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[CS] Wrath of the Righteous

Character Sheet

Rising Of The Moon

Super-Earth
Joined
Nov 3, 2019
for tracking characters in my RP with @Ouroboros

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Height: 5'11''
Cup Size: natural H, up to K when swollen with milk
Milk produced on Initiative/Short Rest/Long Rest: 1/3/6(+1 if pregnant)
Max milk: 9
Age: 38
Curses: Hucow, Broodmother
Pregnancy status:
Womb: Egg-stuffed
Tits: Egg-stuffed
Anal: Egg-stuffed

Lvl: 2
Class: Cleric
Domain: Knowledge
Race: Human (Variant)
Background: Cloistered Scholar, Touched by Divinity
Deity: Sarenrae

Speed: 30 ft
Size: Medium
StrengthDexterityConstitutionIntelligenceWisdomCharisma
10(0)10(0)14(+2)14(+2)16(+3)12(+1)

Proficiency Bonus: +2
Saves: CON, WIS, CHA
Skill Proficiency: Religion, Insight, Perception, Investigation, Nature
Skill Expertise: History, Arcana

Armor: Light, Medium, Shields
Weapons: Simple
Languages: Common, Dwarvish, Halfling, Elvish, Draconic, Celestial

Hitpoints: 17
Armor: none AC: 10
Weapons: none

Other Gear:
Prayer Beads of the Hucow, also acting as Holy Symbol. Currently only has a single bless spell.

Features:

Library Access

Though others must often endure extensive interviews and significant fees to gain access to even the most common archives in your library, you have free and easy access to the majority of the library, though it might also have repositories of lore that are too valuable, magical, or secret to permit anyone immediate access.
You have a working knowledge of your cloister's personnel and bureaucracy, and you know how to navigate those connections with some ease.
Additionally, you are likely to gain preferential treatment at other libraries across the Realms, as professional courtesy shown to a fellow scholar.

Touched by Divinity
As long as you can remember, you've had an unexplainable interest in one deity in particular. One of your parents may have been a priest of this deity, or you may have been an orphan raised by the church, but these alone cannot explain your deep connection to the faith. You've always felt calm and at ease in places holy to the deity, and often have dreams about the god or goddess visiting you—most often in the form of a sacred animal or creature. Your faith is strong, even if you don't happen to be a divine spellcaster—if you are a divine spellcaster, you should be a worshiper of this deity. You begin play with a silver holy symbol of your chosen deity for free. In addition, choose one cantrip from an appropriate divine caster spell list.

Resilient
Choose one ability score(Constitution). You gain the following benefits:
• Increase the chosen ability score by 1, to a maximum of 20.
• You gain proficiency in saving throws using the chosen ability.

Blessings of Knowledge
At 1st level, you learn two languages of your choice. You also become proficient in your choice of two of the following skills: Arcana, History, Nature, or Religion.
Your proficiency bonus is doubled for any ability check you make that uses either of those skills.

Channel Divinity
At 2nd level, you gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Turn Undead and an effect determined by your domain. Some domains grant you additional effects as you advance in levels, as noted in the domain description.
When you use your Channel Divinity, you choose which effect to create. You must then finish a short or long rest to use your Channel Divinity again.
Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your cleric spell save DC.
Beginning at 6th level, you can use your Channel Divinity twice between rests, and beginning at 18th level, you can use it three times between rests. When you finish a short or long rest, you regain your expended uses.
Channel Divinity: Turn Undead
As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you 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.
A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.
Channel Divinity: Knowledge of the Ages
Starting at 2nd level, you can use your Channel Divinity to tap into a divine well of knowledge. As an action, you choose one skill or tool. For 10 minutes, you have proficiency with the chosen skill or tool.​

Cantrips:
Guidance, Light, Toll the Dead, Word of Radiance
Spells: Prepared daily from the full list, will make a list after each long rest.

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Height: 6' 1''
Figure: Athletic
Cup Size: natural F
Milk produced on Initiative/Short Rest/Long Rest: 0/0/0(+1 if pregnant)
Max milk: 4
Age: 26
Curses: Beast Queen, Pack Mother (both from Cloak of the Beast Queen)
Pregnancy status:
Womb: -
Tits: -
Anal: -

Lvl: 2
Class: Ranger
Race: Half-Elf
Background: Outlander, Stolen Fury

Speed: 30 ft
Darkvision: 60 ft
Size: Medium


StrengthDexterityConstitutionIntelligenceWisdomCharisma
10(0)16(+3)14(+2)10(0)14(+2)12(+1)

Proficiency Bonus: +2
Saves: STR, DEX
Skill Proficiency: Survival, Perception, Athletics, Medicine, Insight
Skill Expertise: Animal Handling, Stealth

Armor: Light, Medium, Shields
Weapons: Simple, Martial
Instruments: Drums
Languages: Common, Elvish, Dwarvish, Giant, Orc, Gnomish

HP: 20
Armor: Cloak of the Beast Queen (Studded Leather +1) AC: 16
Weapons:
Longbow: +7 to hit, 1d8+3 piercing damage, Range 150/600, Arrows: 20 in Quiver
2x Scimitar: +5 to hit, 1d6(+3) slashing damage, finesse, light

Other Gear:
Quiver


Features:

Deft Explorer

1st-level ranger feature, which replaces the Natural Explorer feature
You are an unsurpassed explorer and survivor, both in the wilderness and in dealing with others on your travels. You gain the Canny benefit below, and you gain an additional benefit below when you reach 6th level and 10th level in this class.
Canny(1st Level)
Choose one of your skill proficiencies(Stealth). Your proficiency bonus is doubled for any ability check you make that uses the chosen skill.
You can also speak, read, and write two additional languages of your choice.

Favoured Foe
1st-level ranger feature, which replaces the Favored Enemy feature and works with the Foe Slayer feature
When you hit a creature with an attack roll, you can call on your mystical bond with nature to mark the target as your favoured enemy for 1 minute or until you lose your concentration (as if you were concentrating on a spell).
The first time on each of your turns that you hit the favoured enemy and deal damage to it, including when you mark it, you can increase that damage by 1d4.
You can use this feature to mark a favoured enemy a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
This feature's extra damage increases when you reach certain levels in this class: to 1d6 at 6th level and to 1d8 at 14th level.

Wanderer
You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.

Fey Ancestry
You have advantage on saving throws against being charmed, and magic can't put you to sleep.

Stolen Fury
You were forced to take part in a demonic ritual as a youth after having been captured by cultists. Whatever the ritual's purpose may have been, it didn't work out the way your captors envisioned—rather than corrupting your soul, you absorbed the ritual's energy and made it your own before you escaped to safety. Ever since, you've been haunted by strange nightmares about the ritual, and have long felt that the energies it bathed you in have changed you. Recently, those energies have changed— it's as if you've finally managed to come to terms with your past and have turned the ritual's aftereffects to your advantage, following the old adage of what doesn't kill you makes you stronger. You've been unable to learn more about the ritual or what it was for, but the question lingers in the back of your head to this day. This nagging has instilled in you a fury against demonkind. Today, when you face demons in combat, those energies bolster your fury.
Once per day you may roll an attack against a fiend with advantage.

Fighting Style: Archery
At 2nd level, you adopt a particular style of fighting as your speciality. Choose one of the following options.
You can't take a Fighting Style option more than once, even if you later get to choose again.
You gain a +2 bonus to attack rolls you make with ranged weapons.

Spellcasting:
1st Level slots: 2

Spells Known:
Hunter's Mark, Ensnaring Strike

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Height: 5' 6''
Cup Size: natural G
Milk produced on Initiative/Short Rest/Long Rest: 0/0/0(+1 if pregnant)
Max milk: 5
Age: 23
Curses: Herdmother
Pregnancy status:
Womb: 4 calves corrupted by demonic seed
Tits: -
Anal: -

Lvl: 2
Class: Paladin
Race: Half-Elf
Background: Knight of the Order, Child of the Crusade
Deity: Iomedae

Speed: 30 ft
Darkvision: 60 ft
Size: Medium


StrengthDexterityConstitutionIntelligenceWisdomCharisma
16(+3)8(-1)14(+2)10(0)12(+1)16(+3)

Proficiency Bonus: +2
Saves: WIS, CHA
Skill Proficiency: Persuasion, Insight, Athletics, Religion, Intimidation, Performance

Armor: All Armor, Shields
Weapons: Simple, Martial
Instruments: Lyre
Languages: Common, Elvish, Celestial

HP: 20
Armor: none, Shield AC: 11
Weapons:
Radiance(+1 Cold Iron Longsword), +6 to hit, 1d8+6 slashing, versatile(1d10)
Longsword, +5 to hit, 1d8+5 slashing, versatile(1d10)
5x Javelin, +5 to hit, 1d6+3 piercing, thrown(30/120)

Other Gear:
Holy Symbol
a signet ring representing your place or rank in the order

Features:

Kightly Regard

You receive shelter and succor from members of your knightly order and those who are sympathetic to its aims. If your order is a religious one, you can gain aid from temples and other religious communities of your deity.
This help comes in the form of shelter and meals, and healing when appropriate, as well as occasionally risky assistance , such as a band of local citizens rallying to aid a so rely pressed knight in a fight , or those who support the order helping to smuggle a knight out of town when he or she is being hunted unjustly.

Child of the Crusade
Your parents were members of the crusade, as were their parents before them. The righteousness of the crusades sometimes feels as if it runs in your very blood, and it bolsters you against demonic influence. Your parents may be alive still, or they may have perished on a mission—that choice is up to you. You grew up knowing them, though, and their zeal and devotion to the crusade is the primary reason you feel the same way. They've told you of other family members who have also been involved in the crusade, and it's not uncommon for you to meet a distant cousin or long-lost aunt, uncle, or other family member while traveling among the border towns of Mendev. This strong family tie bolsters your mind and sense of belonging to the crusade. Once per day you can have advantage on a saving throw against an effect created by a fiend that would possess or incapacitate you mentally.

Fey Ancestry
You have advantage on saving throws against being charmed, and magic can't put you to sleep.

Divine Sense
The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell.
You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses.

Lay on Hands
Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your paladin level × 5.
As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool.
Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one.
This feature has no effect on undead and constructs.

Fighting Style: Duelling
At 2nd level, you adopt a style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Spellcasting:
Spells prepared after long rest.
1st level slots: 2

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Height: 5' 4''
Cup Size: Natural D, up to E when swollen with milk
Milk produced on Initiative/Short Rest/Long Rest: 0/1/3(+1 if pregnant)
Max milk: 3
Age: 16
Curses: Breeder, Nursing Mother
Pregnancy status:
Womb: 10 direwolf puppies
Tits: -
Anal: -

Lvl: 2
Class: Rogue
Race: Human (Variant)
Background: Urchin, Chance Encounter

Speed: 30 ft
Size: Medium

StrengthDexterityConstitutionIntelligenceWisdomCharisma
8(-1)16(+3)10(0)12(+1)14(+2)14(+2)

Proficiency Bonus: +2
Saves: DEX, INT
Tool proficiency: Disguise Kit, Cobbler's tools
Tool Expertise: Thieves' tools
Skill Proficiency: Perception, Acrobatics, Insight, Athletics, Deception, Sleight of Hand
Skill Expertise: Stealth

Armor: Light
Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords
Languages: Common, Elvish

HP: 13
Armor: Studded Leather AC: 15
Weapons:
2x Shortsword: +5 to hit, 1d6(+3) piercing damage, finesse, light
Light Crossbow, +5 to hit, 1d8+3 piercing damage, loading Range (80/320)

Other Gear:
A small knife
a map of Kenabres
a token to remember your parents by
Thieves' tools
a necklace shaped like a heart with a fat ruby in the centre (Nursing Mother)

Features:

City Secrets

You know the secret patterns and flow to cities and can find passages through the urban sprawl that others would miss. When you are not in combat, you (and companions you lead) can travel between any two locations in the city twice as fast as your speed would normally allow.

Chance Encounter
You always tended to get in over your head as a child, but your biggest youthful misadventure was the time you "accidentally" found yourself behind enemy lines in the Worldwound. You probably never would have made it back home to Kenabres if not for the help of a mysterious woman who helped you trick your way through a group of cultists. The woman never told you her name, but you remember her beauty and a deep sense of sadness she seemed to carry with her. Her skill with the bow was impressive as well, but the thing you remember most about her was the symbol of Desna she wore—she often held onto it without seeming to realize it, as if the connection to the goddess was something she clung to in a sense of need, as someone might clutch at a rope while dangling over a vast pit. She left your side a few moments before you were picked up by a patrol of crusaders, who finished the job of escorting you back to safety, and you've never seen her again. Ever since, you've just been lucky when it comes to trickery. Once per day, you can have advantage on a Acrobatics, Deception, Sleight of Hand, or Stealth check.

Expertise
At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves' tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.
At 6th level, you can choose two more of your proficiencies (in skills or with thieves' tools) to gain this benefit.

Sneak Attack
Beginning at 1st level, you know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.
You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll.
The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Rogue table.

Thieves' Cant
During your rogue training you learned thieves' cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves' cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.
In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves' guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.

Cunning Action
Starting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.

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Height: 5' 7''
Cup Size: natural E
Milk produced on Initiative/Short Rest/Long Rest: 0/0/0(+1 if pregnant)
Max milk: 3
Age: 18
Curses: Breeder
Pregnancy status:
Womb: 5 incest babies from Horgus
Tits: -
Anal: -

Lvl: 2
Class: Rogue
Race: Human (Variant)
Background: Noble, Exposed to Awfulness

Speed: 30 ft
Size: Medium

StrengthDexterityConstitutionIntelligenceWisdomCharisma
8(-1)16(+3)12(+1)10(0)12(+1)16(+3)
Proficiency Bonus: +2
Saves: DEX, INT
Tool proficiency: Chess, Thieves' tools
Skill Proficiency: History, Deception, Perception, Stealth, Performance
Skill Expertise: Insight, Persuasion, Intimidation

Armor: Light
Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords
Languages: Common, Elvish, Dwarvish

HP: 15
Armor: Studded Leather AC: 15
Weapons:
Rapier, +5 to hit, 1d8+3 piercing damage, finesse
Light Crossbow, +5 to hit, 1d8+3 piercing damage, loading Range (80/320)

Other Gear:
A signet ring
Thieves' tools
a circlet with a sapphire gem (Breeder Curse)

Features:

Position of Privilege
Thanks to your noble birth, people are inclined to think the best of you. You are welcome in high society, and people assume you have the right to be wherever you are. The common folk make every effort to accommodate you and avoid your displeasure, and other people of high birth treat you as a member of the same social sphere. You can secure an audience with a local noble if you need to.

Exposed to Awfulness
When you were a child, you were nearly slain by a demon that managed to make its way through the wardstones into the lands beyond. The demon was slain before it could kill you, but you lingered at death's door in a coma for weeks before waking. Ever since then, you've been unusually hale and hearty, as if your body had endured its brush with awfulness by becoming supernaturally fit. But still, the scars (whether physical or purely mental) of your brush with death remain, and nightmares of what could have happened often plague your sleep. Something, be it your own personal force of will, some strange "infection" from the assault, or perhaps a combination of both, has made you stronger than before. You're not sure what to make of the theories that you survived this exposure to awfulness because you yourself have some trace of demonic heritage that helped give you the advantage you needed to survive— but whatever it was, you're glad for it! Your strange resistance to demonic attacks persists to this day. Once per day you can have advantage on a saving throw against an effect created by a fiend that would kill or physically incapacitate you.

Expertise
At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves' tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.
At 6th level, you can choose two more of your proficiencies (in skills or with thieves' tools) to gain this benefit.

Sneak Attack
Beginning at 1st level, you know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.
You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll.
The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Rogue table.

Thieves' Cant
During your rogue training you learned thieves' cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves' cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.
In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves' guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.

Skill Expert
You have honed your proficiency with particular skills, granting you the following benefits:
  • Increase one ability score of your choice by 1, to a maximum of 20. (Wisdom)
  • You gain proficiency in one skill of your choice.
  • Choose one skill in which you have proficiency. You gain expertise with that skill, which means your proficiency bonus is doubled for any ability check you make with it. The skill you choose must be one that isn't already benefiting from a feature, such as Expertise, that doubles your proficiency bonus.
Cunning Action
Starting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.


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Height: 5' 5''
Cup Size: natural C
Milk produced on Initiative/Short Rest/Long Rest: 0/1/2(+1 if pregnant)
Max milk: 1
Age: 16
Curses: Motherly Mana
Pregnancy status:
Womb: Fraternal Triplets from Daeran, Aravashnial and Lann
Tits: -
Anal: -

Lvl: 2
Class: Bard
Race: Half-Elf
Background: Entertainer, Riftwarden Orphan

Speed: 30 ft
Darkvision: 60ft
Size: Medium

StrengthDexterityConstitutionIntelligenceWisdomCharisma
8(-1)16(+3)16(+3)10(0)8(-1)16(+3)

Proficiency Bonus: +2
Saves: DEX, CHA
Tool proficiency: Disguise Kit, Lute, Flute, Viol, Maracas
Skill Proficiency: Acrobatics, Performance, Persuasion, Sleight of Hand, Deception, Stealth, Arcana
Skill Expertise:

Armor: Light
Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords
Languages: Common, Elvish, Halfling

HP: 19
Armor: none AC: 13
Weapons:
Dagger: +5 to hit, 1d4(+3) piercing damage, finesse, light, thrown(20/60)

Other Gear:
A lute
A favour from an admirer
A pair of Maracas
a pretty bracelet with green stones and strange runes carved along the band (Motherly Mana)

Features:

Riftwarden Orphan

You bear a strange birthmark on your body—something you've learned is the Sign of the Seeker's Spiral, a rune associated with the secret society known as the Riftwardens. You have researched this rune, and have learned that the mark sometimes appears on the children of Riftwardens who have been exposed to particularly strange planar energies. Unfortunately, you never knew your parents, for you were raised by a foster family in Kenabres. Your foster family has confirmed that both of your parents were Riftwardens, and has further conf irmed that your parents went missing on a secret mission into the Worldwound less than a month after you were born. You're not sure what happened to them, but you're certain they're dead—and your gut tells you that the one who murdered them yet lives! In any event, you've long felt magic in your blood, and casting spells comes easily to you. Once per day you can have advantage on a concentration check.
In addition, choose one cantrip from the Wizard spell list.

By Popular Demand
You can always find a place to perform, usually in an inn or tavern but possibly with a circus, at a theater, or even in a noble's court. At such a place, you receive free lodging and food of a modest or comfortable standard (depending on the quality of the establishment), as long as you perform each night. In addition, your performance makes you something of a local figure. When strangers recognize you in a town where you have performed, they typically take a liking to you.

Fey Ancestry
You have advantage on saving throws against being charmed, and magic can't put you to sleep.

Bardic Inspiration
You can inspire others through stirring words or music. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d6.
Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time.
You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest.
Your Bardic Inspiration die changes when you reach certain levels in this class. The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level.

Jack of All Trades
Starting at 2nd level, you can add half your proficiency bonus, rounded down, to any ability check you make that doesn't already include your proficiency bonus.

Song of Rest
Beginning at 2nd level, you can use soothing music or oration to help revitalize your wounded allies during a short rest. If you or any friendly creatures who can hear your 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.
The extra hit points increase when you reach certain levels in this class: to 1d8 at 9th level, to 1d10 at 13th level, and to 1d12 at 17th level.

Spells Known:
Cantrips: Mage Hand, Vicious Mockery, Prestidigitation
1st Lvl: Dissonant Whispers, Detect Magic, Faerie Fire, Healing Word, Heroism

709 GP

6 days of rations (for a single person)
1 bedroll
a flint and steel, a set of caltrops, two flasks of oil, three candle stubs (each can burn for 30 minutes), a bent fishhook, 10 feet of badly frayed hemp rope
Staff
Vicious Morning Star (Gift from Chief Sull)
Hunting Trap
2x Backpack
Bedroll
Mess kit
Tinderbox
10 torches
Waterskin
A beautiful box of dark wood, engraved and gilded, held the sword Radiance. Worth 200GP
Hempen Rope (50 ft)
Four totally safe healing potions
A spellbook from the Blackwing Library
Some pricey-looking bits of art
A pair of engraved dice with dots of jewels for numbers, a golden chalice with silver filigree, an ewer made of pure silver and a solid gold locket with a painted portrait inside.
 
Last edited:
NPC's

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Height: 5'8''
Cup Size: D
Milk produced on Initiative/Short Rest/Long Rest: 0/0/0(+1 if pregnant)
Max milk: 1
Age: 26
Curses: Broodmother

Lvl: 3
Class: Rogue (Scout)
Race: Human
Deity: Atheist

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Height: 6'1''
Age: 144
Curses: none

Lvl: 5
Class: Wizard (Riftwarden)
Race: Elf
Deity: Atheist

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Height: 5'6''
Age: 40
Curses: none

Lvl: n/a
Class: n/a
Race: Human
Deity: unknown

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Height: 5'9''
Age: 24
Curses: none

Lvl: 3
Class: Monk (Kensei)
Race: Mongrel
Deity: Iomedae

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Height: 5'4''
Age: 36
Curses: none

Lvl: n/a
Class: n/a
Race: Mongrel
Deity: Iomedae

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Height: 5'10''
Cup Size: C
Milk produced on Initiative/Short Rest/Long Rest: 0/0/0(+1 if pregnant)
Max milk: 1
Age: 25
Curses: reduced to the a savage-bestial state from demonic magic

Lvl: 3
Class: Ranger (Gloomstalker)
Race: Mongrel
Deity: none

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Height: 6'0''
Cup Size: G
Milk produced on Initiative/Short Rest/Long Rest: 0/0/0(+1 if pregnant)
Max milk: 1
Age: 28
Curses: none

Lvl: n/a
Class: n/a
Race: Human
Deity: Nethys

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Height: 6'3''
Cup Size: E
Milk produced on Initiative/Short Rest/Long Rest: 0/0/0(+1 if pregnant)
Max milk: 1
Age: 35
Curses: none

Lvl: n/a
Class: n/a
Race: Half-Elf
Deity: Alseta

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Height: 5'10''
Cup Size: C
Milk produced on Initiative/Short Rest/Long Rest: 0/0/0(+1 if pregnant)
Max milk: 1
Age: 18
Curses: none

Lvl: n/a
Class: n/a
Race: Human
Deity: Atheist

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Height: 6'4''
Age: 35
Curses: none

Lvl: 3
Class: Warlock
Race: Aasimar
Deity: none
 
Last edited:
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