The Bruke's Lair

A personal website for gaming and coding.


The Player Characters

Summary

My current group of players consist of two people; since there aren't really enough players for a full party of adventurers, I'm letting each control two player characters. Despite the fact that this page is meant to highlight the player's characters, I've also included an NPC companion for convenience.

The statistics listed below are for the most recent and current versions of the characters; for prior versions check out the Player Character Archive.

  Kilar Spugnois Tucker Varrak Zatara
Race(subrace) Dwarf
Mountain
Human
?
Human
?
Human
?
Human
?
Alignment Neutral Lawful Neutral Lawful (?) ? Neutral
Background Soldier
(infantry)
Sage
(researcher)
Acolyte
(Pelor)
Outlander
(?)
?
Class (level) Fighter (1) Wizard (2) Cleric (1) Barbarian (1) Sorcerer (1)
Strength 17 9 11 16 10
Dexterity 13 14 14 15 13
Constitution 17 13 16 16 14
Intelligence 12 16 7 11 12
Wisdom 11 15 16 10 13
Charisma 10 11 10 7 16
Perception 12 12 13 12 11
Armor Class 16 (18) 12 15 (17) 15 (17) 11 [14]1
Initiative +1 +2 +2 +2 +1
Speed 25 30 30 30 30
Hit Points 13 12 11 15 8
Best Melee +5 War Hammer
1d8+5 Bludgeoning
+1 Quarterstaff
1d8-1 Bludgeoning
+2 Mace
1d6 Bludgeoning
+5 Battle Axe
1d8+3 Slashing
+2 Quarterstaff
1d8 Bludgeoning
Best Ranged +5 Hand Axe
1d6+3 Slashing
20/60
+4 Dagger
1d4+2 Piercing
20/60
+4 Lt. Xbow
1d8+2 Piercing
80/320
+5 Javelin
1d6+3 Piercing
30/120
+5 Fire Bolt
1d10 Fire
120
Bonus Actions Cunning Action Hunter's Mark Hunter's Mark Second Wind Bardic Inspiration
Reactions Uncanny Dodge Arrow-Catching
Protection
Arrow-Catching
Protection
  Cutting Words
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)
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)

Values that are in bold font indicate ability scores for which the character may include their proficiency bonus in their saving throws.
Attacks and actions listed in italics are spells with casting times equal to the given action type.
1 Zatara often casts the Mage Armor spell at the start of an adventure; the bracketed value includes the bonus for this spell.

Kilar

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 - Kilar 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 - Kilar 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, Kilar 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 Kilar 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 - Kilar 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, Kilar 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, Kilar can use his reaction to halve the attack's damage.

Feats

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

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

Kilar 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 - Kilar 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.

Kilar 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.

Tucker

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, Tucker commands the respect of those who share her faith and she can perform the religious ceremonies of Maran Gor. Tucker 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.

Tucker 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, Tucker 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 Tucker finishes a long rest she will regain the use of this feature.

Lay on Hands - Tucker 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, Tucker may choose to expend a paladin spell slot to deal additional radiant damage to the target, in addition to the attack's normal damage. The extra damage is 2d8 if a 1st level spell slot is expended or 3d8 for a 2nd level spell slot. The damage increases by an extra 1d8 if the target is undead or tainted by Chaos.

Divine Health - Tucker is immune to all forms of disease.

Divine Health - Tucker is immune to all forms of disease.

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

Spellcasting - Tucker 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)

Tucker 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.

Varrakd

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Zatara

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 - Zatara 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.

Zatara 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 - Zatara 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 - Zatara 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 - Zatara 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 - Zatara 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 - Zatara knows the following spells from the Bard spell list:

  • Cantrips - Dancing Lights, Minor Illusion, Vicious Mockery
  • Level One - Detect Magic, Faerie Fire, Heroism, Tasha's Hideous Laughter
  • Level Two - Calm Emotions, Invisibility, Suggestion
  • Level Three - (pick one)

Zatara 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

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Sten

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 - Guidance, Light
  • 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

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Supporting Cast

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