Casting Call – Live from the Sword Coast: Diero Dundragon 5th Level Fighter – 5th Edition Dungeons & Dragons

Diero Dundragon
Diero

Male Human Criminal Fighter 5  XP: 11,870
Faction: The Harpers  Renown: 4
Neutral Good
Representing Steve-O

Strength 16 (+3)
Dexterity 14 (+2)
Constitution 15 (+2)
Intelligence 11 (+0)
Wisdom 12 (+1)
Charisma 11 (+0)
Size: Medium
Height: 6′ 3″
Weight: 230 lb
Skin:
Eyes:
Hair: Light Brown Wavy; Beardless

Maximum Hit Points: 44
Hit Dice: 5d10
Speed: 30 feet
Armor Class: 16 = 10 + 4 [breastplate] + 2 [dexterity]

Proficiency bonus: +3
Initiative modifier: + 2 = + 2 [dexterity]
Attack (handheld / thrown): + 6 = + 3 [proficiency] + 3 [strength]
Attack (missile / finesse): + 5 = + 3 [proficiency] + 2 [dexterity]
Strength save: + 6 = + 3 [proficiency] + 3 [strength]
Dexterity save: + 2 = + 2 [dexterity]
Constitution save: + 5 = + 3 [proficiency] + 2 [constitution]
Intelligence save: + 0
Wisdom save: + 1 = + 1 [wisdom]
Charisma save: + 0
Insight (passive): 11 (16 with advantage)
Perception (passive): 14 (19 with advantage)

Carry: 240 lb maximum

Languages: Common Chondathan
Proficiencies: Blacksmith’s Tools, Dice, Martial Weapons, Simple Weapons,   Thieves Tools, Light Armor, Medium Armor, Heavy Armor

Unarmed strike [+6 to hit; 1+3 bludgeoning]
Handaxe [+6 to hit; 1d6+3 slashing, 3 lb, light, thrown (range 20/60)]
Battleaxe [+6 to hit; 1d8+3 slashing, 5 lb, versatile (1d10 slashing)]

Breastplate [medium; + 4 AC; max dex + 2; 20 lb.]

Feats:

Sharpshooter No disadvantage on long range; range attacks ignore half and three quarter cover; can take -5 on ranged attacks to do +10 damage
Skill Name Key Ability Skill Modifier Ability Modifier Trained? Misc. Modifier
Acrobatics Dex 2 = +2
Animal Handling Wis 1 = +1
Arcana Int 0 = +0
Athletics Str 6 = +3 + 3
Deception Cha 0 = +0
History Int 0 = +0
Insight Wis 1 = +1
Intimidation Cha 0 = +0
Investigation Int 0 = +0
Medicine Wis 1 = +1
Nature Int 0 = +0
Perception Wis 4 = +1 + 3
Performance Cha 0 = +0
Persuasion Cha 0 = +0
Religion Int 0 = +0
Sleight of Hand Dex 2 = +2
Stealth Dex 5 = +2 + 3
Survival Wis 4 = +1 + 3

At fighter level 5, as a battle master you know 3 maneuvers. These are:
Disarming Attack – When he hits a creature with a weapon attack, Diero can spend 1 Sup die to attempt to disarm. Add sup die to damage roll and target makes Str save DC 13 or drop an object carried to its feet.
Maneuvering Attack – When he hits a creature with a weapon attack, Diero can expend 1 Sup die to the damage roll and a friendly creature who can see or hear him can move up to half its speed without provoking an attack from Diero’s target.
Precision Attack – When he makes a weapon attack, Diero can expend 1 Sup die and add it to the roll, he can add this die before or after the roll.

Criminal

  • You have underworld contacts.

Fighter

  • This fighter selected the two-weapon fighting style, and can add the ability modifier to the damage of the second attack.
  • Second Wind: As an action, regain hit points equal to 1d10+5 (1d10 + your fighter level). Once per period between short rests.
  • Level 2: Action surge — use it to take an extra action on a turn. Must take a short rest before using again.
  • Level 5: Diero can attack twice when he takes the Attack action.

Battle Master Fighter (martial archetype)

  • Level 3: Combat superiority — four d8 superiority dice, three maneuvers.
  • Level 3: Student of war — proficiency with blacksmith tools.

First Ability Score Improvement: Feat

Diero Dundragon’s Equipment:

Money: 95 gold pieces.

Hat of Disguise: While wearing this hat, Diero can use an action to cast the disguise self spell from it at will. The spell ends if the hat is removed.

Backpack, Mess kit, Dice, Rations (1 day) x10, Rope (50′, hempen), Tinderbox, Waterskins, Healer kit, and Thieves’ tools.

Diero Dundragon’s Personality Traits: Slow to Trust: Those who seem the fairest often have the most to hide.
Diero Dundragon’s Ideal: Redemption: There’s a spark of good in everyone.
Diero Dundragon’s Bond: I will become the greatest rebel that has ever lived.
Diero Dundragon’s Flaw: I turn tail and run when things look bad. 

Harpers Contacts:
Brother Leosin Erlanthar: Half-Elf Monk of Lathander who travels up and down the River Chionthar, from Berdusk to Baldur’s Gate– Contact Bond Level 2

Benji Frankfoot: Halfling barrister/advocate who helps resolve trade disputes in Baldur’s Gate– Contact Bond Level 1

Casting Call – Live from the Sword Coast: Diero Dundragon 5th Level Fighter – 5th Edition Dungeons & Dragons

Casting Call – Live from the Sword Coast: Malark Buckman 5th Level Monk- 5th Edition Dungeons & Dragons

Malark Buckman
Malark

Male Human Folk-Hero Monk 5 XP: 12,370
Faction: The Harpers     Renown: 4
Neutral Good
Representing Jeff Ivey

Strength 14 (+2)
Dexterity 16 (+3)
Constitution 14 (+2)
Intelligence 11 (+0)
Wisdom 14 (+2)
Charisma 10 (+0)
Size: Medium
Height: 6′ 8″
Weight: 210 lb
Skin: Tan
Eyes:
Hair: None

Maximum Hit Points: 38
Hit Dice: 5d8
Speed: 50 feet [mobile] [monk]
Armor Class: 15 = 10 + 3 [dexterity] + 2 [monk wisdom]

Proficiency bonus: +3
Initiative modifier: + 3 = + 3 [dexterity]
Attack (handheld / thrown): + 4 = + 3 [proficiency] + 2 [strength]
Attack (missile / finesse): + 5 = + 3 [proficiency] + 3 [dexterity]
Strength save: + 5 = + 3 [proficiency] + 2 [strength]
Dexterity save: + 6 = + 3 [proficiency] + 3 [dexterity]
Constitution save: + 2 = + 2 [constitution]
Intelligence save: + 0
Wisdom save: + 2 = + 2 [wisdom]
Charisma save: + 0
Insight (passive): 12 (17 with advantage)
Perception (passive): 12 (17 with advantage)

Carry: 210 lb maximum

Languages: Common Chondathan
Proficiencies: Land Vehicles, Simple Weapons, Shortswords, Painter’s Tools

Unarmed strike [+6 to hit; 1d6+3 bludgeoning]
Tetsubo [+6 to hit; 1d8+3 bludgeoning, 10 lb, two-handed]
10 Darts [+6 to hit; 1d4+3 piercing, 1 lb each, finesse, thrown (range 30/120)]

Feats:

Mobile Speed increases by ten feet; difficult terrain does not interfere with dash, making melee attack does not provoke opportunity attack from that creature
Skill Name Key Ability Skill Modifier Ability Modifier Trained? Misc. Modifier
Acrobatics Dex 6 = +3 + 3
Animal Handling Wis 5 = +2 + 3
Arcana Int 0 = +0
Athletics Str 5 = +2 + 3
Deception Cha 0 = +0
History Int 0 = +0
Insight Wis 2 = +2
Intimidation Cha 0 = +0
Investigation Int 0 = +0
Medicine Wis 2 = +2
Nature Int 0 = +0
Perception Wis 2 = +2
Performance Cha 0 = +0
Persuasion Cha 0 = +0
Religion Int 0 = +0
Sleight of Hand Dex 3 = +3
Stealth Dex 3 = +3
Survival Wis 5 = +2 + 3

Folk Hero

  • You can find a welcome and protection from ordinary people as long as you are decent.

Monk

  • Level 5: Unarmed strike damage 1d6
  • Level 1: Unarmored defense — if no armor or shield, add wisdom and dexterity bonuses to armor class
  • Level 2: Four (4) ki points — ki points renew upon making a short rest.
  • Level 2: Flurry of blows — spend a ki point to make two additional unarmed attacks as a bonus action
  • Level 2: Patient defense– spend a ki point to make a dodge action as a bonus on your turn
  • Level 2: Step of the wind — spend a ki point to make a disengage or dash as a bonus action on your turn, double jump distance for that turn
  • Level 2: Unarmored movement — add ten to speed if unarmored and no shield
  • Level 3: Deflect missiles – use your reaction to reduce damage of missiles by 1d10+8. If reduced to zero, spend 1 ki point to make a ranged weapon attack as part of the same reaction.
  • Level 4: Slow fall — use your reaction to reduce falling damage by 25 (5x monk level)
  • Level 5: Stunning Strike – When Malark hits another creature with a melee weapon attack, he can spend 1 ki point to attempt a stunning strike. The target must make a DC 13 Constitution saving throw or be stunned until the end of Malark’s next turn.

Thousand Masters Monk (monastic tradition)

  • Level 3: You know two Martial Arts Forms.

Kill the General Form or “I’m Coming for YOU!”

  • 1 – Two attacks against two different targets and pick a third. The third target has disadvantage on attacks against you.
  • 2 – Three attacks against three targets. One of those targets takes disadvantage on all attacks and saves until the start of your next turn.
  • 3 – At the cost of 3 ki, make six melee attacks against a single target, who must succeed in Str saving throw vs your Athletics roll or suffer disadvantage on all attacks and saves until it is out of your melee range.

Protector Form or “This One Shall Not Fall

  • 1 – You remain adjacent to your defended ally, make two attacks and all attacks against your ally suffer disadvantage.
  • 2 – You make attacks as normal, but you may sacrifice any attack available to reduce damage done to your guided ally or yourself by the amount of damage your attack would do. Attacks against you and your ally suffer disadvantage.
  • 3 – At the cost of 2 ki, all targets within 10 ft must make contested roll against your Athletics. If they fail the roll, they take 4d6 bludgeoning and are knocked back 10ft. If they succeed, they take 2d6 bludgeoning and are not pushed back.

First Ability Score Improvement: Feat

Malark Buckman’s Equipment:

Money: 484 gold pieces.

Backpack, Mess kit, Rations (1 day) x10, Rope (50′, hempen), Tinderbox, Torches x10, Waterskins, Painter supplies, Healer kit

Malark Buckman’s Personality Traits: Thinking is for other people. I prefer action.
Malark Buckman’s Ideal: Respect: People deserve to be treated with dignity and respect.
Malark Buckman’s Bond: I protect those who cannot protect themselves.
Malark Buckman’s Flaw: Too tall and bad temper.

Harpers Contacts:

Brother Leosin Erlanthar: Half-Elf Monk of Lathander who travels up and down the River Chionthar, from Berdusk to Baldur’s Gate– Contact Bond Level 2

Jaromir: Human Wizard/Diviner who works as a Seer, Sage, and Fortune Teller in Baldur’s Gate– Contact Bond Level 1

CHOMPER (WARHORSE) – Harper Follower
Large beast, unaligned
Armor Class 11 (natural armor)
Hit Points 33
Speed 60 ft.
STR 18 (+4) DEX 12 (+1) CON 13 (+1) INT 2 (-4) WIS 12 (+1) CHA 7 (-2)
Senses passive Perception 11
Languages:
Trampling Charge. If Chomper moves at least 20 feet straight towards a creature right before hitting it with a hooves attack, the target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, Chomper can take a bonus action to make another attack with its hooves against the target.
ACTIONS
Hooves.
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 2d6+4 bludgeoning damage.

Casting Call – Live from the Sword Coast: Malark Buckman 5th Level Monk- 5th Edition Dungeons & Dragons

The Value of Friends – Expanded Faction Rules for the Tyranny of Dragons Campaign

EXPANDED FACTION BENEFITS FOR THE TYRANNY OF DRAGONS CAMPAIGN

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Since the launch of 5th Edition Dungeons & Dragons, I have been running the Tyranny of Dragons campaign as a biweekly D&D game.

This weekend I was reviewing the rules for the various Factions in the Tyranny of Dragons official material, and the Dungeom Master’s Guide, and I’ve come to the conclusion that they do not have enough detail to satisfy my players (they currently amount to “you get stuff as you gain Renown,” but they provide no insight as to what said “stuff” might be).

Rather than abandon the Renown and Faction concepts altogether (some of my players have expressed interest in currying favor with the various factions), I’ve come up with the following rules to use in my home campaign.

I should say, from the outset, that these rules may be more “generous,” in terms of rewards to the players, than other DMs may be comfortable with.

To those DMs, I would suggest that, if nothing else, this approach to Factions is an effective way to provide PCs with tailor-made items within the context of the campaign storyline and avoid the kind of “you just so happened to find something in this crypt perfect for your character” loot reward that feels especially “game-y.”

With that preemptive defence out of the way, let’s get to the Factions!

FORTUNE, FAME AND FRIENDS WITHIN THE FACTIONS

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As we play through the Tyranny of Dragons campaign arc, my players will gain Renown for achieving objectives or undertaking quests that support their respective Faction’s goals.

To date, the characters’ actions against both the Cult of the Dragon and the Church of Cyric have gained them 3 Renown (as background, my campaign features a plot by the Forgotten Realms gods Bane, Bhaal, and Myrkul as a parallel threat, alongside Tiamat’s Cult of the Dragon. Neither these gods, nor the Church of Cyric, play a role in the “official” campaign).

As we the campaign advances, my players will gain Renown at a slower rate than they will XP, and will be mostly independent of their level, but if they try to find ways to help out their Faction, they will be gaining Renown faster.

By setting up the rewards this way, I am hoping that, as the campaign advances, the guys will start independently looking for adventures to help their Factions out, rather than following the trail of crumbs left by the “official” story.

As my players advance in Renown with their respective organizations, they will gain the benefits or followers indicated on the tables below.

If they select the follower options and the followers end up getting killed in the course of play, they will likely be replaced by the organization in a timely fashion, so long as they were slain in pursuit of your Faction’s goals. However, if they are killed in connection with an unrelated matter or as a result of the player’s negligence, it may result in a loss of Renown, as well as a delay in their replacement.

In addition to the benefits or followers they gain at each Renown tier, my campaign’s PCs will gain Contacts within the organization at each tier and they see the bonds with older Contacts grow stronger as their influence in the Faction.

The table below lists the rough guidelines for the level of the bonds between the characters and their Contacts. Each new Contact starts at a level 1 bond, which goes up every time the players reach the next Renown tier (whereupon they also gain a new Contact with a level 1 bond).

This means that, by the time the PCs reach the final Renown tier, they will have five Contacts that they can regularly draw on for advice and support, with bond levels running from 1 to 5.

It is worth noting that the Contacts gained in the Faction are not puppets for the players and will be played as independent characters. Abuse of these Contacts (say by stealing or losing loaned equipment) will result in a loss of Renown in the Faction.

Faction Contacts
Bond Level Relationship with Player Character
1 The relationship is mostly based on mutual interests in the Faction. The Contact will not offer any preferential treatment, but they treat the character with a modicum of resepct.

The Contact will loan the character equipment up to 100 gp in value.

2 The Contact is friendly with the character, but calling them actual friends might be stretching it. The Contact is willing to be inconvenienced in small ways for the character, but will not take the fall for them.

The Contact will provide a secure location for the characters to use (such as a safehouse, the back room of a tavern, or the basement of a warehouse) or loan the character equipment up to 500 gp in value.

3 There is an actual friendship between the Contact and the character and the Contact will go out of their way to aid the character.

The Contact will loan the character equipment up to 5,000 gp in value.

4 The Contact and character know and trust each other, and have for some time. The Contact will back the character, even in risky situations.

The Contact will provide the character access to and use of significant faction-related locations (such as churches, sacred groves, or fortified keeps) or loan the character equipment up to 50,000 gp in value.

5 The Contact will go to the wall for the character and advance the character’s interest without any prompting from the character.

The Contact will advocate for the character’s goals within the Faction itself or loan the character Legendary magic items or artefacts possessed by the Faction.

The two factions featured below that are not included in the “official” Tyranny of Dragons campaign are custom factions introduced for two of the PCs in my home campaign.

For those who may be interested, the Misty Kingdom was created for a Moon Elf Magus from the Elven Kingdom of the Misty Forest and the Host of Daurgothoth was created for a Dragonborn Warlock whose “father” is the dracolich Daurgothoth who opposes the current goals of the Cult of the Dragon.

Enjoy!

HARPERS: “Down with tyranny. Fairness and equality for all.”
Typical quests include securing an artifact that would upset the balance of power in a region, gathering information on a powerful individual or organization, and determining the true intentions of an ambitious political figure or evil spellcaster.
Renown Title Available Benefits
1 Watcher A silver pin shaped like a harp.
3 Harpshadow A Ring of Mind Shielding or a Hat of Disguise or a Harper Spy follower or a Warhorse
10 Brightcandle Gem of Seeing or a Ring of Free Action or a 6th level Harper Mage follower or 5 Harper Spy followers.
25 Wise Owl Tome of Clear Thought or Tome of Leadership and Influence or 10th level Cleric of Deneir follower or 10 Harper Spy followers.
50 High Harper A Legendary Magic Item or powerful new follower.
ORDER OF THE GAUNTLET: “Protect the weak and crush the wicked.”
Typical quests include protecting a town under attack by bandits, seeking out and destroying powerful evil creatures, uncovering and thwarting the plots of evil cults and organizations.
Renown Title Available Benefits
1 Chevall A tabard with the symbol of a clenched right gauntlet.
3 Marcheon A Cloak of Protection or a Sentinel Shield or an Animated Armor follower or a Warhorse
10 Whitehawk Belt of Hill Giant Strength or a Staff of Healing or 10 Guards of the Order or a Helmed Horror follower
25 Vindicator A Belt of Fire Giant Strength or a Tome of Understanding or a Young Bronze Dragon follower/mount or three Knights of the Order with Warhorses.
50 Righteous Hand A Legendary Magic Item or powerful new follower.
MISTY KINGDOM: “The time of the Elves has not passed. The light of a new dawn will rise.”
Typical quests include seeking out lost Elven artifacts, protecting the interests of Elven communities, eliminating threats to the Elves and, in particular, to the Misty Kingdom.
Renown Title Available Benefits
1 Scout A silver clasp with a stylized trio of trees shrouded in fog.
3 Mistwalker Boots of Spider Climbing (as Slippers of Spider Climbing only boots) or a Cloak of Elvenkind or a Dire Wolf follower/mount or a Giant Eagle follower/mount.
10 Fogstalker Elven Chain or Wings of Flying or an Eldritch Knight follower mounted on a Hippogriff or two Misty Kingdoms Scouts mounted on Griffons.
25 Forester A Manual of Quickness of Action or a Staff of Thunder and Lightning or a powerful elven Eldritch Knight (reskinned Githyanki Knight) or six Misty Kingdoms Scouts mounted on Griffons
50 King’s Sword A Legendary Magic Item or a powerful new follower.
EMERALD ENCLAVE: “The balance of nature must be protected.”
Typical quests include preventing destruction of a natural region, destroying a threat to the natural balance, or convince a political or military leader of the value of maintaining the natural balance.
Renown Title Available Benefits
1 Springwarden A carved wooden pendant that resembles an oak leaf.
3 Summerstrider A Pearl of Power or Winged Boots or a Brown Bear mount/follower or a Hippogriff mount/follower.
10 Autumnreaver A Staff of the Woodlands or a Stone of Controlling Earth Elementals or an Owlbear follower or five Dire Wolf followers.
25 Winterstalker A Ring of Regeneration or a Tome of Understanding or a 10th level Druid of the Emerald Enclave follower or five Werewolf followers.
50 Master of the Wild A Legendary Magic Item or a powerful new follower.
ZHENTARIM: “Join us and prosper. Oppose us and die.”
Typical quests include plundering or stealing a treasure hoard, powerful magic item or artifact, securing a lucrative business contact or enforcing a preexisting one; and establishing a foothold in a place where the Zhentarim holds little sway.
Renown Title Available Benefits
1 Fang A dull, blackened iron coin with the Zhentarim’s symbol on it.
3 Wolf Gloves of Thieving or a Lantern of Revealing or two Zhentarim Scout followers or a Spectre Thrall follower.
10 Viper A Cloak of Displacement or a Rod of Rulership or a Zhentarim Veteran with 2 Wolves or ten Zhentarim Scout followers.
25 Ardragon A Manual of Quickness of Action or a Tome of Leadership and Influnce or Zhentarim Assassin follower or a 10th level Priest of Cyric follower.
50 Dread Lord A Legendary Magic Item or a powerful new follower.
HOST OF DAURGOTHOTH: “All will serve our deathless father.”
Typical quests include thwarting the Cult of the Dragon, slaying and raising dragons as dracoliches in Daurgothoth’s service, or increasing the temporal power of Daurgothoth.
Renown Title Available Benefits
1 Child A ring of smooth obsidian.
3 Acolyte A Medallion of Thoughts or a Rod of the Pact Keeper or an Undead Half-Dragon Riding Horse or a Half-Dragon Winged Kobold follower.
10 Deathclaw A Cape of the Mountebank or an Ioun Stone of Reserve or a Half-Dragon Bodyguard or two Guard Drake followers.
25 Dracolord A Crystal Ball or a melee weapon of Frost Brand or an Undead Half-Dragon Wyvern mount/follower or three Wight followers.
50 Son (or Daughter) of Death A Legendary Magic Item or a powerful new follower.

Until next time, I remain;

  • THE DUNGEON MUSER
The Value of Friends – Expanded Faction Rules for the Tyranny of Dragons Campaign