Character Sheet 3: The Deaf Firbolg

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Picture of a firbolg.

This is description of a character I play in a Dungeons and Dragons roleplaying game set in the Forgotten Realms.

Meet the Deaf Firbolg and his brother. Both don’t have a name since Firbolg don’t give names to themselves or others. The Deaf Firbolg is my character. The brothers came from a (for now) unspecified exotic region in the forgotten realms. (we are still in the early stages of the campaign and we create the background while figuring this out). But somehow we ended up together with a group of human monks and a gnome rogue.

Firbolgs are a friendly, mostly intelligent giant race that prefer to avoid contact with other humanoids. They are bigger than most races. Amongst their own kind, they live in colonies, which are usually found in forests or caverns and watched by guard towers. Although they farm, they prefer a more hunter-gatherer lifestyle, rather than the brigand/raider lifestyle of many other giants.

My Deaf firbolg is because of his deafness very introvert. When his mother was pregnant of him, his hometown was raided. The only thing his mother could do to survive was to cast a very powerful muffle spell on herself.

Muffle
2nd-level illusion (ranger, druid, sorcerer, wizard)

Casting Time: 1 action
Range: Self
Components: V, S, M (wad of cotton or wool)
Duration: Concentration, up to 10 minutes
For the duration, your movements create no sound and your voice is never louder than a whisper. Perception checks made against you that rely on sound have disadvantage. You can still cast spells that require a verbal component.

She could escape by using this spell. But when the Deaf Firbolg was born he was born deaf because of it. Since then he has learned sign language, and how to read lips. Even in different languages: druidic, celestial & giant.

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When he grew up he was always more interested in nature. More than in the people of his community. Firbolg live normally in the hilly areas, but in his childhood he often wandered off to a nearby swamp. There he learned himself how to speak to animals and plants.

He also has a brother, who he looks up to. They are close and he has the feeling that his brother is one of the few who really understands him. They often both speak in sign language to each other, confusing bystanders by having silent little discussions. Both also like to smoke the pipe, lying on their back in the grass and relax.

The Deaf Firbolg left his home, together with his brother, in search for something else. Longing for something more, discovering more of the big world, maybe in search for a new home, somewhere he belongs. His brother has his own reasons. But the Deaf Firbolg just thought it was an opportunity to go wandering. When he left, he got a ‘Firbolg Horn of Languages’ from their village elder.

Firbolg Horn of Languages
Wondrous item, rare (requires attunement by a Firbolg)

When hold against an ear this simple looking wooden horn, adorned with carved pictures of small bats, confers to the user the ability to speak and understand any language.
Once per long rest, you can use an action to blow the horn. When you do, the horn emits a loud skreech, thus giving you the ability in the following minute to use a bonus action to determine the location of all invisible creatures in a 30 foot radius around you.

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The Deaf Firbolg is a spellcaster, but still in combat he has a AC of 13 and can use the cantrip Shillelagh to make his quarterstaff a +7 to hit with 1d8+4 bludgeoning damage. (Originally only +5 and 1d6+2 bludgeoning damage).

Shillelagh
Transmutation cantrip

Casting Time: 1 bonus action
Range: Touch
Components: V, S, M (mistletoe, a shamrock leaf, and a club or quarterstaff)
Duration: 1 minute

The wood of a club or quarterstaff you are holding is imbued with nature’s power. For the duration, you can use your spellcasting ability instead of Strength for the attack and damage rolls of melee attacks using that weapon, and the weapon’s damage die becomes a d8. The weapon also becomes magical, if it isn’t already. The spell ends if you cast it again or if you let go of the weapon.

Since it’s a spellcaster, I’m mostly using spells in combination with my sling or a ranged spell attacks. But most of the time in combat I’m just passive and conjure animals.

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Druids know all spells, they just have to prepare them in time. So I’ve written most of them here.  Since it’s a spellcaster, I’m mostly using the ‘conjure animals’ spell.

Conjure Animals
3rd-level conjuration

Casting Time: 1 Action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 1 hour

You summon fey spirits that take the form of beasts and appear in unoccupied spaces that you can see within range. Choose one of the following options for what appears:

One beast of challenge rating 2 or lower
Two beasts of challenge rating 1 or lower
Four beasts of challenge rating 1/2 or lower
Eight beasts of challenge rating 1/4 or lower
Each beast is also considered fey, and it disappears when it drops to 0 hit points or when the spell ends.
The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which has its own turns. They obey any verbal commands that you issue to them (no action required by you). If you don’t issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions.

At Higher Levels. When you cast this spell using certain higher-level spell slots, you choose one of the summoning options above, and more creatures appear: twice as many with a 5th-level slot, three times as many with a 7th-level slot, and four times as many with a 9th-level slot.

Notice that it’s a concentration spell. So I have to ‘concentrate’ to keep the animal fey’s into play. Whenever I use another spell that also uses ‘concentration’ the animals disappear. If I take damage I have to make a DC10 constitution saving throw or half of the damage constitution DC (whichever is higher) to keep concentrated on the beasts.

While I’m concentrated on the spell. I can still wildshape myself into an animal. The concentration stays for as long as I don’t take too much damage. This is a rule that’s most of time forgotten by DM’s. And to be honest I didn’t know it until now. So my Druid was way too powerful because of it. Also the rules aren’t clear that if I summon wolves they can benefit of the pack rule. So far, we use the pack rules for the wolves.

If the enemy is way too powerful or we are vastly outnumbered, then I can use as a last resort the crazy ‘call lightning’ spell. Doing 3d10 damage to everybody in range, for 10 minutes. A round in combat is according to the PHB 6 seconds. So this is 100 rounds, every round 3d10 damage to every enemy and ally in an area within 5 feet of the lightning strike. I can choose every round a new area to strike the lightning.

Call Lightning
3rd-level Conjuration

Casting Time 1 action
Range 120 feet
Components V, S
Duration Concentration up to 10 minutes

A storm cloud appears in the shape of a cylinder that is 10 feet tall with a 60-foot radius, centered on a point you can see 100 feet directly above you. The spell fails if you can’t see a point of air where the cloud could appear (for example in a room that can’t accommodate the cloud).

When you cast the spell, choose a point you can see within range. A bolt of lightning flashes down from the cloud to that point. Each creature within 5 feet of that point must make a Dexterity saving throw. A creature takes 3d10 lightning damage on a failed save, or half as much on a successful one. On each of your turns until the spell ends, you can use your action to call down lightning in this way again, targeting the same point or a different one.

If you are outdoors in stormy conditions when you cast this spell, the spell gives you control over the existing storm instead of creating a new one. Under such conditions, the spell’s damage is increased by 1d10.

At Higher Levels.

When you cast this spell using a spell slot of 4th or higher level, the damage increases by 1d10 for each slot level above 3rd.

 

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Character Sheet 2: Philiphe the Kenku

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Another 5th edition Dungeons & Dragons roleplay. This time it’s Philiphe the Kenku. It’s not his real name, it’s what you understand if he squeaks “PLIEPH”. Kenku’s are a humanoid bird race. They are not smart and they can’t really speak. They understand normal language and can imitate every sound they’ll ever hear. Sometimes Philiphe makes simple sentences in different voices. Words he remembered other people or creatures say to him. But that doesn’t happen very often.

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Kenku – Image from © Wizards of the Coast

 

Philiphe’s character sheet is a really min-max power character. That’s because it’s constructed by the roll method. And I’ve rolled really high. He has a dex of 22, which is really over the top high. (It’s boosted by bonuses). But he has intelligence of 4. That’s also the reason he doesn’t speak. He’s very handy when it comes to simple commands.

His character sheet is very simple. His backstory is also a bit funny. It’s a homebrew campaign, with a homebrew setting. There is an island nearby the continent where Philiphe lived in a tribe. When Philiphe was young, there was a natural storm, a really big storm. Philiphe was blown away into the sea. He didn’t know what happened and lost consciousness in the sea because he couldn’t swim. By chance he stranded on the continent. After lying there unconscious, a noble found him. That noble was the rogue Thomas Lasquelle. Of the famous Lasquelle family. Thomas took care of Philiphe, gave him his name. They became friends.

But because Philiphe isn’t really intelligent, Philiphe became more a sort of pet. He follows Thomas everywhere and sees him as his ‘Master’. They became part of an adventurous group, which is part of a larger guild.  The guild provides help where they are needed. For example: guard duty, solving crimes, solving mysteries. Whatever good they can do and earn money.

It’s a bit of a silly Character. Philiphe hopes someday to fly. When he is scared he makes the sound of a goblin horn he has heard in his adventures. He thinks it would save him, or warn his friends, but mostly it makes things worse. He also doesn’t have any possessions, and gold doesn’t really interest him. He has a strong connection with another identity of another plane, a vague memory of a sailor. It would be he is the reincarnation of a bird from another dimension, who was befriended with that sailor.

Philiphe, at lvl 5 currently, is a powerful character with an AC of 19 and an initiative is +11. When he shoots with his bow (2 times a turn) he gets +9. He then may attack with Hunters Prey a second creature a single time. And with hunters mark he gets an extra 1d6 dice on his attack. Making it a 2d6+6 damage. Which is an average of 39 damage a turn. Which is ok. The cleric can give us a bonus to roll an extra 1d4 on damage rolls. So then it’s 45 damage a turn. With a max of 66 damage a turn.

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Character Sheet 1: Salty ‘Jack’ Willy

 

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Jack with his Parrot Flip

Character Sheets are something very cool to keep. It’s a character that you build, and then lives in the minds of a group of other players. You had adventures with him for a couple of months. Which brought him to life. His abilities, character, skill and possessions were written down on pieces of paper.

All the pieces of paper of the group creates a living world…

Salty ‘Jack’ Willy.

This was Jack. Jack was a Druid of the coast. A pirate who’s most priced possession was his boat, called ‘The Flower Mate’. He also had two pets. The first one was the parrot ‘Flip’. Sadly, Flip died while being stranded with the group on a desolated Island. Then he got a new pet. An Ape called ‘Choco’. He and his crew were looking for a treasure on the other side of the world.

While traveling the oceans of the world, they had to overcome many dangers. Sea monsters, being stranded on desolated Islands, other pirates on a pirate Outpost. They also had to manage their boat, have enough provisions to get to the next outpost and do repairs or upgrades.

His boat could also fly, thanks to a magical cauldron he found in a cave on the desolated Island. The magic cauldron fulfilled every crew’s wish. Jack wished to have the ability to wildshape (morph into an animal) infinitely. But the drawback was that he couldn’t choose into what animal. Sometimes he wildshaped into a snail, sometimes in a bird. What the other members of the crew wished for, he never knew. But after one lost his legs while doing his wish, the boat could suddenly fly.

Jack died, in battle. In an orc encampment. He died together with Choco. Trying to bring magical goodberries to his unconscious crew-members. He didn’t have any energy left to cast any other healing spell to wake them up. It was his last hope. He wildshaped, and wildshaped into different animals. But every time the animal died he came back as himself. So the attackers could hit him between his wildshapes. It was horrible. The cauldron gave him only weak animals. Snails, snakes, small turtles, bunnies, chickens, birds,… The attackers had to kill him multiple times before he himself was death.

Jack died very rich. He had experienced crazy adventures all over the world. But a pirates life is a dangerous life…

This is a Character that I have played for 6-7 months, playing every week on Friday. Here are some pictures taken while we were gaming…

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Just Jack, on a dice
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We find the magic Cauldron
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Jack in a dungeon
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Jack dying.

 

The character sheets themselves:

Salty Willy_1Salty Willy_2Salty Willy_3Salty Willy_4Salty Willy_6Salty Willy_5Salty Willy_13Salty Willy_20Salty Willy_19Salty Willy_18Salty Willy_17Salty Willy_16Salty Willy_15Salty Willy_14Salty Willy_7Salty Willy_12Salty Willy_10Salty Willy_9Salty Willy_21