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Three Leaves Character Compendium


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Brarga Bloodaxe is a dragonborn of singular purpose.   Born to the Emergent Familia  within the Empire, those who hadn't yet made a name for themselves.  Brarga had great physical talent, but he wasn't the most personable or intelligent of dragonborn, thus his life prospects were few.  Like many in his situation, the young dragonborn joined up with the Imperial army, hoping for a chance at Glory and honor.   There his amazing physical prowess was put on display, and much promise was seen in him.   

To that end, he was seconded to Eighth Imperial Independent crisis response company.  While the Empire had Legions to fight their wars, and even Knight orders, there were still always more tasks, more crises demanding an imperial response.  The Independent response companies were formed to answer these tasks, which while not always as glorious, or honorable as others, were no less important.  Frequently the independent companies would take up guard duty on supply missions to the edges of the Empire, and help in whatever settlements they stopped at along the way.

Brarga spent years of his life with the Company, and he fought well enough to earn his rank of Sergeant Major, a chief NCO, one who inspired by deed, not word.   Sadly, during a journey to the South, Brarga and his companions were attacked by a massive Raider Centaur warband.  Greatly outnumbered, they fought blade and claw, protecting their charges, the Son of a local Noble and and his new bride from the capital.

Despite the oppressive odds, the discipline and skill of trained soldiers told the tale, and at the end of the day, they vanquished the warband, though they suffered grievous losses of over seventy percent.    Combined with losses from other crises going on, nearly all of the 8th company was reabsorbed back into the mainline military.   With a well developed independent streak nurtured by the lifestyle the company led, Brarga did not rejoin the military, and the Leader of the Company, Retired General Maraxus, gave him written leave to find his own way forward in life.

From then on, Brarga would live the Mercenary life, guarding merchant caravans, and helping those who needed it.   While it was true that he worked for hire, he was known to be fair in his expectations.  

Personality-  Brarga is a Warrior, first and foremost.  He learned at the knees of skilled warriors, and took to heart their teachings.   He is usually calm, until battle is joined.   He is polite, but prefers simple straight talk and action.  The direct approach is his forte.  He does have an air of superiority regarding his martial accomplishments.  He'll work alongside non-soldiers, but only those who have fought and shed blood know his true respect.  He is a loyal comrade, and has scars to prove this, having taken arrows meant for a comrade, and claws along his left side.  He believes in the order of things, and in the Holy Emperor, but his obedience isn't that of a blind zealot, he questions some things, and since the fall of the company, makes his own choices about the battles he fights.

Appearance- Brarga stands six and a half feet tall, and tops the scales at 275lbs of scale and muscle.  He is a Chromatic Red Dragonborn, with red scales and golden yellow eyes.  Normally he's clad in heavy chainmail, which doesn't help in stealthy situations, but then again, he's not one to hide.




Name- Brarga
Age- 25
Height- 6'6
Weight- 275lbs
handedness- Left
Eyes- Yellow
 Class- Fighter
Race- Red dragon dragonborn
Background- Soldier (infantry)

Hit points 105
AC- 20 with shield, 19 when dual-wielding

Strength- 20
Constitution- 20
Wisdom- 12

Fighting style - Two-weapon fighting
Archetype- Battle Master
Superiority points- 5 (d8)
maneuvers- Parry, Distracting Strike, Sweeping attack, commander's strike, disarming strike


know your enemy- spend 1 min observing enemy and ask gm for level att scores, hp

proficiencies- all armor, simple weapons, martial weapons, smith's tools, land vehicles, dice gaming set
Saving throws- Strength or Constitution
skills- Survival, Perception, Athletics, Intimidation

starting equipment
splint mail (AC17), shield,   2x battle axe (1d8) light crossbow and 20 bolts, dungeoneer's pack  riding horse, tack, saddle, rank insignia, set of bone dice, common clothes

Class Features-
Second wind- 1/ per s/l rest heal 1d10+Fighter level hp
Action surge- 1 per s/l rest  take one extra action
Attacks per turn- 2

Feats- dual wielder, savage attacker

Languages- Common, Draconic

starting gold-  175gp

 magic items-
free- ring of swimming
dust of sneezing and choking, potion of animal friendship, potion of resistance
ring of Protection +1

Racial Features-

Breath Weapon (Fire). When you take the Attack action on your turn, you can replace one of your attacks with an exhalation of magical energy in a 30-foot line that is 5 feet wide. Each creature in that area must make a Dexterity saving throw (DC = 8 + your Constitution modifier + your proficiency bonus). On a failed save, the creature takes 1d10 damage of the type associated with your Chromatic Ancestry. On a successful save, it takes half as much damage. This damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

You can use your Breath Weapon a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Draconic Resistance. You have resistance to the damage type associated with your Chromatic Ancestry. (Fire)

Chromatic Warding. Starting at 5th level, as an action, you can channel your draconic energy to protect yourself. For 1 minute, you become immune to the damage type associated with your Chromatic Ancestry. Once you use this trait, you can’t do so again until you finish a long rest.




Edited by Shameless
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Renn was a war orphan, Her father a Memtar in the Imperial Shock brigade, after his last promotion he was sent to one of the occupied Cities in the former Kingdom of Gazara and since it was garrison duty he brought his family. When Renn was three a rebellion in the kingdom rose backed by forces of the Eastern Empire. The city where her father was assigned fell during the rebellion the garrison put to the sword, she escaped with her mother r and several other families but the journey back to the Bright Empire was hard. Her mother grew sick and died along the way another r family cared for the until they were back in the empire.


On the way to the capital while staying at a farming community to rest, several nuns visited and rendered aid to the refugees of war. When they learned of Renn’s situation they agreed to take her in and raise her as one of their own. Those Sisters, unbeknownst to the refugees, belong to the Order of the Weeping Blade a martial monastic order.


Renn was raised by the order and trained to be a Monk Following the Path of the Kensei. After taking her vows she was sent to the capital to join the Temple of the Tri-Faced Goddess to further her training it was there that she was chosen by the Face of War and ordained a consecrated Cleric.


As a monk and cleric, it was her duty to spend the next part of her journey learning the ways of the world and experiencing the things that would bring wisdom. She traveled at first within the empire but her calling drew her beyond its borders where she eventually fell in with the rest of the group and she has traveled wit them for several adventures now.




Name- Renn
Age- 23
Height- 5’7”
Weight- 132 lb
handedness- Favors her left

Hair - Black
Eyes- Blue
Class- Monk 3/Cleric 2
Race- Human, Variant
Background- Hermit

Hit points - 42

Strength- 14 (+2)
Dexterity- 20 (+5)
Constitution- 14 (+2)
Wisdom- 20 (+5)

Monastic Tradition – Way of the Kensei
Ki points- 3

Domain - War
proficiencies- Short sword, Simple weapons, Light armor, Medium Armor, Shields, Martial Weapons, Heavy Armor


Tool Proficiency – Painters supplies, Herbalism Kit, Tattooists Tools.

Saving throws- Strength, Dexterity
skills-  Athletics, History, Insight, Medicine, Religion

Feats-  Athlete  You have undergone extensive physical training to gain the following benefits: Increase your Strength or Dexterity score by 1, to a maximum of 20. When you are prone, standing up uses only 5 feet of your movement. Climbing doesn’t cost you extra movement. You can make a running long jump or a running high jump after moving only 5 feet on foot, rather than 10 feet.


Observant - Quick to notice details of your environment, you gain the following benefits: Increase your Intelligence or Wisdom score by 1, to a maximum of 20. If you can see a creature's mouth while it is speaking a language you understand, you can interpret what it's saying by reading its lips. You have a +5 bonus to your passive Wisdom (Perception) and passive Intelligence (Investigation) scores.

Languages- Common,

equipment -  Short sword, Explorers Pack, 10 Darts, Riding Horse, and Tack, A scroll case stuffed full of notes from your studies or prayers, a winter blanket, a set of common clothes, an herbalism kit, A paper Talisman with smudged ink,

magic items- Ring of Spell Storing ( ), Potion of hill giant Strength, Potion of Animal Friendship, Philter of Love

Coin – 335gp

Monk Class Features- Unarmored Defense - Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.

Martial Arts - At 1st level, your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are shortswords and any simple melee weapons that don't have the two-handed or heavy property.

You gain the following benefits while you are unarmed or wielding only monk weapons and you aren't wearing armor or wielding a shield: You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.

You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.

When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven't already taken a bonus action this turn.

Certain monasteries use specialized forms of the monk weapons. For example, you might use a club that is two lengths of wood connected by a short chain (called a nunchaku) or a sickle with a shorter, straighter blade (called a kama). Whatever name you use for a monk weapon, you can use the game statistics provided for the weapon on the Weapons page.

Ki - Starting at 2nd level, your training allows you to harness the mystic energy of ki. Your access to this energy is represented by a number of ki points. Your monk level determines the number of points you have, as shown in the Ki Points column of the Monk table.

You can spend these points to fuel various ki features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind. You learn more ki features as you gain levels in this class.

When you spend a ki point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 30 minutes of the rest meditating to regain your ki points.

Some of your ki features require your target to make a saving throw to resist the feature's effects. The saving throw DC is calculated as follows: Ki save DC = 8 + your proficiency bonus + your Wisdom modifier

Flurry of Blows. Immediately after you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action.

Patient Defense. You can spend 1 ki point to take the Dodge action as a bonus action on your turn.

Step of the Wind. You can spend 1 ki point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn.

Unarmored Movement - Starting at 2nd level, your speed increases by 10 feet while you are not wearing armor or wielding a shield. This bonus increases when you reach certain monk levels, as shown in the Monk table.

At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.

Dedicated Weapon - Also at 2nd level, you train yourself to use a variety of weapons as monk weapons, not just simple melee weapons and shortswords. Whenever you finish a short or long rest, you can touch one weapon, focus your ki on it, and then count that weapon as a monk weapon until you use this feature again.

The chosen weapon must meet these criteria: The weapon must be a simple or martial weapon. You must be proficient with it. It must lack the heavy and special properties.

Path of the Kensei

When you choose this tradition at 3rd level, your special martial arts training leads you to master the use of certain weapons. This path also includes instruction in the deft strokes of calligraphy or painting. You gain the following benefits:

Kensei Weapons. Choose two types of weapons to be your kensei weapons: one melee weapon and one ranged weapon. Each of these weapons can be any simple or martial weapon that lacks the heavy and special properties. The longbow is also a valid choice. You gain proficiency with these weapons if you don't already have it. Weapons of the chosen types are monk weapons for you. Many of this tradition's features work only with your kensei weapons. When you reach 6th, 11th, and 17th level in this class, you can choose another type of weapon – either melee or ranged – to be a kensei weapon for you, following the criteria above. - Long Sword, Dart

Agile Parry. If you make an unarmed strike as part of the Attack action on your turn and are holding a kensei weapon, you can use it to defend yourself if it is a melee weapon. You gain a +2 bonus to AC until the start of your next turn, while the weapon is in your hand and you aren’t incapacitated.

Kensei's Shot. You can use a bonus action on your turn to make your ranged attacks with a kensei weapon more deadly. When you do so, any target you hit with a ranged attack using a kensei weapon takes an extra 1d4 damage of the weapon’s type. You retain this benefit until the end of the current turn.

Way of the Brush. You gain proficiency with your choice of calligrapher's supplies or painter's supplies.

Deflect Missiles - Starting at 3rd level, you can use your reaction to deflect or catch the missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier + your monk level.

If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free. If you catch a missile in this way, you can spend 1 ki point to make a ranged attack with a range of 20/60 using the weapon or piece of ammunition you just caught, as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies, and the missile counts as a monk weapon for the attack.


Ki-Fueled Attack  - Also at 3rd level, if you spend 1 ki point or more as part of your action on your turn, you can make one attack with an unarmed strike or a monk weapon as a bonus action before the end of the turn.

Cleric Class Features –  Spellcasting - As a conduit for divine power, you can cast cleric spells.

Cantrips - At 1st level, you know three cantrips of your choice from the cleric spell list. You learn additional cleric cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Cleric table.

Spell Slots - The Cleric table shows how many spell slots you have to cast your cleric spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

You prepare the list of cleric spells that are available for you to cast, choosing from the cleric spell list. When you do so, choose a number of cleric spells equal to your Wisdom modifier + your cleric level (minimum of one spell). The spells must be of a level for which you have spell slots.

For example, if you are a 3rd-level cleric, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell Cure Wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.

You can change your list of prepared spells when you finish a long rest. Preparing a new list of cleric spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability - Wisdom is your spellcasting ability for your cleric spells. The power of your spells comes from your devotion to your deity. You use your Wisdom whenever a cleric spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a cleric spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier

Spell attack modifier = your proficiency bonus + your Wisdom modifier

Ritual Casting - You can cast a cleric spell as a ritual if that spell has the ritual tag and you have the spell prepared.

Spellcasting Focus - You can use a holy symbol as a spellcasting focus for your cleric spells.

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.

Harness Divine Power - At 2nd level, you can expend a use of your Channel Divinity to fuel your spells. As a bonus action, you touch your holy symbol, utter a prayer, and regain one expended spell slot, the level of which can be no higher than half your proficiency bonus (rounded up). The number of times you can use this feature is based on the level you've reached in this class: 2nd level, once; 6th level, twice; and 18th level, thrice. You regain all expended uses when you finish a long rest.

War Domain - War Domain Spells

Cleric Level       Spells

1st       Divine Favor, Shield of Faith

Bonus Proficiency - At 1st level, you gain proficiency with martial weapons and heavy armor.

War Priest - From 1st level, your god delivers bolts of inspiration to you while you are engaged in battle. When you use the Attack action, you can make one weapon attack as a bonus action.

You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.

Channel Divinity: Guided Strike Starting at 2nd level, you can use your Channel Divinity to strike with supernatural accuracy. When you make an attack roll, you can use your Channel Divinity to gain a +10 bonus to the roll. You make this choice after you see the roll, but before the DM says whether the attack hits or misses.




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Maighan the Madaranir_seasons_by_jiasura_art_dgb4x3b-fullview.thumb.jpg.419efa2ce9826f8370fe26e967fc7ba1.jpg
Courtier Eladrin Bard 6


Background: Maighan serves as a courtier in the Court of the Twelve in the eladrin city of Ifalar, deep in the Feywild. An able diplomat, she has long also been a spy and agent for the Lady of Thorned Garlands. Quick of foot, hand, wit and word, Maighan thrived in this difficult and dangerous role for many years (by mortal reckoning), until the cloak of lies she'd woven around herself was twisted into a noose around her neck.


She still doesn't know who betrayed her. Who told Octavia, the Fang of Winter, that she was still loyal to the Petal Countess, despite the very convincing performance she'd given. All she knows was that she entered Octavia's chambers to report, felt a chill settle over her, and then awakened in a cell. As she was unable to speak her mission or patron's name by force of oath, Maighan expected to die. But the Fang was crueler than that.


She laid a curse on Maighan, unspooling her very nature and setting it against itself. The four seasonal aspects, normally something every eladrin could fluidly shift between at need, became fiercely competitive, scrabbling for control, paranoid and accusational of the others. Her very mind split into four slices, barely able to function. A laughingstock. A warning to others.


But it wasn't just skill and talent that had carried Maighan this far. It was a refusal to accept defeat. She left the Court in disgrace and forged an uneasy truce between herself with a sort of 'lottery' each morning that gave each an equal random chance to be in control that day. Moreover, they shared a common goal...wreak vengeance upon their tormentor. She pulled what few strings she still had, and learned the name of a sayer of sooth, high in the mountains.


After a hard-fought ascent, Maighan found the seer and with sacrifice earned her answer. The path to lifting the curse wound through the so-called 'material' world, and a company of mortals that would all unwitting take her where she needed to go; if she ensured they remained alive and the group intact. It was an insult, but what was one more? It cost the last few of her enchanted gear, save only her magical musical instrument, to buy passage to the Silver Paths that wound out of the Fey realms and into the realms of mortalkind.


There she would find the mortals who would lead her to her redemption. Find them and aid them in their purpose. Perhaps they could be persuaded to support her in hers as well? Food for thought.




Str 8  -1
Dex 18 +7
Con 14 +2
Int 13 +1
Wis 14 +2
Cha 20 +8


HP 57
AC 16
Prof Bonus +3
Init +4


Elf (Eladrin)
Medium size
+2 Cha, +1 Dex
Darkvision 60'
Keen Senses (proficiency in Perception)
Trance (4 hour long rests)
Fey Ancestry. You have advantage on saving throws you make to avoid or end the charmed condition on yourself.
Fey Step (bonus action to teleport 30' to seen location, additional effect based on current season)

  • Summer - Immediately after you use your Fey Step, each creature of your choice that you can see within 5 feet of you takes fire damage equal to your proficiency bonus.
  • Autumn - Immediately after you use your Fey Step, up to two creatures of your choice that you can see within 10 feet of you must succeed on a Wisdom saving throw or be charmed by you for 1 minute, or until you or your companions deal any damage to the creatures.
  • Winter - When you use your Fey Step, one creature of your choice that you can see within 5 feet of you before you teleport must succeed on a Wisdom saving throw or be frightened of you until the end of your next turn.
  • Spring - When you use your Fey Step, you can touch one willing creature within 5 feet of you. That creature then teleports instead of you, appearing in an unoccupied space of your choice that you can see within 30 feet of you.
  • Seasons - At the end of each long rest, roll 1d4 to determine season (this is because of a curse)


- Bardic Inspiration 5/5 1d8
- Spellcasting
- Jack of All Trades, Song of Rest
- Bard College: Lore
- - Bonus skills/proficiencies, Cutting Words
- - Additional Magical Secrets
- Expertise
- Font of Inspiration
- Countercharm


Weapons: Simple Weapons, Hand crossbows, longswords, rapiers, shortswords
Armor: Light
Tools: Woodwind, Drum, Lyre, Thieves' Tools
Saves: Dexterity, Charisma


Skills (* marks expertise)
Insight +5
Persuasion +8
* Athletics +5
Arcana +4
* Investigation +7
Perception +5
Deception +8
Performance +8
Stealth +7


Common, Elvish, Sylvan


Magic Initiate (Warlock)


Spellcasting (Save DC 16)
Slots 1 - 4, 2 - 3, 2 - 3

Spells Known (9)
0 - Vicious Mockery, Prestidigitation, Minor Illusion, Booming Blade, Eldritch Blast
1 - Cure Wounds, , Hideous Laughter, Thunderwave, Hex (1/day)
2 - Suggestion, Silence, Calm Emotions
3 - Hypnotic Pattern, Fireball, Counterspell


Cash: 265


Rapier +7 atk, 1d8+4 dmg, 25gp

Studded Leather, +2 AC, 13lbs, 45gp
Traveller's Clothes



  • Fochlucan Bandore
    • Cast Fly, Invisibility, Levitate, Protection from Good/Evil, Entangle, Faerie Fire, Shillelagh, Speak With Animals each 1/day; targets of Charm effects have disadvantage on saves


Component pouch, 2lbs, 25gp
Diplomacy Pack


Edited by SalmonMax
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Name: Kathra Caebrek
Class/Level: Paladin - Oath of Vengeance 8
Alignment: Balance

Race: Mountain Dwarf
Age: 47
Gender: Female

Height: 4'10''
Weight: 180 lbs
Hair: Strawberry Blond
Eyes: Jade Green
Skin: Peach and Cream

Kathra is a very attractive young woman, still shy of her majority, taller than most dwarves, tall enough to almost pass for a short human... If she were not so broad of shoulder and remarkably robust and densely muscled. She keeps her hair - the colour of bright, molten iron - shorn to the scalp on the sides, and the crest on top left long, woven into thick braids. Several golden rings pierce her ears and a brow. A puckered scar below her right breast matches the one on her back.

Always wears the Thane Torc of Land's End about her neck, an understated piece of twisted adamantine and mithril wires, it terminals perfect spheres of some clear gemstone, incised with minute dwarven runes.

Unlike the stereotypical dwarves and those who have sworn oaths of vengeance, Kathra is vivacious and cheerful and not a little lusty, though her hatred for the restless dead and those who raise them remains unwavering and absolute.

Land's End Hold, where The Sky Meets The Sea, is the westernmost of the Dwarf Holds, located right at the end of Western Great Range, its feet plunging into the endless blue surrounding Parrella. The spire of the Stone Father's Eye, lit by the kiss of the Forge Mother, rises hundreds of feet above, a beacon to ships all over the coast of Land's End Hold, the Eldar Wood, and the Caladan Vale. Land's End isn't the largest of Dwarf Holds, but its mine run deep and rich with rare metals and gems.

Kathra was a dwarf girl of common birth, an only child to a single mother. Her father abandoned them after feeling like he had done his duty and produced a child for Land's End, returning to his home Hold, unable to endure the subtle but constant sound of crashing waves that permeated nearly every part of the Hold.

Kathra wasn't the most clever or creative of dwarves, nor did she seem to have the singular focus many possessed, but she was strong and tireless and willing to contribute any way she could, though she could get bored doing to the same thing too long. She fished the sea, hunted game, gathered fruit, fungi, and roots, herbs and spices. Served in the Great Hall as a cook and brewer's apprentice, worked with the miners and masons. She didn't have the fine dexterity for a gemcutter or jewelry, but started apprenticing with the gruff High Smith of Land's End, having a very steady hand at the anvil and bellows.

With her undistinguished birth and apparent lack of drive towards a single discipline, Kathra's mother despaired at finding a good match for her daughter. It was clear she wouldn't be sent to foster ties with another Hold, and even within Land's End, attractive as she was, Kathra was often eyed askance. Still there were decades yet for Kathra to find her fit, as they say.

She didn't have decades. The Dead King came.

It wasn't known if the dwarves of Land's End dug to deep, or if the Dead King and his horde of restless dead, seemingly from all over Parrella, had breached the Hold from below. Whichever it was, Land's End was overrun before it could send for help, before it could even put up an organized defense. There was no talk, no parlay, and no surrender by or to the merciless undead, skeletons, zombies, and far fouler being with no life remaining in them. All fell to them, warrior, civilian, and child alike.

The Spire of the Stone Father's Eye was sundered, the Eye went dark and plunged into the sea.

Kathra was with the High Smith when the undead came for them. He had tried to hid her, but she had insisted on fighting for her home, despite as a commoner, having none of the martial training many dwarves had regardless of their occupation. She'd only struck one skeletal warrior before she'd been run through with a spear and everything went dark...

... yet she lived. She'd opened her eyes to eerie silence, biting back a gasp. Death lay heavy on Land's End, she could feel it. She pushed the spear clear through, and panted. The High Smith was dead, so were her fellow apprentices. She dragged herself to the door of the forge. More dead. Now, she could just make out the sounds of the restless dead, distant sounds of battle, sounds that were winding down with screams.

She swore an Oath. An Oath of Vengeance, dedicating herself to something as she had never down before. And she felt the weight of that Oath, the weight of the spirits of her kin, her clan, settling on her shoulders, binding the Oath to her very spirit. She'd always been strong. She stood up, despite the pain. She would bear this burden with pride, bear the weight of the spirits of her Clan, so that the Dead King could not wrest them towards his own nefarious ends.

And she would reclaim Land's End. One day.

Her terrible wound still pained her, but it did not hinder her. She retrieved a mystic bottle from the holy forge, that had collected generations of smoke from the everlasting fire that was beginning to gutter out. She opened it, and that smoke gushed out, covering her flight. She knew every nook and cranny of Land's End, she didn't need to see to make her way. At one of the more minor gates, she found a valiant attempt at a fighting retreat. An failed attempt, all slaughtered. Including the Thane of Land's End.

Kathra had noted some of the undead feeding, some profaning her kin. She would not allow the Dead King to make a travesty of her Thane's body, if he could not of his spirit. Despite the risk, Kathra took the fallen Thane upon her shoulders and continued her flight, leaving Land's End entirely for the first time in her life, not sure when she'd be back to return life to what was now Life's End.

She found a hidden place in the mountains and built a rough cairn for the last Thane of Land's End. The last for now, claiming the Thane's Torc from about his neck. It was a symbol of Land's End, not just an symbol of its ruler, but of service to the Hold. And as long as she lived, so to did Land's End.

For the next decade, Kathra traveled the Western Great Range and its periphery. Other Dwarf Holds took her in, but it was grudging, and none would offer help to reclaim Land's End, not freely. Several tried to claim the Thane's Torc for themselves, but she would have none of it. She even visited the Hold of her father, though he did not seem to know her, or claimed not to. She spent some time among the Goliaths, though their was mistrust on both sides, and some among the elves of the Eldar Wood, warning both of the danger Life's End now was.

During this time, she trained as she could, with help and on her own, in the ways of arms and armor. Under the weight of her vow, she seemed to grow even taller, tougher, stronger. But she did not allow herself to grow grim and jaded, keeping her vivacious and cheerful demeanor, not letting the Dead King take another thing from her. She'd found casual lovers of several races in her travels

She was alone. There wasn't going to be an army suddenly at her beck and call to help her cleanse Land's End, not without out claiming her Hold for her own. Still, she needed allies, she needed help. The Wizard of the Bowl had been able to quell empires for several dwarven lifetimes. Surely, he could help her with destroying an incipient empire of the dead, or show her a way or means to do so.

And so, Kathra Caebrek, her Vow, and her trusty mount Anvil made her way to The Bowl, to seek out the near mythical Wizard.



Hit Dice: 8d10 +40
Hit Points: 106
Proficiency Bonus: +3
Armor Class: 21/23 vs. Missiles ( 17 Splint Mail + 3 Shield + 1 Defense Style)
Resistances: Poison Damage, Advantage on Saves against Poison, Immune to Disease
Initiative: +0
Speed: 25

Racial Traits
Darkvision - Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Dwarven Resilience - You have advantage on saving throws against poison, and you have resistance against poison damage.
Tool Proficiency - You gain proficiency with the artisan's tools of your choice: smith's tools.
Stonecunning - Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.
Dwarven Combat Training - You have proficiency with the battleaxe, handaxe, light hammer, and warhammer. Swapped with Tool Proficiencies, as per Tasha's Cauldron of Everything, p.7
Dwarven Armor Training - You have proficiency with light and medium armor. Swapped with Tool Proficiencies, as per Tasha's Cauldron of Everything, p.7

Ability Scores
Strength 20 (+5)
Dexterity 10 (+0)
Constitution 20 (+5)
Intelligence 10 (+0)
Wisdom 11 (+0)
Charisma 18 (+4)


Saving throws 
Strength +5 (+9)
Dexterity +0 (+4/+7)
Constitution +5 (+9)
Intelligence +0 (+4)
Wisdom* +3 (+7)
Charisma* +7 (+11)

Background - Inheritor
You are the heir to something of great value – not mere coin or wealth, but an object that has been entrusted to you and you alone. Your inheritance might have come directly to you from a member of your family, by right of birth, or it could have been left to you by a friend, a mentor, a teacher, or someone else important in your life. The revelation of your inheritance changed your life, and might have set you on the path to adventure, but it could also come with many dangers, including those who covet your gift and want to take it from you – by force, if need be.
Feature - Inheritance (Thane Torc of Land's End): Why is your inheritance so important, and what is its full story? You might prefer for the DM to invent these details as part of the game, allowing you to learn more about your inheritance as your character does.

The DM is free to use your inheritance as a story hook, sending you on quests to learn more about its history or true nature, or confronting you with foes who want to claim it for themselves or prevent you from learning what you seek. The DM also determines the properties of your inheritance and how they figure into the item's history and importance. For instance, the object might be a minor magic item, or one that begins with a modest ability and increases in potency with the passage of time. Or, the true nature of your inheritance might not be apparent at first and is revealed only when certain conditions are met.

When you begin your adventuring career, you can decide whether to tell your companions about your inheritance right away. Rather than attracting attention to yourself, you might want to keep your inheritance a secret until you learn more about what it means to you and what it can do for you.

Personality Trait: When I set my mind to something, I follow through no matter what gets in my way.
Ideal - Destiny: Nothing and no one can steer me away from my vengeance.
Bond: I worked Land's End, I love Land's End, and I will protect Land's End.
Flaw: I have a weakness for the vices of other lands, especially hard drink and pretty faces.

Skill Proficiencies
Acrobatics (Dex) +0
Animal Handling (Wis) +0
Arcana (Int) +0
Athletics* (Str) +8
Deception (Cha) +4
History (Int) +0
Insight (Wis) +0
Intimidation (Cha) +4
Investigation (Int) +0
Medicine* (Wis)+3
Nature (Wis) +0
Perception (Wis) +0
Performance (Cha) +4
Persuasion* (Cha) +7
Religion (Int) +0
Sleight of Hand (Dex) +0
Stealth (Dex) +0
Survival* (Wis) +3

Passive Intelligence (Investigation): 10
Passive Wisdom (Perception): 10
Senses: Darkvision 60'

Tool Proficiencies
Drums, Smith's Tools, Mason's Tools, Brewer's Supplies, Cook's Utensils, Herbalism Kit, Vehicles (Land), Vehicles (Water)

Common, Dwarf, Elf, Giant

Armor: All armor, shields
Weapons: Simple weapons, martial weapons

Class Features
Divine Sense (5/Long Rest): 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 (35hp/Long Rest): 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 x 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 - Defense: While you are wearing armor, you gain a +1 bonus to AC.
Divine Smite: Starting at 2nd level, when you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend, to a maximum of 6d8.
Divine Health: By 3rd level, the divine magic flowing through you makes you immune to disease.
Extra Attack: Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Aura of Protection: Starting at 6th level, whenever you or a friendly creature within 10 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma modifier (with a minimum bonus of +1). You must be conscious to grant this bonus.

At 18th level, the range of this aura increases to 30 feet.

Archetype - Oath of Vengeance
Channel Divinity:  When you use your Channel Divinity, you choose which option to use. 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 paladin spell save DC.

  • Abjure Enemy - As an action, you present your holy symbol and speak a prayer of denunciation, using your Channel Divinity. Choose one creature within 60 feet of you that you can see. That creature must make a Wisdom saving throw, unless it is immune to being frightened. Fiends and undead have disadvantage on this saving throw. On a failed save, the creature is frightened for 1 minute or until it takes any damage. While frightened, the creature's speed is 0, and it can't benefit from any bonus to its speed. On a successful save, the creature's speed is halved for 1 minute or until the creature takes any damage.
  • Vow of Enmity - As a bonus action, you can utter a vow of enmity against a creature you can see within 10 feet of you, using your Channel Divinity. You gain advantage on attack rolls against the creature for 1 minute or until it drops to 0 hit points or falls unconscious.

Relentless Avenger: By 7th level, your supernatural focus helps you close off a foe's retreat. When you hit a creature with an opportunity attack, you can move up to half your speed immediately after the attack and as part of the same reaction. This movement doesn't provoke opportunity attacks.

Heavy Armor Master: You can use your armor to deflect strikes that would kill others. You gain the following benefits:

  • Increase your Strength score by 1, to a maximum of 20.
  • While you are wearing heavy armor, bludgeoning, piercing, and slashing damage that you take from nonmagical attacks is reduced by 3.

Shield Master:  You use shields not just for protection but also for offense. You gain the following benefits while you are wielding a shield:

  • If you take the Attack action on your turn, you can use a bonus action to try to shove a creature within 5 feet of you with your shield.
  • If you aren't incapacitated, you can add your shield's AC bonus to any Dexterity saving throw you make against a spell or other harmful effect that targets only you.
  • If you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you can use your reaction to take no damage if you succeed on the saving throw, interposing your shield between yourself and the source of the effect.

Spells ( 1st - 4, 2nd - 3; Spell DC: 15, Spell Attack Bonus: +7)
Prepared Spells (1/2 Paladin Level + Cha Mod.* + Oath Spells): 1st - Bane*, Bless, Cure Wounds, Hunter's Mark*, Shield of Faith, Thunderous Smite, 2nd - Aid, Find Steed, Hold Person*, Misty Step*, 3rd - Haste*, Protection from Energy*, 4th - Banishment*, Dimension Door*, 5th - Hold Monster, Scrying*

CP: 5
SP: 6 
GP: 147
Gems/Jewelry/Art Objects:

-Torches x10
-Rations x10
-Healer's Kit
-Herbalism Kit
Rope - Hemp 50'
Waterskin x2
-Mess Kit
-Soap x5
Traveler's Clothes
Holy symbol
Trinket - Glass orb filled with smoke from the Great Forge of Land's End.

Anvil - Dwarven War Ram (stats as Warhorse)
Military Saddle
-Brewer's Supplies
-Cooking Utensils
-Mason's Tools
-Smith's Tools

Weapons and Armor
Warhammer (+8 to hit, 1d8+5 damage)
Javelin x5 (+8 to hit, 1d6+5 damage; thrown 30/120)
Dagger (+8 to hit, 1d4+5 damage; light, thrown 20/60)

Splint Armor (AC 17)
Shield (+2 AC) 

Magic Items
Ultov Wall: Steel Shield +1, +3 vs. Missiles. It may have other powers that have to be discovered.


Cloak of Displacement (A) [wide, long scarf of very fine gleaming dark blue chain mesh]: While you wear this cloak, it projects an illusion that makes you appear to be standing in a place near your actual location, causing any creature to have disadvantage on attack rolls against you. If you take damage, the property ceases to function until the start of your next turn. This property is suppressed while you are incapacitated, restrained, or otherwise unable to move.

Thane Torc of Land's End [an understated piece of twisted Truest Gold and Truest Silver (Mithril) wires, it terminals perfect spheres of Heart Stone, incised with minute dwarven runes]: ???


Edited by Asarasa
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  • 4 months later...




Marida of Radha Wood


Appearance: 5'7 and unusually sturdy for a Grugach Elf, Marida has the dark hair and grey skin of her kind that matches the stoic, focused expression she favors, stormy-eyed and watchful. She disdains armor, knowing that she's as tough in her own skin as she could be in any smith's mundane craft. On the other hand, her collection of weapons bespeak the thunderous rage she can unleash, an 11 foot tall flurry of raging violence you can only see by the death and bloodshed she leaves in her wake.


History: Born and raised in the Radha Woods that abut the SW fork of Parella's great mountain chain, Marida was a warrior born from an early age, happiest being the executioner's blade dropping out of the trees atop intruders and ready to enact the old Grugach tax of One Bone Broken for Every Twig Snapped Under Foot. She would have happily spent all her years like that as stolid as a boulder perched atop a ledge before a rockslide.


An ogre migration gave her the involuntary chance to re-examine that conclusion, her patrol first on the scene and ill-luck leaving her near death and alone. She was rescued by a Goliath warband that had been trailing the ogres, nipping at their heels. A mutual foe to be slain crossed the gap left by a lack of shared language, and Marida led the warband deeper into her violated wood. Battle was joined, and while she was not instrumental in herself, the intervention of the goliaths at the raging battle provided enough of an distraction for the ogre warlord to be slain and his forces to be scattered, hapless prey beneath converging Grugach patrols before they could reach any major settlements.


There was the small matter of the goliath warband and the Tax, though.


Marida spoke up against her elders arguing, poorly, that they should be sparred, succeeding mostly in drawing their ire upon herself. More sliver tongues did manage to spare the goliath's lives, but she was told to go on walkabout until she could get her head right in their eyes. She went with them, into the mountains and into the wider world. It proved... Different. Better. Something she could use to keep the Radha Wood safe if only she could come back with proof that would sway them.



Name: Marida Race: Grugach Class: Barbarian 8 Background: Anthropologist

Path: Path of the Giant ALN: Balance


STR:20 DEX:14 CON:18 INT:10 WIS:14 CHA:10

AC:16 INI:+2 Speed:50 HP:105 Hit Die:8  Proficiency: +3


Saves: STR+8/DEX+2/CON+7/INT+0/WIS+2/CHA+0 Passive Perception: 12


Skills: Athletics +11, Nature +3, Religion +3, Insight +5, Survival +5


Proficiences: Simple and Martial Weapons, Shields, Light and Medium Armor, Sylvan, Common, Giant, Draconic


Race: Druidcraft as Cantrip, +1 STR


Background: Cultural Chamelon (Close to/Understands Goliaths), Adept Linguist (Observe Humanoids whose language you don't understand for 1 Day to be able to basically communicate with them.)



*Rage (4/day, Advantage on STR Checks/Saves, +2 on STR based damage, Resistance Bludgeoning/Piercing/Slashing, Lasts 1 Minute or if you fail to deal or take Damage)

*Unarmored Defense (When Unarmored, AC = 10+Con Mod+Dex Mod)

*Danger Sense (Advantage on Dex Saves vs known threats)

*Giant's Havoc (When Raging, Thrown Weapons add Rage Bonus Damage. Become Large (+5 Reach/2x Size/8x Weight)

*Extra Attack (When using Attack Action, Swing Twice)

*Fast Movement (+10 Speed when not in Heavy Armor)

*Thaumaturgy as Cantrip.

*Elemental Cleaver (When you enter your rage, you can infuse one weapon of your choice that you are holding with one of the following damage types: acid, cold, fire, thunder, or lightning. While you wield the infused weapon during your rage, the weapon’s damage type changes to the chosen type, it deals an extra 1d6 damage of the chosen type when it hits, and it gains the thrown property, with a normal range of 20 feet and a long range of 60 feet. If you throw the weapon, it reappears in your hand the instant after it hits or misses a target. The infused weapon’s benefits are suppressed while a creature other than you wields it.

While raging and holding the infused weapon, you can use a bonus action to change the infused weapon’s current damage type to a different one from the above damage types.

*Feral Instinct (Advantage on Initiative rolls. In addition, if you're surprised on the first round of combat and aren't incapasitated, you may act normally if you Rage as your first action.)

*Instinctive Pounce (As part of your Rage Bonus action, you may move up to half your speed.)



*Mobile (+10 Speed, When you use the Dash action, difficult terrain doesn't cost you extra movement on that turn, When you make a melee attack against a creature, you don't provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not.)

*Brawny (+1 STR, Count as one size larger for carrying capacity, Gain expertise in Athletics if already proficient)


Gear (250 GP) (94/600 lbs Load)

*Traveler's Clothes (4lbs)

*Cloak of Invisibility (1 lbs)

*Goliath Totem Trinket (1 lbs)

*Eversmoking Bottle (-)

*Greatsword (+8 to Hit, 2d6+5 Slashing Dam) (6lbs)

*Maul (+8 to Hit, 2d6+5 Bludgeoning Dam) (10 lbs)

*2 Hand Axes (+8 to Hit, 1d6+5 Slashing Dam, Rng: 20/60 ft) (4 lbs)

*4 Javelins (+8 to Hit, 1d6+5 Piercing Dam, Rng: 30/120) (8 lbs)

*Explorer's Pack (Bedroll, Messkit, Tinderbox, 10 Torches, 10 Rations, Hemp Rope, Diary w Pen and Ink) (60 lbs)

*Riding Horse w/ Tack and Saddle (-)

*Ring of Regeneration (Heal 1d6 HP/ 10 minutes if above 1 hp. Regrow lost body part in 1d6+1 Days if above 1 hp) (-)


Edited by Exile_Jeane
Lvl Up 2x
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