The Bruke's Lair

A personal website for gaming and coding.


The Player Characters

Summary

My current group of players consist of three men and two women; most have a single character but one has two full player characters and another has a semi-autonomous henchman. Four of the characters are Orlanthi barbarians from the lunar province of Tarsh; the others include a civilized sorcerer and former lunar citizen, a bard from Sartar, and a wanderer from far-away Seshnela.

  Davros Draedelis Heldred Jax Slaine Sten Tanix
Race(subrace) Human
Tarshite
Human
Tarshite
Human
?
Human
Sartarite
Human
?
Human
Tarshite
Human
Pelorian
Alignment Neutral ? Chaotic Good Neutral Neutral ? Neutral
Background Criminal Acolyte Soldier Entertainer Charlatan Criminal Urchin
Class (level) Rogue (5) Paladin (5) Fighter (5) Bard (5) Ranger (3)
Rogue (2)
Fighter (3)
Rogue (2)
Sorcerer (5)
Strength 8 16 18 9 14 16 11
Dexterity 16 12 14 15 14 14 12
Constitution 10 14 16 12 14 14 11
Intelligence 14 10 10 15 11 12 17
Wisdom 12 14 10 13 14 10 17
Charisma 14 10 11 16 14 8 11
Perception 17 12 13 14 15 16 13
Armor Class 14 16 (18/20)1 18 (20) 13 13 (15) 16 (18) 11
Initiative +3 +1 +2 +2 +2 +2 +1
Speed 30 30 30 30 30 30 30
Hit Points 28 47 59 32 46 42 22
Best Melee +6 Dagger
1d4+3 Piercing
+6 Long Sword
1d8+3 Slashing
x2
+7 Long Sword
1d8+4 Slashing
x2
+5 Short Sword
1d6+2 Piercing
+5 Short Sword
1d6+2 Piercing
+6 Long Sword
1d8+5 Slashing
+3 Quarterstaff
1d8 Bludgeoning
Best Ranged +6 Short Bow
1d6+3 Piercing
80/320
+6 Javelin
1d6+3 Piercing
30/120
+5 Lt. Xbow
1d8+2 Piercing
80/320
+5 Dagger
1d4+2 Piercing
20/60
+7 Long Bow
1d8+2 Piercing
150/600
+5 Dagger
1d4+2 Piercing
20/60
+6 Firebolt
2d10 Fire
120
Bonus Actions Cunning Action Hunter's Mark Second Wind Bardic Inspiration Cunning Action
Ensnaring Strike
Hunter's Mark
Cunning Action
Second Wind
Flexible Casting
Reactions Uncanny Dodge Arrow-Catching
Protection
  Cutting Words   Parry
Riposte
 
Skills Athletics (+2)
Deception (+5)
Insight (+4)
Investigation (+5)
Perception (+7)
Persuasion (+5)
Stealth (+9)
Animal Handling (+5)
Athletics (+6)
Insight (+5)
Intimidation (+3)
Religion (+3)
Athletics (+7)
Intimidation (+3)
Perception (+3)
Survival (+3)
Acrobatics (+5)
Arcana (+5)
History (+4)
Medicine (+4)
Perception (+4)
Performance (+9)
Persuasion (+9)
Stealth (+5)
Deception (+8)
Perception (+5)
Persuasion (+5)
Slight of Hand (+5)
Stealth (+8)
Survival (+5)
Athletics (+6)
Deception (+2)
Intimidation (+2)
Investigation (+4)
Perception (+6)
Slight of Hand (+6)
Stealth (+9)
Survival (+3)
Arcana (+6)
History (+6)
Sleight of Hand (+3)
Stealth (+3)

Values that are in bold font indicate ability scores for which the character may include their proficiency bonus in their saving throws.
Actions listed in italics are spells with casting times equal to the given action type.
1 Draedelis gains a bonus to AC vs ranged attacks due to her magic shield.

Davros

Languages: New Pelorian, Tarshite (native), Thieves' Cant

Weapon Proficiencies: Simple weapons, long swords, short swords

Armor Proficiencies: Light armor

Tool Proficiencies: Dice, Thieves' Tools

Background Features

Criminal Contact - Davros has a reliable and trustworthy contact who acts as a liason to a network of other criminals. He knows how to get messages to and from this contact, even over great distances.

Class Features

Expertise - Davros has expertise in Stealth and Perception. His proficiency bonus is doubled for any use of these skills. Note that this is already included in the stats listed above.

Sneak Attack - Once per turn, Davros may deal an extra 3d6 damage to one creature hit with an attack if he has advantage on the attack roll and he is using a weapon that has either the finesse or the ranged trait. This ability may also be used when Davros does not have advantage, so long he does not have disadvantage and there is a (non-incapacitated) character within 5 feet of his target to distract it.

Cunning Action - Davros may take a bonus action on each of his turns in combat; this bonus action can only be used to take the Dash, Disengage, or Hide actions.

Assassinate - At the start of a fight, Davros gains advantage against all foes that have not yet acted (i.e., all those with worse initiative rolls). In addition, any hit against a creature that is surprised is automatically a critical hit.

Uncanny Dodge - When struck by an attack from an attacker that he can see, Davros can use his reaction to halve the attack's damage.

Feats

Magic Initiate - Upon reaching adulthood, Davros was initiated into the cult of Eurmal and learned the following spells from the Bard spell list:

  • Cantrips - Friends, Minor Illusion
  • Level One - Bane

Davros has one 1st level spell slot. His spell casting ability is Charisma, thus granting a +5 spell attack bonus and giving his spells a Save DC of 13.

Skulker - Davros gains the following benefits:

  • He can try to hide when he is lightly obscured relative to the creature from which he is hiding.
  • When he is hidden from a creature and misses it with a ranged weapon attack, making the attack doesn't reveal his position.
  • Dim light doesn't impose disadvantage on his Perception checks that involve sight.

Davros has one 1st level spell slot. His spell casting ability is Charisma, thus granting a +5 spell attack bonus and giving his spells a Save DC of 13.

Draedelis

Languages: New Pelorian, Tarshite (native), +2 others?

Weapon Proficiencies: All simple & martial weapons

Armor Proficiencies: All armor & shields

Background Features

Shelter of the Faithful - As an acolyte of Maran Gor, Draedelis commands the respect of those who share her faith and she can perform the religious ceremonies of Maran Gor. Draedelis and her adventuring companions can expect to receive free healing and care at a temple, shrine, or other established presence of Maran Gor, though she must provide any material components needed for spells. Those who share her faith will support her (but only her) at a modest lifestyle in places where there is no existing temple or shrine.

Draedelis also has ties to Maranaba, the most sacred of Maran Gor's temples, and will always have a room reserved there for her personal use. While near Maranaba, she can call upon the priestesses for assistance, provided the assistance she asks for is not hazardous and she remains in good standing with the temple.

Class Features

Divine Sense - As an action, Draedelis can open her awareness to detect unholy forces. Until the end of her following turn, she knows the location of any such creature within 60 feet that is not behind total cover. She is also able to identify the nature of the creature as an unclean spirit, an undead, or a creature tainted by Chaos. At the same time, this feature also detects the presence of any place or object that is consecrated or desecrated. This ability may be used once; when Draedelis finishes a long rest she will regain the use of this feature.

Lay on Hands - Draedelis may heal by touch. She has a pool of healing power that replenishes each time she takes a long rest. With that pool, she can restore a total of 25 hit points. Alternately, instead of healing damage, she may choose instead to expend 5 points from the pool to cure a disease or to neutralize one dose of poison.

Fighting Style (protection) - When a creature that she can see attacks a target other than her that is within 5 feet of her, and she is using a shield, she can use her reaction to impose disadvantage on the attack roll.

Divine Smite - When she hits a creature with a melee weapon attack, Draedelis may choose to expend a spell slot to deal additional bludgeoning damage to the target, in addition to the attack's normal damage. The extra damage is 2d6 if a 1st level spell slot is expended or 3d6 for a 2nd level spell slot. The damage increases by an extra 1d6 if the target is undead or tainted by Chaos. In addition to the extra damage, the target of a Divine Smite must make a DC 14 Strength saving throw or else be knocked prone.

Divine Health - Draedelis has resistance to poison and acid damage.

Sacred Oath - Draedelis has sworn an oath of vengeance against the enemies of Maran Gor.

Extra Attack - Draedelis may choose to attack twice, instead of once, whenever she takes the Attack action on her turn.

Spellcasting - Draedelis knows the following spells from the Paladin spell list:

  • Level One - Bane (d), Bless, Earth Tremor, Hunter's Mark (d)
  • Level Two - Aid, Branding Smite, Hold Person (d), Misty Step (d)

Draedelis has four 1st level spell slots and two 2nd level spell slots. In addition to her domain spells (those indicated with a paranthetical 'd' above), she may prepare up to four other spells at the beginning of each day instead of those listed here. Her spell casting ability is Wisdom, thus granting a +5 spell attack bonus and giving her spells a Save DC of 13.

Heldredd

Languages: Seshneli (native), Tarshite

Weapon Proficiencies: All simple & martial weapons

Armor Proficiencies: All armors and shields

Tool Proficiencies: Playing Cards, Chariots

Background Features

Military Rank - Heldred has a military rank from his career as a soldier. Soldiers loyal to his former military organization still recognize his authority and influence, and they defer to him if they are of a lower rank. He can invoke his rank to exert influence over other soldiers and requisition simple equipment or horses for temporary use. He can also usually gain access to friendly military encampments and fortresses where his rank is recognized.

Class Features

Fighting Style (defense) - While wearing armor, Heldred gains a +1 bonus to his Armor Class. This bonus is already included in the stats above.

Second Wind - On his turn, Heldred may take a bonus action to regain hit points equal to 1d10+5. Once used, this feature can not be used again until after a short or long rest.

Action Surge - On his turn, Heldred may take one additional action in addition to all actions he is normally allowed. Once used, this feature can not be used again until after a short or long rest.

Martial Archetype (champion) - When Heldred makes an attack with a weapon, he scores a critical hit on a roll of 19 or 20.

Extra Attack - Heldred may choose to attack twice, instead of once, whenever he takes the Attack action on his turn.

Jax

Languages: Sartarite (native), Tarshite

Weapon Proficiencies: Simple weapons, longswords, and shortswords

Armor Proficiencies: Light armor

Tool Proficiencies: Disguise kit, Instrument (flute), Instrument (lute), Instrument (lyre), Instrument (pan flute)

Background Features

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 o f 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.

Class Features

Bardic Inspiration - Jax can, as a bonus action, inspire others through stirring words or music. To use this feature she must choose one creature other than herself within 60 feet of her position who can hear her. That creature gains one Bardic Inspiration die, a d8.

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.

Jax may use her Bardic Inspiration feature up to three times; she regains all use when she finishes a short or long rest.

Jack of All Trades - Jax may add half her proficiency bonus, rounded down (i.e. currently +1) to any ability check for which she does not already receive her proficiency bonus.

Song of Rest - Jax can use soothing music or oration to help revitalize her wounded allies during a short rest. If her or any friendly creatures who can hear her performance expend one or more hit dice to regain hit points at the end of the short rest, each of those creatures regains an extra 1d6 hit points.

Cutting Words - Jax knows how to use her wit to distract, confuse, and otherwise sap the confidence and competence of others. When a creature that she can see within 60 feet of her makes an attack roll, an ability check, or a damage roll, she can use her reaction to expend one of her uses of Bardic Inspiration, rolling a Bardic Inspiration die and subtracting the number rolled from the creature's roll. She can choose to use this feature after the creature makes its roll, but before the DM determines whether the attack roll or ability check succeeds or fails, or before the creature deals its damage. The creature is immune if it can't hear her or if it's immune to being charmed.

Expertise - Jax has expertise in Performance and Persuasion. Her proficiency bonus is doubled for any use of these skills. Note that this is already included in the stats listed above.

Font of Inspiration - This feature modified the Bardic Inspiration feature to allow recovery after a short rest.

Spellcasting - Jax knows the following spells from the Bard spell list:

  • Cantrips - Dancing Lights, Minor Illusion, Vicious Mockery
  • Level One - Detect Magic, Faerie Fire, Heroism
  • Level Two - Calm Emotions, Invisibility, Suggestion
  • Level Three - Clairvoyance, Fear

Jax has four 1st level spell slots, three 2nd level spell slots, and two 3rd level spell slots. Her spell casting ability is Charisma, thus granting a +6 spell attack bonus and giving her spells a Save DC of 14.

Slaine

Languages: ? (native), Tarshite, Thieves' Cant

Weapon Proficiencies: All simple & martial weapons

Armor Proficiencies: Light & medium armors, and shields

Tool Proficiencies: Disguise Kit, Forgery Kit, Thieves' Tools

Background Features

False Identity - Slaine has created a second identity (as a Lunar Empire dignitary) that includes documentation, established acquaintances, and disguises that allow him to assume that persona. Additionally, he can forge documents including official papers and personal letters, as long as he has seen an example of the kind of document or the handwriting he is trying to copy.

Class Features

Expertise - Slaine has expertise in Stealth and Persuasion. His proficiency bonus is doubled for any use of these skills. Note that this is already included in the stats listed above.

Sneak Attack - Once per turn, Slaine may deal an extra 1d6 damage to one creature hit with an attack if he has advantage on the attack roll and he is using a weapon that has either the finesse or the ranged trait. This ability may also be used when Slaine does not have advantage, so long he does not have disadvantage and there is a (non-incapacitated) character within 5 feet of his target to distract it.

Cunning Action - Slaine may take a bonus action on each of his turns in combat; this bonus action can only be used to take the Dash, Disengage, or Hide actions.

Favored Enemy (humans; broo) - Slaine has advantage on Wisdom (Survival) checks to track his favored enemies, as well as on Intelligence checks to recall information about them.

Natural Explorer (mountains) - When Slaine makes an Intelligence or Wisdom check related to his favored terrain, his proficiency bonus is doubled if he is using a skill in which he is proficient.

While traveling for an hour or more in his favored terrain, he gains the following benefits:

  • Difficult terrain doesn't slow his group's travel.
  • His group can't become lost except by magical means.
  • Even when he is engaged in another activity while traveling (such as foraging, navigating, or tracking), he remains alert to danger.
  • If he is traveling alone, he can move stealthily at a normal pace.
  • When he forages, he finds twice as much food as he normally would.
  • While tracking other creatures, he also learns their exact number, their sizes, and how long ago they passed through the area.

Fighting Style (archery) - Slaine gains a +2 bonus to attack rolls made with ranged weapons. Note that this is already included in the stats listed above.

Primeval Awareness - Slaine may, as a his action, choose to expend a ranger spell slot to focus his awareness on the region around him. For 1 minute per level of the spell slot he expended, he can sense whether the following types of creatures are present within 1 mile of himself (or within up to 6 miles if he is in his favored terrain): aberrations, celestials, dragons, elementals, fey, fiends, and undead. This feature doesn't reveal the creatures' location or number.

Ranger Archetype (hunter) - Slaine gains the following features from his archetype:

  • Colossus Slayer - Slaine's tenacity can wear down the most potent foes. When he hits a creature with a weapon attack, the creature takes an extra 1d8 damage if it's below its hit point maximum. He can deal this extra damage only once per turn.

Spellcasting - Slaine knows the following spells from the Ranger spell list:

  • Level One - Cure Light Wounds, Ensnaring Strike, Hunter's Mark

Slaine has three 1st level spell slots. He may prepare up to three spells at the beginning of each day instead of those listed here. His spell casting ability is Wisdom, thus granting a +5 spell attack bonus and giving his spells a Save DC of 13.

Sten

Sten is (description)

Languages: New Pelorian, Tarshite (native), Thieves' Cant

Weapon Proficiencies: All simple & martial weapons

Armor Proficiencies: All armors and shields

Tool Proficiencies: Alchemist's Tools, Dice, Thieves' Tools

Background Features

Criminal Contact - Sten has a reliable and trustworthy contact who acts as a liason to a network of other criminals. He knows how to get messages to and from this contact, even over great distances.

Class Features

Expertise - Sten has expertise in Stealth and Perception. His proficiency bonus is doubled for any use of these skills. Note that this is already included in the stats listed above.

Sneak Attack - Once per turn, Sten may deal an extra 1d6 damage to one creature hit with an attack if he has advantage on the attack roll and he is using a weapon that has either the finesse or the ranged trait. This ability may also be used when Sten does not have advantage, so long he does not have disadvantage and there is a (non-incapacitated) character within 5 feet of his target to distract it.

Cunning Action - Sten may take a bonus action on each of his turns in combat; this bonus action can only be used to take the Dash, Disengage, or Hide actions.

Fighting Style (dueling) - When wielding a melee weapon in one hand and no other weapons, Sten gains a +2 bonus to all damage rolls with that weapon. A shield is NOT considered a weapon.

Second Wind - On his turn, Sten may take a bonus action to regain hit points equal to 1d10+3. Once used, this feature can not be used again until after a short or long rest.

Action Surge - On his turn, Sten may take one additional action in addition to all actions he is normally allowed. Once used, this feature can not be used again until after a short or long rest.

Martial Archetype (battle master) - Sten gains four superiority dice, which are each 1d8. He may expend a single dice on each attack he makes to enhance it in some way:

  • Parry - When Sten is damaged by a melee attack, he may use his reaction to expend a superiority die; the damage from the attack is reduced by an amount equal to the superiority die roll plus Sten's Dexterity bonus (typically +2).
  • Precision - When Sten makes an attack with a weapon, he may expend a superiority die; the roll to hit is increased by an amount equal to the superiority die roll. The decision to use this feature can be made either before OR after the die is rolled for the attack but it must be made before any effects of teh attack are applied.
  • Riposte - When a creature attacks Sten with a melee attack and misses, Sten may use his reaction to expend a superiority die and immediately attack that creature; if Sten hits then the damage from his attack is increased by an amount equal to the superiority die roll.

Feats

Magic Initiate - Upon reaching adulthood, Sten was initiated into the cult of Humakt and learned the following spells from the Cleric spell list:

  • Cantrips - Light, Spare the Dying
  • Level One - Shield of Faith

Sten has one 1st level spell slot. His spell casting ability is Wisdom, thus granting a +3 spell attack bonus and giving his spells a Save DC of 11.

Tanix

Languages: Grazer, New Pelorian (native), Tarshite

Weapon Proficiencies: Daggers, darts, short sword, slings, and quarterstaffs

Tool Proficiencies: Disguise kit, thieves' tools

Background Features

City Secrets - Tanix knows the secret patterns and flow to cities and can find passages through the urban sprawl that others would miss. When he is not in combat, he (and companions he leads) can travel between any two locations in the city twice as fast as their speed would normally allow.

Class Features

Sorcerous Origin (lunar) - Tanix gains an additional number of known spells equal to his Intelligence bonus; these extra known spells must be rituals, although they can also be cast normally with spell slots if desired. Currently, Tanix knows the rituals for Identify, Leomund's Tiny Hut, and Phantom Steed.

Additionally, Tanix can cast any sorcerer (or wizard) spell as a ritual if that spell has the ritual tag and he has access to a book of spells that includes that ritual; he doesn't need to know the spell.

Font of Magic (sorcery points) - Tanix normally has five (5) sorcery points, which he can use to enhance his spells. He regains all spent sorcery points after he finishes a long rest.

Font of Magic (flexible casting) - Tanix can transform unexpended sorcery points into one spell slot as a bonus action on his turn. He must expend two (2) sorcery points to create a 1st level spell slot, three (3) sorcery points to create a 2nd level spell slot, or five (5) sorcery points to create a 3rd level spell slot.

Tanix may, as a bonus action on his turn, expend one spell slot to gain a number of sorcery points equal to the slot's level. Tanix may never have more than five (5) sorcery points at one time.

Metamagic (careful spell) - When Tanix casts a spell that forces other creatures to make a saving throw, he can protect some of those creatures from the spell's full force. To do so, he spends one (1) sorcery point and chooses a number of those creatures up to his Intelligence modifier. A chosen creature automatically succeeds on its saving throw against the spell.

Metamagic (subtle spell) - When Tanix casts a spell, he can spend one (1) sorcery point to cast it without any somatic or verbal components.

Spellcasting - Tanix knows the following spells from the Sorcerer (and Wizard) spell list:

  • Cantrips - Acid Splash, Blade Ward, Firebolt, Light, Prestidigitation
  • Level One - Burning Hands, Identify (r), Magic Missile, Sleep
  • Level Two - Invisibility
  • Level Three - Fly, Leomund's Tiny Hut (r), Lightning Bolt, Phantom Steed (r)

Tanix has four 1st level spell slots, three 2nd level spell slots, and two 3rd level spell slots. His spell casting ability is Intelligence, thus granting a +6 spell attack bonus and giving his spells a Save DC of 14.