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Thoughts on D&D Next

Mark S.
mksiebler
Whitehouse Station, NJ
Post #: 18
Rongo
Human Barbarian Level 7 Alignment: CG Gender: Male Hair: Black Eyes: Brown Height: 6' 4" Weight 240
Specialty: None Background: Guide Languages: Common HP: 74 AC: 15
Speed: 30' Hit Dice: 7d12 Initiative +2 Vision: Lowlight 10' Size: Medium

S: 18+4 D: 14+2 C: 16+3 I: 10 W: 12+1 C: 11

Great Axe +6 Damage: 1d12+4
Hand Axe +6 Damage: 1d6+4 Thrown 20/60

Class Features:
Attack Bonus +2 (added to above already)
Thick Hide (Dex bonus + Con bonus = AC)
Feral Reflexes
Rage 3/day +6 damage bonus
Reckless Attack
Fast Movement +10' speed
Feral Instinct
Deadly Strike - roll twice
Relentless Rage
Proficient with Light and Medium Armor
Proficient with Simple and Martial Weapons
Proficient with Shields

Racial Traits:
+1 to all ability scores at character creation

Skills (1d6):
Survival
Swim
Track
Climb
Balance (5th skill instead of increasing skill die type)
Sneak (from Hide in Shadows feat)

Feats:
Charge - can move and attack as an action
Cleave - can attack again after killing opponent
Hide in Shadows - 10' Lowlight vision and Sneak skill

Equipment:
Fur cloak
Leather leggings and boats
Breechcloth
Leather necklace with various exotic teeth on it
various ornamental wristbands, torcs, etc. made from silver, copper, leather
Belt with oversized buckle
Greataxe
4 Handaxes
Backpack
2 Belt Pouches
Waterskin
5 Iron Rations
Bedroll, Winter Blanket, Tent
Silk Rope 50'
Healer's Kit
Climbing Kit
Mess Kit
Tinderbox
Whet Stone
Chalk
Fishing Tackle
Caltrops
Mark S.
mksiebler
Whitehouse Station, NJ
Post #: 19
Asheron
High Elf Level 7 Wizard Alignment: NG Hair: Pale Blond Eyes: Green Height: 5' 7" Weight: 110
Specialty: None Background: Sage HP: 42 AC: 12
Speed: 30' Hit Dice: 7d6 Initiative: +2 Vision: Lowlight 30' Size: Medium

S: 8-1 D: 15+2 C: 14+2 I: 18+4 W: 12+1 C: 10

Quarterstaff +2 1d8+2/1d6+2
Dagger +2 1d4+2
Sling +2 1d4+2

Ray of Frost (100') +6 2d8 and -10' movement (Dex saving throw)
Shocking Grasp (touch) +6 2d8 (Dex saving throw)

Languages:
Common, Elvish, Draconic, Giant, Sylvan, Undercommon, Dwarf

Racial Traits:
Cantrip (+1 cantrip)
Free Spirit (no Charm or Sleep)
Keen Senses (gains Listen and Spot)
Lowlight Vision 30'
Trance (meditate 4 hours instead of sleep)
Elf Weapon Training

Skills (1d6):
Spot
Listen
Knowledge Arcana
Knowledge Folklore
Knowledge History
Knowledge Sciences
Knowledge Nature

Class Features:
Proficient with dagger, sling, quaterstaff, light crossbow and darts
Spellcasting bonus +2

Spellcasting

  • Spell Preparation 8/day + 4 (see below)
  • Casting Spells +6 attack
  • Spellbook
  • Saving Throw DC 16
  • Rituals (cast prepared spells as a ritual)


Tradition of Wizardry: Scholarly

  • 4 Cantrips
  • +1 spell/level during preparation (+4 total)
  • +1 starting spell in spell book
  • +1 spell learned per level
  • Ritual Caster (cast spells from spellbook as a ritual)

Wizardly Knowledge
Arcane Recovery 3/day

Feats:
Find Familiar (Owl)
Herbalism
Purge Magic 4/day

Spells Known and Spells Per Day:
Cantrips (4): Mage Armor, Read Magic, Prestidigitation, Ray of Frost, Shocking Grasp
Level 1 (4): Color Spray, Magic Missile, Burning Hands, Thunderwave, Comprehend Languages, Feather Fall
Level 2 (3): Spider Climb, Rope Trick, Invisibility, Darkness
Level 3 (3): Fireball, Lightning Bolt, Haste, Dispel Magic
Level 4 (1): Polymorph, Ice Storm

Equipment:
Robe and Cloak
quarterstaff
2 daggers
sling and 20 bullets
belt and 2 pouches
backpack
spell book
spell components
healer's kit
mess kit
magnifying lens
10 candles
ink, pen and 10 sheets of paper
meditation mat
2 scroll cases
Mike
user 12876952
Parsippany, NJ
Post #: 4
Lindale Goodbarrel
Background: Lindale is a good-looking and relatively young Halfling that is exceptionally curious. Because of this he has dedicated most of his life to mimicking others and learning from them. This has given Lindale a wide variety of skills. He now wants to put these skills to the test, his main goal is to seek adventure and fearlessly test these skills to the limit no matter how grave the situation. He only hopes that these adventures will allow him to learn to more skills and that he might be fortunate enough to survive long enough to learn from his mistakes

Halfling Rouge Level 7 Alignment: NG Gender: Male Hair: Brown Eyes: Hazel Height: 3'2'' Weight: 42
Specialty: Specialist Background: Guild Theif HP:37 AC: 15
Speed: 25' Hit Dice: 7d6 Inititive +4 Vision: Lowlight 10' Size: Small

S: 11+0 D: 18+4 C:12+1 I:14+2 W:8-1 C:16+3

Rapier 1d20+6 1d8+4
ShortBow 1d20+6 1d6+4 range 80/320

Languages: Common, Halfling, Goblin, Undercommon
Also Theives Cant from Background

Class Features:
Attack Bonus +2 (added to above already)
Rouge Scheme: Assassin
Backstab: Get Adv to target if Ally is within 5' of creature
Assassin Mastery: Get an extra d6 for Bluff and Sneak
Distract: Trigger-when a creature gets attacked within 5' I can half that damage and not attack on my turn
Sneak Attack: Get DisAdv 4d6
Uncanny Dodge: Gain Adv to all Dex Saving throws

Racial Traits
-Reroll All Ones
-Gain Adv to Fear Saves
-Move through the space of any larger foe
-Attempt to hide even when only lightly obscured by a larger creature

Skills (1d8)
Tumble (start)
Conceal Object (start)
Balance (start)
Gather Rumors (start)
Bluff (1D8+1D6 min D20 of 10)
Sneak (1D8+1D6 min D20 of 10)
Search (Feat1 Superior Skill Training)
Persuade (Feat1 Superior Skill Training)
Recall Subterranean Lore (Feat2 Superior skill Training)
Recall Religious Lore (Feat2 Superior skill training)

Feats (edit)
Hide In shadows
Skill Focus [Bluff] treat all D20 rolls of 9 or lower as a 10 for Bluff
Skill Focus [Stealth] treat all D20 rolls of 9 or lower as a 10 for Stealth
Lv 1 Superior Skill focus (add 2 skills)
Lv 3 Superior skill focus (add 2 skills)
Lv 6 Open Lock (Can do magical, cant trigger and add 1D6 to Dex for open locks)


Equipment
Carry Capacity 91.5 of 110 lbs

Leather Armor
Rapier
Dagger x 5
ShortBow
Arrow Quiver (20)
Silk Rope 50'
Torch x10
Mess Kit
Healers Kit (20)
TinderBox
Rations x 10
Waterskin
Climbers Kit (+2 to Climb)
Theives Tools (Disable Trap and Open a Lock)
Lamp
Oil
Breeches w/ secret Pocket
Small Steel Mirror
Belt Pouch
Caltrop x 3
Chalk
Disguise Kit
Potion of Healing x 4
Bedroll
Winter Blanket
Magnifying Glass


Feel free to comment on the character if i made any errors, there was a lot of flipping back and forth so i probably missed something - also i had a question on Assassin Mastery. it seems that i get an EXTRA D6 for these 2 skills (bluff and sneak) . is it possible to roll 2 D6 bonus? the reason i ask is, just buy taking the Assassin scheme i get Bluff and Sneak as a Bonus Skill - which means i get a d6 right away, then i also get the Assassin Mastery Ability which states i get a bonus d6 again. sounds like 2d6 to me but i couldnt find anywhere else that PCs can get 2d6.
Patrick B.
user 69279752
Parsippany, NJ
Post #: 2
Don't forget your level 6 feat.

As far as your skills when you make a check for something you are trained in, you add 1d6. That's your Skill Die. Your Assassin Mastery puts an additional 1d6 on top of Bluff and Sneak. So you would receive a bonus 2d6 for those two skills, and a 1d6 for all other trained skills.
Ian S
user 14564823
Mount Arlington, NJ
Post #: 13
Barok
Level 7 Dwarf Fighter
AC: 20
Max Hit Points: 70
Speed: 25 ft.
Hit Dice: 1d10
Strength 16 (+3)
Dexterity 13 (+1)*
Constitution 16 (+3)
Intelligence 8 (–1)
Wisdom 12 (+1)
Charisma 10 (+0)
*Due to your armor, you have disadvantage on any check you make to hide or move silently.

Attacks
Axe+1 +5; 1d8+4 slashing damage
Handaxe +4; 1d6+3 slashing damage (20 ft/60 ft)

Martial Feat: Bull Rush (Can push a creature <=Large within 5', up to 20' away. Uses none of regular movement, but must be able to move)
Martial Feat: Interposing Shield (Whilst wielding a shield, can use reaction to impose disadvantage on creature within 5' attacking another player)
Expertise Die: 3d6
Death Dealer: Slam
Superior Defense: Block Missiles
Unerring Attacker: Careful Attack (Add 1 expertise die to attack roll)
Deadly Strike: Roll weapon damage twice, add together (1/turn)
Multiattack: Whirlwind (attack 2 melee, although neither gets Deadly Strike)
Unstoppable: Bolster Allies. Spend 1 expertise to add to another's saving throw.

Skills
Handle an animal, persuade, recall lore (political lore), and ride.

Stonecunning: While you are underground, you have advantage on all Wisdom checks to listen and spot, and you roughly know your depth beneath the surface. You also know the approximate age and origin of worked stone you inspect.

Race: Hill Dwarf
Languages: Common, Dwarvish
Darkvision: You treat darkness within 60 feet of you as dim light. When you do so, your vision is in black and white.

Dwarven Resilience: You have advantage on saving throws against poison, and you have resistance against poison damage.

Dwarven Weapon Training: You are proficient with the battleaxe, handaxe, throwing hammer, and warhammer.

Dwarven Toughness: Whenever you roll Hit Dice during a rest, you regain 1 extra hit point for each Hit Die you roll.

Armor and Weapon Proficiencies: You are proficient with all armor and shields, and all simple and martial weapons.

Deep Wound: When you hit with an attack, you can spend one expertise die. Roll it, and add the number rolled to the damage.

Parry: When you are wielding a melee weapon and would be hit by a melee attack, you can use your reaction to parry that attack. Spend one expertise die, roll it, and add the number rolled to your AC against that attack.

Cleave: Once on each of your turns, when you reduce a creature to 0 hit points or fewer with a melee attack, you can make a single melee attack against another creature within your reach as a part of the same action.

Background: Knight

Trait—Knight’s Station: When you are among nobility or some other group that would recognize your station as a knight, you can expect to receive free accommodations and food for yourself and your adventuring companions for the duration of your stay. Certain nobles might decline, but this is
a serious breach of etiquette and usually has social consequences.

Equipment
Plate mail
shield
Axe +1
4 handaxes
traveler’s clothes,
a belt pouch containing 39 gp and 5 sp
backpack
healer’s kit
a mess kit
50 feet of hempen rope
a tinderbox
ten torches
ten days of rations
a waterskin
Patrick B.
user 69279752
Parsippany, NJ
Post #: 4
Heckler
Human Fighter Level 7
Speed 30 ft HP: 76 HD: 7d10
Vision: Normal

Str: 16 Dex: 20 Wis: 16
Con: 15 Int: 13 Cha: 11

Longbow +6 (1d8 + 4) Range 150/600
Katana +6 (1d10 + 4) Two Handed

Racial Traits
Double Int Bonus Languages
+1 All Stats

Background/Skills – Bounty Hunter
Bounty Board/Established Bounty Hunter
Gather Rumors
Listen
Spot
Sneak
Skill Die – +1d8

Class Features
• Level 1 – Bonus Martial Feat: Seize the Advantage
o When a creature within 5 feet of you misses you with a melee attack, you can use your reaction to gain advantage on your next attack against that creature before the end of your next turn.
• Level 2 – Bonus Martial Feat: Spring Attack
o As an action, you move up to 10 feet and make an attack at any point during the movement without provoking opportunity attacks.
• Expertise Dice – 3d6
o Regain all dice at the end of a rest or 1 die as an action.
• Death Dealer – Deep Wound
o When you hit, spend one expertise die and add the result to damage.
• Superior Defense – Nimble Dodge
o When wearing light or medium armor, if you would be hit by a melee attack, use your reaction to spend an expertise die and add the result to your AC against this attack. Move 10 feet if the attack misses.
• Unerring Attacker – Careful Attack
o Before you make an attack roll, spend one die to add the result to an attack roll.
• Deadly Strike – Once per turn, roll weapon damage twice and add rolls together.
• Multiattack – Volley
o With a Longbow, as an action choose two targets in range within 20 feet of each other and make ranged attacks against both targets. Cannot be combined with Deadly Strike.
• Unstoppable – Lightning Reflexes
o When you make a Dex Saving Throw, spend 1 expertise die to roll it and add as a bonus to your saving throw.

Specialty – Sharpshooter
Level 1: Precise Shot – When you make a ranged attack, creatures within 5 feet of you don’t provide cover to your target.
Level 3: Weapon Mastery – When you attack with a weapon and roll damage, roll an extra die of the same type and drop the lower roll.
Level 6: Sniper – You ignore half cover and three-quarters cover when making ranged attack.
Patrick B.
user 69279752
Parsippany, NJ
Post #: 5
Garing
Human Cleric Level 7
Speed 30 ft HP: 48 HD: 7d8
Vision: Normal

Str: 16 Dex: 14 Wis: 18
Con: 15 Int: 12 Cha: 13

Mace +5 (1d6 + 3)

Racial Traits
Double Int Bonus Languages
+1 All Stats

Background/Skills – Priest
Temple Services
Perform (Oratory)
Persuade
Sense Motive
Recall Lore (Religious Lore)
Skill Die – +1d8

Class Features
Religious Knowledge – Advantage on checks to Recall Religious Lore

Spellcasting
Spell Slots: 3/2/2/1
Can prepare a number of spells equal to your cleric level + 1 (8 spells).
Preparing a spell requires one minute per spell level.
Saving Throw DC = 10 + 4 (Wisdom) + 2 (Spellcasting Bonus)

Deity – Uther Herzl, The Lightbringer
Channel Divinity
Light of Heaven: When you deal damage with a domain spell, expend a use of Channel Divinity to unleash divine radiance. Creatures you choose within 10 feet make Con Saving Throws or take 3d8 radiant damage, half on failure.
Restore Health - As an action, choose a living creature within 25 feet, they regain 2d10 HP.
Turn Undead - As an action, undead creatures within 25 feet with HP equal to or less than twice your level (14) are destroyed. Remaining undead with HP equal to or less than five times your level (35) are turned for one minute or until they take damage. They move as far away from you as possible and cannot move within 25 feet of you, cannot take reactions, and must use its actions to move away from you.

Disciple of the Sun: When a creature makes a melee attack against you, you can cast lance of faith as a reaction.

Domain Spells – These spells do not count against your limit for prepared spells.
1 – Command
2 – Spiritual Weapon
3 – Scorching Ray
4 – Wall of Fire

Spells
Orisons
Lance of Faith: Once creature within 50 feet much succeed on a dexterity saving throw or take 1d8 radiant damage.

Cure Minor Wounds: One creature within 50 feet that has 3 HP or fewer regains 1 HP. Swift Action, can take another action except for casting a spell or activating a magic item.

Resistance: Until the start of your next turn, a creature you touch gains +1 to all Saving Throws.

Guidance: For one minute, a creature you touch gains +1 to ability checks with one ability.

Level 1 – 3

Level 2 – 2

Level 3 – 2

Level 4 – 1

Specialty – Mystical Healer
Level 1: Healing Initiate – You Learn Cure Minor Wounds and Resistance
Level 3: Magical Rejuvenation – Once per day, you can cast cure light wounds or lesser restoration.
Level 6: Purge Magic – You can use an action to cast dispel magic. You can use this ability a number of times per day equal to your wisdom modifier (3).
Patrick B.
user 69279752
Parsippany, NJ
Post #: 6
Griffin
Wood Elf Monk Level 7
Speed 35 ft HP: 51 HD: 7d8
Vision: Low Light

Str: 13 Dex: 18 Wis: 16
Con: 15 Int: 10 Cha: 10

Unarmed Strike +6 (1d6 + 4)

Racial Traits
+1 Dex/+1 Wis
Elf Weapon Training – You are proficient with the longsword, shortsword, shortbow, and longbow.
Keen Senses – You have advantage on Wisdom checks to listen and spot.
Free Spirit – You are immune to the charmed condition and effects that put you to sleep.
Trance – Meditate deeply for four hours to gain the benefit of 8 hours sleep.
Speak Elvish
Fleet of Foot – Your speed increases by 5 feet.
Mask of the Wild – You can attempt to hide even when you only lightly obscured by natural phenomena.

Background/Skills – Guide
Wanderer
Climb
Recall Lore (Natural Lore)
Spot
Listen
Sneak
Skill Die – +1d6

Class Features
Bonus Feat – Martial Arts
Level 1 – Bonus Martial Feat:
Level 7 – Bonus Martial Feat:

Mindful Defense – While wearing no armor and not using a shield, add Wisdom modifier to AC.

Undaunted Strike: Your unarmed strike counts as being magical, adamantine, cold iron, and silver for the purposes of overcoming resistance.

Deadly Strike – Once per turn, roll weapon damage twice and add rolls together.

Purity of Body: You are immune to disease

Clear Mind: You cannot be charmed or frightened.

Ki – 3 uses per Day
Saving Throw DC = 15 = 10 + Wisdom (3) + Weapon Attack Bonus (2)
Warrior’s Gale: Before taking your action, expend one use of ki to fly 40 feet as your movement. If you end in midair you do not fall until the end of your turn.
Hurricane Defense: As a reaction when missed by a melee attack, expend one use of ki to magically hurl the attacker – Strength saving throw or be thrown 30 feet in a straight line landing prone and taking 3d6 bludgeoning damage.

Specialty – Skirmisher
Level 1: Charge – As an action you can move up to your speed and make a single melee attack. You cannot take your movement after this.
Level 3: Tumbling Movement – Opportunity attacks against you have disadvantage.
Level 6: Spring Attack – As an action, you move up to 10 feet and make an attack at any point during the movement without provoking opportunity attacks.
Tom C
user 6128822
Glen Gardner, NJ
Post #: 5
Guys. Can't make it to the game Wednesday 4-10-13...sorry. Should be there on the 24th
Patrick B.
user 69279752
Parsippany, NJ
Post #: 7
Bollocks. You shall be missed.
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