Grimslade5
2016-10-03, 10:20 PM
Let's try and build a 5E character together ... again!
Poster #1 will choose Race, and any sub-race if applicable.
#2: Alignment
#3: Background, and alternate background feature, if applicable.
#4: Personality Trait
#5: Ideal
#6: Bond
#7: Flaw
#8: Name and gender
#9: Ability score assignment - use the 15/14/13/12/10/8 array, apply racial bonuses
#10: Racial choices (eg. if race is Variant Human, choose feat, if race is Half-Elf chose bonus skills, if High Elf choose a Cantrip, etc); if race doesn't allow optional choices, skip this step.
#11: Class at 1st level, and any class-related choices (eg. known spells for Sorcerer, fighting style for fighter, etc)
#12: Class at 2nd level, and any class-related choices
...
#30: Class at 20th level, and any class-related choices
All choices must be legal. For this game, let's keep it to all official WotC material INCLUDING UA. Traits, Ideals, Bonds and Flaws can be made up, using PHB guidelines. You may not have an Ideal that's opposed to your Alignment.
The three-post rule applies (don't post unless at least 3 people posted since your previous post)
Let me start.
#1 Minotaur
Ability Score Increase. Your Strength score
increases by 1.
Conqueror’s Virtue. From a young age, you
focused on one of the three virtues of strength,
cunning, or intellect. Your choice of your
Strength, Intelligence, or Wisdom score
increases by 1.
Age. Minotaurs enter adulthood at around the
age of 17 and can live up to 150 years.
Alignment. Minotaurs believe in a strict code
of honor, and thus tend toward law. They are
loyal to the death and make implacable enemies,
even as their brutal culture and disdain for
weakness push them toward evil.
Size. Minotaurs typically stand well over 6 feet
tall and weigh an average of 300 pounds. Your
size is Medium.
Speed. Your base walking speed is 30 feet.
Horns. You are never unarmed. You are
proficient with your horns, which are a melee
weapon that deals 1d10 piercing damage. Your
horns grant you advantage on all checks made to
shove a creature, but not to avoid being shoved
yourself.
Goring Rush. When you use the Dash action
during your turn, you can make a melee attack
with your horns as a bonus action.
Hammering Horns. When you use the Attack
action during your turn to make a melee attack,
you can attempt to shove a creature with your
horns as a bonus action. You cannot use this
shove attempt to knock a creature prone.
Labyrinthine Recall. You can perfectly recall
any path you have traveled.
Sea Reaver. You gain proficiency with
navigator’s tools and vehicles (water).
Languages. You can speak, read, and write
Common.
Poster #1 will choose Race, and any sub-race if applicable.
#2: Alignment
#3: Background, and alternate background feature, if applicable.
#4: Personality Trait
#5: Ideal
#6: Bond
#7: Flaw
#8: Name and gender
#9: Ability score assignment - use the 15/14/13/12/10/8 array, apply racial bonuses
#10: Racial choices (eg. if race is Variant Human, choose feat, if race is Half-Elf chose bonus skills, if High Elf choose a Cantrip, etc); if race doesn't allow optional choices, skip this step.
#11: Class at 1st level, and any class-related choices (eg. known spells for Sorcerer, fighting style for fighter, etc)
#12: Class at 2nd level, and any class-related choices
...
#30: Class at 20th level, and any class-related choices
All choices must be legal. For this game, let's keep it to all official WotC material INCLUDING UA. Traits, Ideals, Bonds and Flaws can be made up, using PHB guidelines. You may not have an Ideal that's opposed to your Alignment.
The three-post rule applies (don't post unless at least 3 people posted since your previous post)
Let me start.
#1 Minotaur
Ability Score Increase. Your Strength score
increases by 1.
Conqueror’s Virtue. From a young age, you
focused on one of the three virtues of strength,
cunning, or intellect. Your choice of your
Strength, Intelligence, or Wisdom score
increases by 1.
Age. Minotaurs enter adulthood at around the
age of 17 and can live up to 150 years.
Alignment. Minotaurs believe in a strict code
of honor, and thus tend toward law. They are
loyal to the death and make implacable enemies,
even as their brutal culture and disdain for
weakness push them toward evil.
Size. Minotaurs typically stand well over 6 feet
tall and weigh an average of 300 pounds. Your
size is Medium.
Speed. Your base walking speed is 30 feet.
Horns. You are never unarmed. You are
proficient with your horns, which are a melee
weapon that deals 1d10 piercing damage. Your
horns grant you advantage on all checks made to
shove a creature, but not to avoid being shoved
yourself.
Goring Rush. When you use the Dash action
during your turn, you can make a melee attack
with your horns as a bonus action.
Hammering Horns. When you use the Attack
action during your turn to make a melee attack,
you can attempt to shove a creature with your
horns as a bonus action. You cannot use this
shove attempt to knock a creature prone.
Labyrinthine Recall. You can perfectly recall
any path you have traveled.
Sea Reaver. You gain proficiency with
navigator’s tools and vehicles (water).
Languages. You can speak, read, and write
Common.