Thundarr the Barbarian – Princess Ariel for 5e Dungeons and Dragons

Arial_Casts_Spell_2

Ariel the Sorceress

 

 

 

 

 

 

 

 

Ariel, Human, 3rd level Sorceress

Armor Class: 13 Hit Points: 17
Speed: 30′ Proficiency Bonus +2
Saving Throws: Constitution +3 and Charisma +5
Alignment: Lawful Good

Str 10(+0) Dex 14(+2) Con 12(+1) Int 16(+3) Wis 15(+2) Cha 17(+3)

Cantrips (1/turn, 4 known):
• Fire Bolt (1d10)
• Mage Hand
• Ray of Frost (1d8, target’s speed -10′ until next turn)
• Shocking Grasp (1d8, target loses action until next turn)
1st Level Spells (4 slots, 3 known ):
• Color Spray
• Sleep (90’, 5d8 hit points of creatures for 1 minute)
• Shield (+5 AC until next turn)

Quarterstaff (1d6 bludgeoning or 1d8 with both hands, versatile)
Dagger (1d4 +2 piercing, finesse, thrown range 20/60)
Bracers of Defense +1 to Armor Class

Sorcerer Features:
• Spell Attack Roll +5 (Proficiency +2 + Charisma +3)
• Spell DC 13 (8+ Proficiency +2 + Charisma +3)
• Wild Magic (Random effect on a roll of 1 from a d20 after casting a spell or using Tide of Chaos)
• Font of Magic – 3 Sorcerer Points to create more Spell Slots or power Metamagic features
• Metamagic – Distant Spell for 1 Sorcerer Point will double a spells range or increase a Touch spell to 30’
• Metamagic – Twinned Spell for 1 Sorcerer Point for a Cantrip or 1 per the spell level will enable Ariel to use a spell that has a single target be used on a second target in range.
• Tide of Chaos grants Ariel Advantage on one attack, Ability Check or Saving Throw once until restored after a long rest.

Noble Background:
• Personality Trait: Commoners love Ariel for her kindness and generosity and she feels that despite her noble birth, she is not above others.
• Ideal: Ariel feels that it is her duty to protect and care for people.
• Bond: Ariel wants to be seen as a hero of the people.
• Flaw: Ariel often wears unsuitable footwear which causes her to trip.
• Feature: Because of her noble birth, people are inclined to think the best of Ariel and accommodate her. She can obtain an audience with local nobles if she needs to meet.

Skill Proficiencies:
+2 Acrobatics (Dex)
+2Animal Handling (Wis)
+5 Arcana (Int) – Sorcerer Skill
+0 Athletics (Str)
+3 Deception (Cha)
+5 History (Int) – Noble Skill
+4 Insight (Wis) – Sorcerer Skill
+3 Intimidation (Cha)
+3 Investigation (Int)
+2 Medicine (Wis)
+3 Nature (Int)
+2 Perception (Wis)
+3 Performance (Cha)
+5 Persuasion (Cha) – Noble Skill
+3 Religion (Int)
+2 Sleight of Hand (Dex)
+2 Stealth (Dex)
+2 Survival (Wis)

Thundarr the Barbarian – Thundarr for 5e Dungeons and Dragons

Thundarr the Barbarian

Thundarr the Barbarian

Thundarr, Human, 3rd level Barbarian (Berserker)
Armor Class: 15 Hit Points: 32
Speed: 30′ Proficiency Bonus +2
Saving Throws: Strength +5 and Constitution +4
Alignment: Neutral Good

Str 16(+3) Dex 17(+3) Con 15(+2) Int 12(+1) Wis 10(+0) Cha 14(+2)

Sun Blade

Folk Hero Background:
• Defining Event: Thundarr stood up to a wizard’s agents, freeing his village and some Mok slaves from the servitude
• Personality Trait: Thundarr is always ready to help someone in trouble and prefers action to thinking.
• Ideal: Thundarr believes that tyrants should not be allowed to oppress the people.
• Bond: Thundarr protects those who cannot protect themselves.
• Flaw: Thundarr is convinced of the significance of his destiny and blind to his shortcomings and the risk of failure.
• Feature: Common folk know of his deeds and will give him shelter and succor.

Skill Proficiencies: (class & background)
+3 Acrobatics (Dex)
+2 Animal Handling (Wis) – Folk Hero Skill
+1 Arcana (Int)
+5 Athletics (Str) – Barbarian Skill
+2 Deception (Cha)
+1 History (Int)
+0 Insight (Wis)
+4 Intimidation (Cha) – Barbarian Skill
+1 Investigation (Int)
+0 Medicine (Wis)
+1 Nature (Int)
+0 Perception (Wis)
+2 Performance (Cha)
+2 Persuasion (Cha)
+1 Religion (Int)
+3 Sleight of Hand (Dex)
+3 Stealth (Dex)
+2 Survival (Wis) – Folk Hero Skill

Barbarian Features:
• Rages 3/day for 1 minute (10 rounds)
• Rage gives Advantage to Str Checks & Saves
• Rage gives +2 on melee damage
• Rage gives Resistance to bludgeon, piercing and slashing damage
• Rage prohibits reactions except opportunity attacks
• Unarmored Defense allows Dex + Con mods to AC
• Reckless Attacks grant Advantage on melee attacks but give Advantage to opponent’s melee attacks
• Danger Sense gives Advantage on Dex saves

Berserker Path Features:
• Thundarr can Frenzy while Raging which grants a bonus melee attack each turn after announced. Frenzy causes one level of exhaustion afterward.

Inspiration and Boons – Expanded mechanic for 5e and other d20 games

 

INSPIRATION AND BOONS

for 5e or other d20 games

Inspiration and Boons are awarded by the DM to a player for good roleplaying such as playing out personality traits, giving in to drawbacks from a flaw or bond as well as actions that contribute to the story in a fun and interesting way.
A player may have no more than one Boon or Inspiration token.  The token can be given to another player.  The DM should feel free to choose the specific boon to award or may allow the players to select one blind from a bag.  Any other specific limitations or parameters are listed in Crunch.  The DM has final say on any use of a Boon.
SymbolNameCrunchFluff
D20InspirationYou have Advantage or can offset Disadvantage.         You must declare this before rolling on an action.Forces and fate are aiding you in your quest
BlankBlessedDraw again and select an ally to draw a token.Favor follows your fellowship.
D30Chosen OneAdvantage but with a d20 and a d30 on any Attack, Ability Check or Save.Fates grant you a chance to be great
Skull w/ lightning boltConcentrationGain +10 on your Concentration save.  Replace and redraw if this does not apply to your class.Your mind and will are strong and focused
Arrows ConvergingDeadeyeAdd +5 to an Attack roll.  This may be played after your Attack Roll.Your ancestors keep your weapon’s aim true
Lightning boltEnergizeIncrease DC +2 of a Spell or Ability.   Replace and redraw if this does not apply to your class or abilities.Your ability or spell is empowered by gods
BookEpiphanyAdd +10 to a Knowledge or Intelligence Check.You clear mind recalls and important fact
Eye w/ slit pupilEvil EyeYou are twice as likely to be targeted.  Keep token visible for DM to activate.  Another player may take Evil Eye from you but will lose a Boon they currently have, if any.Opposing forces push for your demise
SwordFierceYour Critical Range is increased by +1.  This may be played after your Attack Roll.An animal force instills in you a savage ferocity
Four leaf cloverLuckyReroll any die roll of 1 and keep the new roll.Benign spirits do not want you to fail
LeafNature’s AllyAdd +5 on nature related Ability Check or Save.  Does not apply to an Attack Roll.Natural forces are aligned with you
EyePerceptive+2 Active/ +5 on Passive Perception Check.  Keep token visible to DM to activate for a Passive Check.Your mind is sharp and alert
ShieldProtectionAs per Sanctuary spell up to 1 minute.A mystic force is protecting you
HornRallyEncouraging shout gives allies +1 on their next Attack, Ability Check or Save roll.  Allies must be able to hear you.You inspire those around you
Skull w/ starRecallRecover a 1st level cast spell.  Replace and redraw if this does not apply to your Class.An portion of your mind recalls your last spell
CrescentSecond WindRecover as if you had taken a Short Rest.Adrenaline revives and drives you onward
HeartVigorousAutomatically succeed on one Death Save.  This may be played to negate a failed roll.You find an inner strength to not fail
Two crossed swordsWhirlwindIf you drop a foe you take an extra attack with the same weapon against a foe in range.The bloodlust fills your mind

 

Inspiration2

Full pdf can be downloaded here:

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