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Lost Mine of Phandelver

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It is a story of a sibling duo traveling throughout the land and beyond.
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Necro's Character Sheet New

Necrorifter

Lord of the Death and the Wanderer of the Reality.
Joined
Nov 2, 2021
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Name: Necro
Species: High Elf
Class: Warlock, The Great Old One
Background: Rewarded

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Level: 1
EXP: 0/300

HP (8 + your Constitution modifier): 10/10
AC (10 + Dexterity Modifier): 10
Initiative (10 + Dexterity Modifier + Any Bonuses): 10

  • Strength: 10: (+0)
  • Dexterity: 8 + 2: (+0)
  • Constitution: 15: (+2)
  • Intelligence: 13 + 1: (+2)
  • Wisdom: 10: (+0)
  • Charisma: 15: (+2)

His experience of power and knowledge allows him to become an adventurer. He knew he wanted to settle down and make all of these blessings permanent rather than travel until they disappeared on him.

  • Darkvision. Accustomed to twilit forests and the night sky, 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.
  • Fey Ancestry. You have advantage on saving throws against being charmed, and magic can't put you to sleep.
  • Trance. Elves do not sleep. Instead they meditate deeply, remaining semi-conscious, for 4 hours a day. The Common word for this meditation is "trance." While meditating, you dream after a fashion; such dreams are actually mental exercises that have become reflexive after years of practice. After resting in this way, you gain the same benefit a human would from 8 hours of sleep.
  • Fortune's Favor: A minor boon reflects your unexpected good fortune. You gain the Magic Initiate which reflects the transformation that changed your life. You won a deck game against a strange old man, who offered one draw of cards from his strange Deck that seemed to shifting. You pull out a card of Key, and the man and his deck vanish along with a card. You feel a heavy weight on your side and you notice a strange book on your hip, within is a knowledge of magic and power that suddenly flows into your mind and hands, turning you into a warlock. The most important of these is able to communicate with others via thoughts since you lost your voice in illness years ago. You survived the illness when your sister threw herself into combat sports to get money to buy a cure for you and support the two of you. With this, you are no longer relying on her support and become an adventurer.
  • Awakened Mind: Starting at 1st level, your alien knowledge gives you the ability to touch the minds of other creatures. You can telepathically speak to any creature you can see within 30 feet of you. You don't need to share a language with the creature for it to understand your telepathic utterances, but the creature must be able to understand at least one language.

  • Armor: Light armor
  • Weapons: Simple weapons, Elf Weapon Training (longsword, shortsword, shortbow, and longbow)
  • Tools: Playing Cards
  • Saving Throws: Wisdom, Charisma
  • Skills: Insight, Persuasion, Keen Senses (Perception), History, Investigation

Cantrips Known: 2
Spells Known: 2
Spell Slots: 1
Slot Level: 1
Invocations Known: 0
  • Cantrip. You know one cantrip of your choice from the Wizard spell list. Intelligence is your spellcasting ability for it. Cantrip is Prestidigitation.
  • Magic Initiate: Warlock. You learn two cantrips of your choice from that class's spell list. In addition, choose one 1st-level spell to learn from that same list. Using this feat, you can cast the spell once at its lowest level, and you must finish a long rest before you can cast it in this way again. Your spellcasting ability for these spells is Charisma. Cantrips is True Strike and Mage Hand. The 1st-level Spell with once a Long Rest usage is Hellish Rebuke.
  • Pact Magic: Your arcane research and the magic bestowed on you by your patron have given you facility with spells. You know two cantrips of your choice from the warlock spell list. You learn additional warlock cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Warlock table. You regain all expended spell slots when you finish a short or long rest. At 1st level, you know two 1st-level spells of your choice from the warlock spell list. Additionally, when you gain a level in this class, you can choose one of the warlock spells you know and replace it with another spell from the warlock spell list, which also must be of a level for which you have spell slots. Charisma is your spellcasting ability for your warlock spells, so you use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a warlock spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus + your Charisma modifier. Spell attack modifier = your proficiency bonus + your Charisma modifier. You can use an arcane focus as a spellcasting focus for your warlock spells. The Cantrips are Eldritch Blast and Mind Silver. The 1st-level Spells are Dissonant Whispers and Arms of Hadar.

  • Rewarded Trinket: A motto or symbol whose meaning eludes you, etched on the front cover of your Book.
 
Socium's Character Sheet New
Name: Socium
Species: Wood Elf
Class: Warlock, Hexblade
Background: Athlete

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Level: 1
EXP: 0/300

HP (8 + your Constitution modifier): 10/10
AC (10 + Dexterity Modifier): 13
Initiative (10 + Dexterity Modifier + Any Bonuses): 13

Personality: When I see others struggling, I offer to help.

Ideals: Growth. Lessons hide in victory and defeat.

Bonds: My teammates are my family.

Flaws: I'll do absolutely anything to win.

  • Strength: 11: (+0)
  • Dexterity: 14 + 2: (+3)
  • Constitution: 14: (+2)
  • Intelligence: 8: (-1)
  • Wisdom: 9 + 1: (+0)
  • Charisma: 15: (+2)

  • Darkvision. Accustomed to twilit forests and the night sky, 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.
  • Fey Ancestry. You have advantage on saving throws against being charmed, and magic can't put you to sleep.
  • Trance. Elves do not sleep. Instead they meditate deeply, remaining semi-conscious, for 4 hours a day. The Common word for this meditation is "trance." While meditating, you dream after a fashion; such dreams are actually mental exercises that have become reflexive after years of practice. After resting in this way, you gain the same benefit a human would from 8 hours of sleep.
  • Fleet of Foot. Your base walking speed increases to 35 feet.
  • Mask of the Wild. You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.
  • Echoes of Victory: You have attracted admiration among spectators, fellow athletes, and trainers in the region that hosted your past athletic victories. When visiting any settlement within 100 miles of where you grew up, there is a 50 percent chance you can find someone there who admires you and is willing to provide information and temporary shelter. Between adventures, you might compete in athletic events sufficient enough to maintain a comfortable lifestyle, as per the "Practicing a Profession" downtime activity in chapter 8 of the Players Handbook.

  • Armor: Light armor, Hex Warrior(medium armor, shield)
  • Weapons: Simple weapons, Pankration (mixed unarmed combat), Elf Weapon Training (longsword, shortsword, shortbow, and longbow), Hex Warrior (martial weapons)
  • Tools: Vehicles (Land)
  • Saving Throws: Wisdom, Charisma
  • Skills: Acrobatics, Athletics, Keen Senses (Perception), Intimidation, Nature
  • Hex Warrior: At 1st level, you acquire the training necessary to effectively arm yourself for battle. You gain proficiency with medium armor, shields, and martial weapons. The influence of your patron also allows you to mystically channel your will through a particular weapon. Whenever you finish a long rest, you can touch one weapon that you are proficient with and that lacks the two-handed property. When you attack with that weapon, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls. This benefit lasts until you finish a long rest. If you later gain the Pact of the Blade feature, this benefit extends to every pact weapon you conjure with that feature, no matter the weapon's type.

Cantrips Known: 2
Spells Known: 2
Spell Slots: 1
Slot Level: 1
Invocations Known: 0
  • Pact Magic: Your arcane research and the magic bestowed on you by your patron have given you facility with spells. You know two cantrips of your choice from the warlock spell list. You learn additional warlock cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Warlock table. You regain all expended spell slots when you finish a short or long rest. At 1st level, you know two 1st-level spells of your choice from the warlock spell list. Additionally, when you gain a level in this class, you can choose one of the warlock spells you know and replace it with another spell from the warlock spell list, which also must be of a level for which you have spell slots. Charisma is your spellcasting ability for your warlock spells, so you use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a warlock spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus + your Charisma modifier. Spell attack modifier = your proficiency bonus + your Charisma modifier. You can use an arcane focus as a spellcasting focus for your warlock spells. The Cantrips are Green-Flame Blade and Sword Burst. The 1st-level Spells are Shield and Healing Elixir.
  • Hexblade's Curse: Starting at 1st level, you gain the ability to place a baleful curse on someone. As a bonus action, choose one creature you can see within 30 feet of you. The target is cursed for 1 minute. The curse ends early if the target dies, you die, or you are incapacitated. Until the curse ends, you gain the following benefits: You gain a bonus to damage rolls against the cursed target. The bonus equals your proficiency bonus. Any attack roll you make against the cursed target is a critical hit on a roll of 19 or 20 on the d20. If the cursed target dies, you regain hit points equal to your warlock level + your Charisma modifier (minimum of 1 hit point). You can't use this feature again until you finish a short or long rest.
 
Torgga Brawnanvil (WIP) New
Name: Torgga Brawnanvil
Species: Hill Dwarf
Class: Cleric of Life
Background: Soldier
Alignment: Neutral Good. Your conscience, not law and authority, will guide you to do the right thing. Power is meant to be used for the benefit of all, not to oppress the weak.

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Level: 1
EXP: 0/300

HP (8 + your Constitution modifier): 11
AC (10 + Dexterity Modifier): 18
Initiative (10 + Dexterity Modifier + Any Bonuses): -1

Personal Goal: Teach the Redbrands a Lesson. You've heard that Daran Edermath in the town of Phandalin is looking for people of courage and principle to teach some bullies a lesson. These thugs, the Redbrands, have been throwing their weight around in Phandalin, much as your compatriots did in Neverwinter. Putting a stop to their villainy is a worthy goal.

Personality: I'm always polite and respectful. Also,I don't trust my gut feelings, so I tend to wait for others to act.

Ideals: Respect. People deserve to be treated with dignity and courtesy.

Bonds: I have three cousins—Gundren, Tharden, and Nundro Rockseeker—who are my friends and cherished clan members.

Flaws: I secretly wonder whether the gods care about mortal affairs at all.

Background: Trained as a soldier on the island of Mintarn, you traveled to Neverwinter as part of a mercenary company that serves as both army and city watch. You grew disillusioned with your fellow soldiers, who seem to enjoy their authority at the expense of the people they're supposed to protect. Everything came to a head recently, when you disobeyed an order and followed your conscience. You were suspended from active duty, though you kept your rank and your connection to the mercenaries. Since then, you have devoted yourself to your deity.

  • Strength: 14: (+2)
  • Dexterity: 8: (-1)
  • Constitution: 15: (+2)
  • Intelligence: 10: (0)
  • Wisdom: 16: (+3)
  • Charisma: 12: (+1)


  • Armor:
  • Weapons:
  • Tools:
  • Saving Throws:
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Cantrips Known:
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Valanthe Liadon New
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  • Strength: 11: (+0)
  • Dexterity: 14 + 2: (+3)
  • Constitution: 14: (+2)
  • Intelligence: 8: (-1)
  • Wisdom: 9 + 1: (+0)
  • Charisma: 15: (+2)


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Merric Thorngage New
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Level: 1
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  • Strength: 11: (+0)
  • Dexterity: 14 + 2: (+3)
  • Constitution: 14: (+2)
  • Intelligence: 8: (-1)
  • Wisdom: 9 + 1: (+0)
  • Charisma: 15: (+2)


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Lola Jani New
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Level: 1
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  • Strength: 11: (+0)
  • Dexterity: 14 + 2: (+3)
  • Constitution: 14: (+2)
  • Intelligence: 8: (-1)
  • Wisdom: 9 + 1: (+0)
  • Charisma: 15: (+2)


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Vandross Ephrates New
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Level: 1
EXP: 0/300

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Bonds:

Flaws:

  • Strength: 11: (+0)
  • Dexterity: 14 + 2: (+3)
  • Constitution: 14: (+2)
  • Intelligence: 8: (-1)
  • Wisdom: 9 + 1: (+0)
  • Charisma: 15: (+2)


  • Armor:
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