (+0)
Cha 14 (+2)
Proficiency +2
Background: Outlander
Feature: Can't get lost, provide for me and up to 5 other through foraging if the land supports it.
*Acrobatics +5
Arcana +0
*Athletics +3
Deception +2
History +0
Insight +0
Intimidation +2
Investigation +0
Medicine +0
Nature +0
*Perception +2
Performance +2
*Persuasion +4
Religion +0
Sleight of Hand +3
*Stealth +5
*Survival +2
* = Proficient
Other Proficiencies
Pan Flute
Common, Elvish, Dwarven
10 gp
Leather Armor, Holy Symbol Shield, Whip, Dagger, Explorer's Pack

Feline Agility: Your reflexes and agility allow you to move with a burst of speed. When you move on your turn in combat, you can double your speed until the end of the turn. Once you use this trait, you can't use it again until you move 0 feet on one of your turns.
Divine Sense:(3/day) As an action can immediately know the location of any celestial, fiend, or undead that is not behind total cover.
Lay on Hands: Can restore up to 5 (Level x 5) hp per day as an action. Can use 5 points to end a disease or poison afflicting a target.
Zaribelle Strega never aspired to live a holy life. She grew up in a port city as the daughter of a merchant family. Most of her time was supposed to be spent learning how to be a proper housewife so she could be married off in one of her father's trade deals. She instead spent much of her time shirking such lessons and wandering through the woods. She dreamed of grand adventures far from home.

Zaribelle was never treated horribly by those around her, but her parents were constantly exasperated by her efforts to run off and make her own fun. One day, however, as she snuck back into her room after nightfall, she heard her father and mother talking about something in her father's study. She waited by the window and overheard that they planned to send her to some kind of lady's school to whip her into shape. That night she gathered what she thought she'd need and fled.

Running away was rough for a young girl. She had some proficiency with woodland exploration, but she was by no means ready to fend for herself. After weeks of walking through woodland farther from home than she had ever been she stumbled out onto a road filthy, hungry, and sick. The last thing she saw before passing out was a man in bright armor stepping down off his horse.

She awoke in the church of a town she'd never been to. A man sat nearby with a plate of food. He explained to her that he was a travelling paladin who had found her on the road. He wanted to know where she'd come from so he could help her get home after she got better. She lied and said she was an orphan. The paladin seemed questioning at first, but eventually relented.

Thus began her training as the squire of Sir Elrond, Knight Errant. He tought her all the basics of being a holy warrior and channeling the power of the gods for good. Though she never became a traditional paladin, she took Sir Elrond's virtues to heart. Now at the end of her training, she seeks her first quest to prove herself.

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Age : 24

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Re: D&D 5e: Bride of Bahadir

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