Casting Call – Live from the Sword Coast: Maurgoth Son of Daurgoth 5th Level Warlock – 5th Edition Dungeons & Dragons

Maurgoth Son of Daurgothoth
rimas_the_dragonborn_by_fushark-d3iiidf

Male Dragonborn Charlatan Warlock 5  XP: 12,370
Faction: Host of Daurgothoth                    Renown: 3 Neutral Good
Representing Nick

Strength 10 (19) (+0)(+4)
Dexterity 14 (+2)
Constitution 14 (+2)
Intelligence 10 (+0)
Wisdom 10 (+0)
Charisma 16 (+3)
Size: Medium
Height: 6′ 3″
Weight: 250 lb
Skin: Red
Eyes:
Hair: None

Maximum Hit Points: 38
Hit Dice 5d8
Speed: 30 feet
Armor Class: 13 = 10 + 1 [leather] + 2 [dexterity]

Proficiency bonus: +3
Initiative modifier: + 2 = + 2 [dexterity]
Attack (handheld / thrown): + 7 = + 3 [proficiency] + 4 [strength]
Attack (missile / finesse): + 5 = + 3 [proficiency] + 2 [dexterity]
Strength save: + 4
Dexterity save: + 2 = + 2 [dexterity]
Constitution save: + 2 = + 2 [constitution]
Intelligence save: + 0
Wisdom save: + 3 = + 3 [proficiency]
Charisma save: + 6 = + 3 [proficiency] + 3 [charisma]
Insight (passive): 10 (15 with advantage)
Perception (passive): 10 (15 with advantage)

Carry: 150 lb maximum

Languages: Common Draconic
Proficiencies: Simple Weapons, Light Armor, Disguise Kit, Forgery Kit

Eldritch Blast [Two blasts at +6 to hit; 1d10+3 force damage (range 120)]
Vivexvalignant (Greatsword) [+8 to hit; 2d6+5 slashing]
Unarmed strike [+7 to hit; 5 bludgeoning]
2 Daggers [+7 to hit; 1d4+4 piercing, 1 lb, finesse, light, thrown (range 20/60)]

Leather armor [light; + 1 AC; 10 lb.]

EMBER – Pseudodragon familiar Str 6 (-2) Dex 15 (+2) Con 13 (+1) Int 10 (+0) Wis 12 (+1) Cha 10 (+0) AC 13; HP 7; Speed 15 fly 60; perception +3; stealth +4; blindsight 10, darkvision 60, passive perception 13, understands common and draconic but does not speak; advantage on perception checks involving sight, hearing or smell; advantage on saves vs spells and other magic, limited telepathy, bite +4 to hit, reach 5, damage 1d4+2 piercing; sting +4 to hit, save vs constitution DC 11 sleep poison

Feats: Lucky
Skill Name Key Ability Skill Modifier Ability Modifier Trained? Misc. Modifier
Acrobatics Dex 2 = +2
Animal Handling Wis 0 = +0
Arcana Int 0 = +0
Athletics Str 0 = +0
Deception Cha 6 = +3 + 3
History Int 0 = +0
Insight Wis 0 = +0
Intimidation Cha 6 = +3 + 3
Investigation Int 3 = +0 + 3
Medicine Wis 0 = +0
Nature Int 0 = +0
Perception Wis 0 = +0
Performance Cha 3 = +3
Persuasion Cha 6 = +3 + 3
Religion Int 0 = +0
Sleight of Hand Dex 2 = +2
Stealth Dex 2 = +2
Survival Wis 0 = +0

At warlock level 4, you know 3 warlock cantrips. Maurgoth’s cantrips are Eldritch, Friends, and True Strike.

Maurgoth has 2 Second-level spell slots, which regenerate on a short rest.

At warlock level 5, Maurgoth knows 6 warlock spells. Maurgoth’s spells are Arms of Hadar, Command, Fly, Hex, Invisibility, and Scorching Ray.

At warlock level 5, Maurgoth knows 3 warlock invocations.

Agonizing Blast – Maurgoth adds his Cha to damage on his Eldritch Blast

Mask of Many Faces – Maurgoth can cast disguise self without expending a spell slot (see spell in his spellbook).

One With Shadows – When Maurgoth is in an area of dim light or darkness, he can use his action to become invisible until he moves or takes an action or a reaction.

Red Dragonborn

  • The breath weapon does 2d6 fire damage in 15ft cone. A short rest is required to recharge.
  • Breath weapon is a 15 foot cone of fire, dexterity saves.
  • Red dragonborn are resistant to fire.

Charlatan

  • You have a fake identity alter-ego.

Fiendish Pact Warlock

  • The DC to resist your spells is 14 [8 + proficiency bonus + your charisma modifier].
  • Level 1: Dark Ones Blessing — on reducing enemy to 0 hp, gain temporary hp equal to your charisma modifier plus warlock level (7 hps).

Chain pact (warlock)

First Ability Score Improvement: Feat

Maurgoth Son of Daurgoth’s Equipment:

Money: 495 gold pieces.

Vivexvalignant – (Attunded) This greatsword is a 5 1/2 foot long blade of oily, dark-gray iron named Vivexvalignant (“Burning Victory”). The hilt is a soot-stained representation of two black dragon heads rearing towards each other, and the hilt is wrapped in alchemically treated reptile skin.

It functions as a +1 Greatsword that grants the wielder resistance to acid, the wielder can understand spoken Draconic, those creatures hit with the blade are unable to heal for 1 round, and the wielder can cast the spell Compelled Duel once per day, when attuned. Otherwise, it is simply a +1 Greatsword.

Cinderstrong Bands: These vambraces are made of a blackened iron that appears coated in soot that does not rub off. The leather straps on the back seem, likewise, charred. The vambraces feature the wrought iron faces of demonic, horned humanoid creatures wreathed in stylized flames in a distinctly ancient style reminiscent of the lost Calim Empire (which fell 7000 years ago). Along the edges, they feature the crude runic script of the Ignan tongue (a subset language of Primordial…the language of the inhuman elemental planes). When the Cinderstrong Bands are worn, the wearer’s Strength is 19. They require attunement.

Backpack, Gaming set (proficient), Ink pen, Ink vial, Mess kit, Parchment sheets x10, Rations (1 day) x10, Rope (50′, hempen), Tinderbox Waterskins, Disguise kit (proficient), Wand, and Book of Lore

Maurgoth Son of Daurgoth’s Personality Traits: I lie about almost everything, even when there is no reason to do so.
Maurgoth Son of Daurgoth’s Ideal: Independence: I am a free spirit – no one tells me what to do.
Maurgoth Son of Daurgoth’s Bond: Wanted by his father the Dracolich after he betrayed him.
Maurgoth Son of Daurgoth’s Flaw: Can’t resist swindling more powerful beings. 

Host of Daurgothoth Contacts:

Veygauth: Dragonborn Illusionist who is one of the favoured children of Daurgothoth. Mostly based out of Waterdeep, where he poses as a human who repairs and crafts stringed musical instruments– Contact Bond Level 2.

Durek Irthosavutha (Black Secret): Dwarven thug and shakedown artist with the Guilde who lives in the Outer City of Baldur’s Gate – Contact Bond Level 1

ARVOUL – HALF-DRAGON WINGED KOBOLD – Host of Daurgothoth Follower
Arvoul
Small humanoid, lawful evil
Armor Class 13 (natural armor)
Hit Points 15
Speed 30 ft., fly 30 ft.
STR 7 (-2) DEX 16 (+3) CON 9 (-1) INT 10 (+0) WIS 7 (-2) CHA 8 (-1)
Damage Resistance: fire
Senses darkvision 60 ft., passive Perception 8
Languages: Common, Draconic
Sunlight Sensitivity. While in sunlight, Arvoul has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Pack Tactics. Arvoul has advantage on an attack roll against a creature if at least one of Arvoul’s allies is within 5 feet of the creature and the ally isn’t incapacitated.
ACTIONS.
Dagger. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1d4+3 piercing damage.
Dropped Rock. Ranged Weapon Attack. +5 to hit, one target directly below Arvoul. Hit: 1d6+3 bludgeoning damage.
Fire Breath (Recharge 5-6). Arvoul exhales fire in a 15-foot cone. Each creature in that area must make a DC 13 Dexterity saving throw, taking 24 (7d6) fire damage on a failed save, or half as much damage on a successful one.

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Casting Call – Live from the Sword Coast: Maurgoth Son of Daurgoth 5th Level Warlock – 5th Edition Dungeons & Dragons

Live from the Sword Coast – A 5th Edition Dungeons & Dragons Session Recorded Live on February 27, 2015

For your viewing pleasure, I present the third episode of the Live from the Sword Coast podcast (featuring recordings of my gaming group’s 5th Edition Dungeons & Dragons campaign).

Tonight’s Cast:
Dungeon Master: Kevin Madison
Carrick Moonwhisper: Jadon Thiessen
Diero Dundragon: Stevie Mo
Malark Buckman: Jeff Ivey
Beradin Toraktalomar: Dave Oomah
Wrenn Pock: Brent Vandurme

Please note that this video contains SPOILERS for the Hoard of the Dragon Queen adventure and the Tyranny of Dragons campaign.

You can find the stats for this session’s player characters here:

Beradin Toraktaalomar

Carrick Moonwhisper

Diero Dundragon

Malark Buckman

Wrenn Pock

You can find rules for the Magus class in 5E here and rules for the Dwarven Ales mentioned in this episode here.

I hope you enjoy joining our session and, if you have any questions or concerns, please do not hesitate to send them my way at dungeonmusings@gmail.com.

Oh, and you can follow me on Twitter @dungeonmusings

Until next time I remain,

The Dungeon Muser

Live from the Sword Coast – A 5th Edition Dungeons & Dragons Session Recorded Live on February 27, 2015

Casting Call – Live from the Sword Coast: Wrenn Pock 5th Level Druid – 5th Edition Dungeons & Dragons

Wrenn Raulnor Turen Pock
Wrenn
Male Gnome Outlander Druid 5 XP 9,500
Faction: Emerald Enclave  Renown 3
Neutral Good
Representing Brent Vandurme

Strength 10 (+0)
Dexterity 14 (+2)
Constitution 13 (+1)
Intelligence 14 (+2)
Wisdom 16 (+3)
Charisma 10 (+0)
Size: Small
Height: 3′ 7″
Weight: 43 lb
Skin: Pale
Eyes:
Hair: Blond; Light Beard

Maximum Hit Points: 33
Hit Dice: 5d8
Speed: 25 feet
Armor Class: 15 = 10 + 1 [leather] + 2 [wood shield] + 2 [dexterity]

Proficiency bonus: +3
Initiative modifier: + 2 = + 2 [dexterity]
Attack (handheld / thrown): + 3 = + 3 [proficiency]
Attack (missile / finesse): + 5 = + 3 [proficiency] + 2 [dexterity]
Strength save: + 0
Dexterity save: + 2 = + 2 [dexterity]
Constitution save: + 1 = + 1 [constitution]
Intelligence save: + 5 = + 3 [proficiency] + 2 [intelligence]
Wisdom save: + 6 = + 3 [proficiency] + 3 [wisdom]
Charisma save: + 0
Insight (passive): 13 (18 with advantage)
Perception (passive): 16 (21 with advantage)

Languages: Common, Druidic, Elvish, Gnomish

Unarmed strike [+3 to hit; 1 bludgeoning]

Quarterstaff [+3 to hit; 1d6 bludgeoning, 4 lb]

Scimitar [+5 to hit; 1d6+2 slashing, 3 lb, finesse, light]

Leather armor [light; + 1 AC; 5 lb.]

Wood Shield [+2 AC; 3 lb.]

Feats:

Observant +1 wisdom; read lips; +5 on passive perception and investigation
Skill Name Key Ability Skill Modifier Ability Modifier Trained? Misc. Modifier
Acrobatics Dex 2 = +2
Animal Handling Wis 3 = +3
Arcana Int 2 = +2
Athletics Str 3 = +0 + 3
Deception Cha 0 = +0
History Int 2 = +2
Insight Wis 3 = +3
Intimidation Cha 0 = +0
Investigation Int 2 = +2
Medicine Wis 3 = +3
Nature Int 5 = +2 + 3
Perception Wis 6 = +3 + 3
Performance Cha 0 = +0
Persuasion Cha 0 = +0
Religion Int 2 = +2
Sleight of Hand Dex 2 = +2
Stealth Dex 2 = +2
Survival Wis 6 = +3 + 3

Forest Gnomes know the Minor Illusion cantrip.

Druid spells:
First-level castings: 4/day
Second-level castings: 3/day
Third-level castings: 2/day

At druid level 4, Wrenn Raulnor Turen Pock knows 3 druid cantrips.
Guidance
Produce Flame
Thorn Whip

Wrenn Raulnor Turen Pock’s level and wisdom allow him to prepare 8 Druid spells daily.

Wrenn Raulnor Turen Pock is proficient with Woodcarver’s tools, the pan flute, dice games, and herbalism.

Gnome

  • Darkvision (see 60 feet black-and-white in pitch-dark)
  • Gnome Cunning: Advantage on all intelligence, wisdom and charisma saves against magic

Forest Gnome (subrace)

  • Forest Gnomes know the minor illusion cantrip and cast it using intelligence (see spellbook).
  • Forest gnomes can communicate simple ideas with small / smaller beasts.

Outlander

  • You are from a wilderness community.
  • You always have your bearings in unfamiliar territory, and can enable at least five companions to live off the land.

Druid

  • Ritual caster.
  • The DC to resist your spells is DC 14 (8 + proficiency bonus + your wisdom modifier).
  • Level 2: Wild shape (2x, regain uses with short rest); challenge raging 1, no fly.
  • Valid Wild Shape Forms include: Badger, Cat, Frog, Lizard, Rat, Giant Crab, Giant Rat, Giant Weasel, Mastiff, Poisonous Snake, Boar, Constrictor Snake, Elk, Giant Badger, Giant Centipede, Giant Frog, Giant Lizard, Giant Poisonous Snake, Giant Wolf Spider, Riding Horse, Wolf, Black Bear, Crocodile, Warhorse, Brown Bear, Dire Wolf, Giant Spider, Giant Toad.

Druid of the Moon (circle)

  • Level 2: Combat Wild Shape — shape change is bonus action rather than action; may expend a spell slot to regain 1d8 hp/level of the slot expended.
  • Level 2: Moon shapes — can have challenge rating one.

First Ability Score Improvement: Feat

Globe of Contemplation: An apple-sized sphere of smooth crystal that has tiny, smooth Elvish script carved across its surface, with three stylized leaves that serve as “legs” for the globe. The design and unusual design of the script suggest that the Globe was created by craftsmen from a fallen Elven kingdom (lost over 12,000 years ago).

When the appropriate Elvish command word is spoken (Teu-iiri, Elvish for “moonlight”), it emanates light, as the Light spell.

When the Elvish word for follow (Rluuth) is spoken, the illuminated Globe rises into the air and floats no more than 5ft off the ground. It follows the speaker around, maintaining a distance of no more than 20ft. While active in this manner, the Globe also provides some warning of danger to the speaker, granting +2 to initiative.

When one stares into the illuminated globe, prophetic Elvish script in the same unusual style as the carvings along its surface appears, deep within the globe itself.

Wrenn Raulnor Turen Pock’s Personality Traits:
I’m driven by a wanderlust that led me away from home.

Wrenn Raulnor Turen Pock’s Ideal:
Change. Life is like the seasons, in constant change, and we must change with it.

Wrenn Raulnor Turen Pock’s Bond:
Searching for his lost half-elf friend, Talis.

Wrenn Raulnor Turen Pock’s Flaw:
There’s no room for caution in a life lived to the fullest.

Emerald Enclave Contacts:
Greymane: Wemic Druid, who roams with his tribe, moving from the Shining Plains, to the Western Heartlands, to the Sword Coast– Contact Bond Level 2. To contact Greymane, you use the Animal Messenger spell to start a chain of messages that will eventually reach Greymane. You will receive a response from, and/or Greymane’s attendance, 2d6 days after the Messenger is sent.

Elovar Grassrunner: Wood Elf Druid /Ranger who works as a trapper, guide, and scout in the region near Baldur’s Gate – Contact Bond Level 1

Casting Call – Live from the Sword Coast: Wrenn Pock 5th Level Druid – 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
Neutral Good
Representing Jeff

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): + 5 = + 3 [proficiency] + 2 [strength]
Attack (missile / finesse): + 6 = + 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)

Languages: Common Chondathan

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.
  • You can probably operate ordinary land vehicles.
  • You are proficient with one set of artisan tools.

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: Five(5) 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: Extra Attack – Malark can attack twice when he takes the Attack action
  • 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.

Open Hand Monk (monastic tradition)

  • Level 3: You can impose on an opponent that you have hit with flurry of blows either save vs dexterity of be knocked prone, save vs strength or get pushed 15 feet, or not take reactions until the end of your next turn.

First Ability Score Improvement: Feat

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.

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

Casting Call – Live from the Sword Coast: Kelvalos Stormwind 5th Level Wizard – 5th Edition Dungeons & Dragons

Kelvalos Stormwind

Kelvalos

Male Human Sage Wizard 5
Neutral Good
Representing James Beernaerts

Strength 9 (-1)
Dexterity 11 (+0)
Constitution 16 (+3)
Intelligence 19 (+4)
Wisdom 12 (+1)
Charisma 9 (-1)
Size: Medium
Height: 5′ 6″
Weight: 165 lb
Skin: Light
Eyes:  
Hair: Blond Straight; Average Beard

Maximum Hit Points: 37
Hit Dice: 5d6
Speed: 30 feet
Armor Class: 10

Proficiency bonus: +3  
Initiative modifier: + 0 = + 0 [dexterity]
Attack (handheld / thrown): + 1 = + 3 [proficiency] -1 [strength]
Attack (missile / finesse): + 2 = + 3 [proficiency]
Strength save: -1 = -1 [strength]
Dexterity save: + 0  
Constitution save: + 3 = + 3 [constitution]
Intelligence save: + 6 = + 3 [proficiency] + 4 [intelligence]
Wisdom save: + 3 = + 3 [proficiency] + 1 [wisdom]
Charisma save: -1 = -1 [charisma]
Insight (passive): 14 (19 with advantage)
Perception (passive): 14 (19 with advantage)

Languages: Common, Draconic, Dwarven, Elvish

Firebolt [+7 to hit; 2d10 fire damage (range 120)]

Unarmed strike [+2 to hit; 1-1 bludgeoning]

Dagger [+3 to hit; 1d4 piercing, 1 lb, finesse, light, thrown (range 20/60)]

Feats:

Observant +1 intelligence; read lips; +5 on passive perception and investigation
Skill Name Key Ability Skill Modifier Ability Modifier Trained? Misc. Modifier
Acrobatics Dex 0 = +0    
Animal Handling Wis 1 = +1    
Arcana Int 6 = +4 + 2  
Athletics Str -1 = -1    
Deception Cha -1 = -1    
History Int 7 = +4 + 3  
Insight Wis 4 = +1 + 3  
Intimidation Cha -1 = -1    
Investigation Int 7 = +4 + 3  
Medicine Wis 1 = +1    
Nature Int 4 = +4    
Perception Wis 4 = +1 + 3  
Performance Cha -1 = -1    
Persuasion Cha -1 = -1    
Religion Int 4 = +4    
Sleight of Hand Dex 0 = +0    
Stealth Dex 0 = +0    
Survival Wis 1 = +1    

Wizard spells:
First-level castings: 4/day
Second-level castings: 3/day
Third-level castings: 2/day

At wizard level 4, you know 4 wizard cantrips. Mark your Wizard Cantrip(s) here:
Fire Bolt
Friends
Light
True Strike

You can prepare 9 wizard spells daily.

First Level Wizard spells:
Comprehend Languages
Detect Magic
Expeditious Retreat
Feather Fall
Identify
Illusory Script
Mage Armor [abjuration]
Unseen Servant
Witch Bolt

Second Level Wizard spells:
Blur
Detect Thoughts
Flaming Sphere
Invisibility
See Invisibility

Third Level Wizard spells:
Counterspell
Haste

Sage

  • You know at least where to find almost any piece of information.

Wizard

  • The DC to resist your spells is DC 15 (8 + proficiency bonus + your intelligence modifier).
  • Ritual casting.
  • Arcane Recovery: Once per day, recover expended spell slots (level 6 or under) up to half your wizard level (2).

Abjuration wizard (school)

  • Level 2: Abjuration savant — the time and cost to put an abjuration spell into your spellbook is halved
  • Level 2: Arcane ward — casting abjurations generates a barrier that absorbs 14 hit points of damage for you. Recharges when you cast another abjuration.

First Ability Score Improvement: +2 intelligence

Kobold Glue Pot: Each creature within 10ft of bomb’s target must succeed on a DC 11 Dexterity saving throw or be restrained. The target or another creature within reach of it can use an action to make a DC 11 Strength check; if the check succeeds, the effect on the target ends.

The Darkfrost Ring: Made of smooth white marble, this ring resizes itself to fit the wearer’s finger as if made for the wearer all along. The carvings along the ring depict the faces of deep gnome heroes wreathed in stylized fur.

Functions as a Ring of Cold Resistance (1/2 damage from Cold) and it allows the wearer to use an action to cause his voice to carry clearly for up to 300 feet until the end of the wearer’s next turn.

Scroll of Invisibility
Scroll of See Invisibility

Kelvalos Stormwind’s Personality Traits:
I have read every book in Candlekeep – or I like to boast that I have.

Kelvalos Stormwind’s Ideal:
No Limits: Nothing should fetter the infinite possibility of existence.

Kelvalos Stormwind’s Bond:
I am a book buyer for Candlekeep.

Kelvalos Stormwind’s Flaw:
I am easily distracted by the promise of new info.

Casting Call – Live from the Sword Coast: Kelvalos Stormwind 5th Level Wizard – 5th Edition Dungeons & Dragons

Casting Call – Live from the Sword Coast: Maurgoth Son of Daurgoth 5th Level Warlock – 5th Edition Dungeons & Dragons

Maurgoth Son of Daurgoth

rimas_the_dragonborn_by_fushark-d3iiidf

Male Dragonborn Charlatan Warlock 5
Neutral Good
Representing Nick Enns

Strength 10 (19) (+0)(+4)
Dexterity 14 (+2)
Constitution 14 (+2)
Intelligence 10 (+0)
Wisdom 10 (+0)
Charisma 16 (+3)
Size: Medium
Height: 6′ 3″
Weight: 250 lb
Skin: Red
Eyes:
Hair: None

Maximum Hit Points: 38
Hit Dice 5d8
Speed: 30 feet
Armor Class: 13 = 10 + 1 [leather] + 2 [dexterity]

Proficiency bonus: +3
Initiative modifier: + 2 = + 2 [dexterity]
Attack (handheld / thrown): + 7 = + 3 [proficiency] + 4 [strength]
Attack (missile / finesse): + 5 = + 3 [proficiency] + 2 [dexterity]
Strength save: + 4
Dexterity save: + 2 = + 2 [dexterity]
Constitution save: + 2 = + 2 [constitution]
Intelligence save: + 0
Wisdom save: + 3 = + 3 [proficiency]
Charisma save: + 6 = + 3 [proficiency] + 3 [charisma]
Insight (passive): 10 (15 with advantage)
Perception (passive): 10 (15 with advantage)

Carry: 150 lb maximum

Languages: Common Draconic

Eldritch Blast [Two beams at +6 to hit; 1d10+3 force damage (range 120)]

Vivexvalignant (Greatsword) [+8 to hit; 2d6+5 slashing]

Unarmed strike [+7 to hit; 5 bludgeoning]

2 Daggers [+7 to hit; 1d4+4 piercing, 1 lb, finesse, light, thrown (range 20/60)]

Leather armor [light; + 1 AC; 10 lb.]

EMBER – Pseudodragon familiar Str 6 (-2) Dex 15 (+2) Con 13 (+1) Int 10 (+0) Wis 12 (+1) Cha 10 (+0) AC 13; HP 7; Speed 15 fly 60; perception +3; stealth +4; blindsight 10, darkvision 60, passive perception 13, understands common and draconic but does not speak; advantage on perception checks involving sight, hearing or smell; advantage on saves vs spells and other magic, limited telepathy, bite +4 to hit, reach 5, damage 1d4+2 piercing; sting +4 to hit, save vs constitution DC 11 sleep poison

Feats:

Lucky
Skill Name Key Ability Skill Modifier Ability Modifier Trained? Misc. Modifier
Acrobatics Dex 2 = +2
Animal Handling Wis 0 = +0
Arcana Int 0 = +0
Athletics Str 0 = +0
Deception Cha 6 = +3 + 3
History Int 0 = +0
Insight Wis 0 = +0
Intimidation Cha 6 = +3 + 3
Investigation Int 3 = +0 + 3
Medicine Wis 0 = +0
Nature Int 0 = +0
Perception Wis 0 = +0
Performance Cha 3 = +3
Persuasion Cha 6 = +3 + 3
Religion Int 0 = +0
Sleight of Hand Dex 2 = +2
Stealth Dex 2 = +2
Survival Wis 0 = +0

At warlock level 4, you know 3 warlock cantrips. Mark your Warlock Cantrip(s) here:
Eldritch Blast
Friends
True Strike

Warlock spells:  Second-level Spell Slots – 2/short rest
At warlock level 5, you know 6 warlock spells.

Mark your First Level Warlock spells here:
Arms of Hadar
Command [pact spell]
Hex

Mark your Second Level Warlock spells here:
Invisibility
Scorching Ray [pact spell]

Mark your Third Level Warlock spells here:
Fly

At warlock level 5, you know 3 warlock invocations.
Check your chosen invocations here.
Agonizing Blast – Maurgoth adds his Cha to damage on his Eldritch Blast
Mask of Many Faces – Maurgoth can cast disguise self without expending a spell slot (see spell in his spellbook).
One With Shadows – When Maurgoth is in an area of dim light or darkness, he can use his action to become invisible until he moves or takes an action or a reaction.

Dragonborn
The breath weapon does 2d6 fire damage in 15ft cone. A short rest is required to recharge.

Red Dragonborn (subrace)

  • Hairless body is covered with black scales.
  • Breath weapon is a 15 foot cone of fire, dexterity saves.
  • Red dragonborn are resistant to fire.

Charlatan

  • You have a fake identity alter-ego.
  • You are an accomplished forger.
  • Proficient with disguise kit and gaming kit / playing cards.

Warlock

  • The DC to resist your spells is 14 [8 + proficiency bonus + your charisma modifier].

Fiendish patron (warlock)

  • Level 1: Dark Ones Blessing — on reducing enemy to 0 hp, gain temporary hp equal to your charisma modifier plus warlock level (8 hps).

Chain pact (warlock)

First Ability Score Improvement: Feat

Maurgoth Son of Daurgoth’s Equipment:

Money: 355 gold pieces.

Vivexvalignant – (Attunded) This greatsword is a 5 1/2 foot long blade of oily, dark-gray iron named Vivexvalignant (“Burning Victory”). The hilt is a soot-stained representation of two black dragon heads rearing towards each other, and the hilt is wrapped in alchemically treated reptile skin.

It functions as a +1 Greatsword that grants the wielder resistance to acid, the wielder can understand spoken Draconic, those creatures hit with the blade are unable to heal for 1 round, and the wielder can cast the spell Compelled Duel once per day, when attuned. Otherwise, it is simply a +1 Greatsword.

Cinderstrong Bands: These vambraces are made of a blackened iron that appears coated in soot that does not rub off. The leather straps on the back seem, likewise, charred. The vambraces feature the wrought iron faces of demonic, horned humanoid creatures wreathed in stylized flames in a distinctly ancient style reminiscent of the lost Calim Empire (which fell 7000 years ago). Along the edges, they feature the crude runic script of the Ignan tongue (a subset language of Primordial…the language of the inhuman elemental planes). When the Cinderstrong Bands are worn, the wearer’s Strength is 19. They require attunement.

Kobold Fire Pot: Each creature in 10ft of bomb’s target must succeed on a DC 11 Dexterity saving throw or take 1d8 fire damage (half on a successful save)

Maurgoth Son of Daurgoth’s Personality Traits:
I lie about almost everything, even when there is no reason to do so.

Maurgoth Son of Daurgoth’s Ideal:
Independence: I am a free spirit – no one tells me what to do.

Maurgoth Son of Daurgoth’s Bond:
Wanted by his father the Dracolich after he betrayed him.

Maurgoth Son of Daurgoth’s Flaw:
Can’t resist swindling more powerful beings.

Casting Call – Live from the Sword Coast: Maurgoth Son of Daurgoth 5th Level Warlock – 5th Edition Dungeons & Dragons

Casting Call – Live from the Sword Coast: Beradin Toraktaalomar 5th Level Cleric- 5th Edition Dungeons & Dragons

Beradin Toraktaalomar

Beradin

Male Dwarf Folk-Hero Cleric 5
Neutral Good
Representing Dave Oomah

Strength 14 (+2)
Dexterity 9 (-1)
Constitution 14 (+2)
Intelligence 10 (+0)
Wisdom 18 (+4)
Charisma 13 (+1)
Size: Medium
Height: 4′ 2″
Weight: 175 lb
Skin: Brown
Eyes: Dark Brown
Hair: Black; Thick Beard / Hirsute

Maximum Hit Points: 43 [includes hill dwarf bonus]
Hit Dice: 5d8
Speed: 25 feet
Armor Class: 18 = 10 + 6 [chain mail] + 2 [steel shield]

Proficiency bonus: +3
Initiative modifier: -1 = -1 [dexterity]
Attack (handheld / thrown): + 5 = + 3 [proficiency] + 2 [strength]
Attack (missile / finesse): + 2 = + 3 [proficiency] -1 [dexterity]
Strength save: + 2 = + 2 [strength]
Dexterity save: -1 = 2 [strength]
Constitution save: + 2 = + 2 [constitution]
Intelligence save: + 0
Wisdom save: + 7 = + 3 [proficiency] + 4 [wisdom]
Charisma save: + 4 = + 3 [proficiency] + 1 [charisma]
Insight (passive): 14 (19 with advantage)
Perception (passive): 14 (19 with advantage)

Carry: 210 lb maximum

Languages: Common Dwarvish

Sacred Flame [DC 15 Dex save or 2d8 radiant damage, (range 60ft)]

Unarmed strike [+5 to hit; 1+2 bludgeoning]

Crossbow, light [+2 to hit; 1d8-1 piercing, 6 lb, ammunition (range 80/320), loading, two-handed]

Warhammer [+5 to hit; 1d8+2 bludgeoning, 4 lb, versatile (1d10 bludgeoning)]

Chain mail [heavy; + 6 AC; max dex + 0; stealth disadvantage; 55 lb.]

Steel Shield [+2 AC; 6 lb.]

Skill Name Key Ability Skill Modifier Ability Modifier Trained? Misc. Modifier
Acrobatics Dex -1 = -1
Animal Handling Wis 4 = +4
Arcana Int 0 = +0
Athletics Str 2 = +2
Deception Cha 1 = +1
History Int 0 = +0
Insight Wis 4 = +4
Intimidation Cha 1 = +1
Investigation Int 0 = +0
Medicine Wis 7 = +4 + 3
Nature Int 0 = +0
Perception Wis 4 = +4
Performance Cha 1 = +1
Persuasion Cha 4 = +1 + 3
Religion Int 3 = +0 + 3
Sleight of Hand Dex -1 = -1
Stealth Dex -1 = -1
Survival Wis 7 = +4 + 3

Cleric spells:
First-level castings: 4/day
Second-level castings: 3/day
Third-level castings: 2/day

At cleric level 4, you know 4 cleric cantrips.
Mark your Cleric Cantrip(s) here:
Guidance
Mending
Sacred Flame
Thaumaturgy

Your level and wisdom allow you to prepare 9 Cleric spells daily. These are in addition to your domain spells.

Dwarf

  • Can move 25 feet even if in heavy armor
  • Darkvision (see 60 feet black-and-white in pitch-dark)
  • Dwarven resilience: Advantage on saving throws against poison, and resistance against poison damage
  • Tool proficiency: Brewer’s Tools
  • Stonecunning (always proficient with double the proficiency bonus on history checks related to stonework; cannot become lost underground)

Folk Hero

  • You can find a welcome and protection from ordinary people as long as you are decent.
  • You can probably operate ordinary land vehicles.
  • You are proficient with Herbalism Kit.

Cleric

  • Proficient in using a healer kit.
  • Ritual caster.
  • The DC to resist your spells is 15 (8 + proficiency bonus + your wisdom modifier).
  • Level 2: Channel Divinity (1 use between short rests)
  • Channel Divinity — Turn Undead (1 action, each undead within 30ft makes Wis save DC 15. If failed, creature is turned and must move away and cannot take reactions, taking only the dash action.)
  • Destroy Undead: Undead of CR 1/2 or lower that fail their save versus Turn Undead are destroyed.

Life Cleric (domain)

  • Proficiency with heavy armor.
  • When using a spell to restore hit points, recipient regains 2 + the spell level hit points.
  • Level 2: Channel Divinity — Preserve Life. Distribute 20 (5 x your level) hit points to creatures within 25 feet who are at half hit points or below.

Money: 320 gold pieces.

Kobold Glue Pot: Each creature within 10ft of bomb’s target must succeed on a DC 11 Dexterity saving throw or be restrained. The target or another creature within reach of it can use an action to make a DC 11 Strength check; if the check succeeds, the effect on the target ends.

Beradin Toraktaalomar’s Personality Traits:
If someone is in trouble, I’m always ready to lend a hand.

Beradin Toraktaalomar’s Ideal:
Sincerity: There’s no good in pretending to be something I’m not.

Beradin Toraktaalomar’s Bond:
I protect those who can’t protect themselves.

Beradin Toraktaalomar’s Flaw:
I put too much trust in my church’s hierarchy.

Casting Call – Live from the Sword Coast: Beradin Toraktaalomar 5th Level Cleric- 5th Edition Dungeons & Dragons