Saturday, August 23, 2014

D&D Next characters: Satyros, Ranger level 1

Tiefling Ranger. I like that idea.

They had that whole conflicted by their nature thing going for them, and I used a metric fuck-ton of them for my Valendia I campaign. I made a set of boss-level NPCs that each represented one of the seven deadly sins. The plan was to have them all be recurring villains all the way up until epic level, but that idea didn't pan out. I had to end the campaign early, and so I created a very abridged sort of ending for it. I used them as a series of boss encounters leading up to the final boss instead.

Not truly as epic as it could have been, but it still ended up pretty fun.

I think I might be making too many characters with the Outlander background, though. I'm having a hard time coming up with a Bond for this character, though. I really think he's having trouble finding something to latch on to, hence the wandering.

Satyros
Tiefling Ranger 1
TN
Speed 30 ft.
________________________________
HP 11
AC 13 (+1 Armor, +2 Dex)
Saving Throws: Strength, Dexterity
________________________________
Attack:
Longbow +4 ranged 1d8+2
________________________________
Abilities:
Str 13, Dex 15, Con 12, Int 9, Wis 14, Cha 12
________________________________
Class Features: Favored Enemy (Elves and Orcs), Natural Explorer (Underdark)
Racial Features: Darkvision, Resistance to fire, Infernal Legacy (Thaumaturgy cantrip)
Skills: Stealth, Survival, Perception, Athletics, Nature
Feats:
Languages: Common, Infernal, Elven
________________________________
Proficiency Bonus: +2
Proficiencies:
Armor: Light, Medium, shields
Weapons: Simple weapons, martial weapons
Tools: None
________________________________
Equipment:
Leather Armor, 2 Shortswords, Explorer's Pack, Longbow, 20 Arrows, belt pouch, 10 GP, hunting trap, quarterstaff, set of traveler's clothes
________________________________
Background: Outlander - exile/outcast
Wanderer - Recalls maps and geography, can find food and fresh water for self and five other people
Ideal: People think they're bigger than nature, when they're really just a part of it.
Bond: Maybe eventually.
Flaw: Sees no reason to save people who can't save themselves.

Satyros is a nimble humanoid with shaggy, unkempt brown hair and small curved horns protruding from his forehead. His eyes are solid purple. He wears a dark gray coat over his black leather armor, and a quiver at his back. He smiles easily and often, revealing sharp, pointed teeth, and he walks with a casual, sauntering grace. He is 28 years old.

People often react to Satyros' fiendish heritage with horror, fear, or violence, but short of actual attacks on his person, Satyros behaves in a friendly and amiable manner. He often talks to himself out loud, narrating his actions and addressing questions to himself. "What do you think, Satyros? I think it's time for Satyros to see how many Orcs he can kill with one arrow, Satyros." 

Such a mechanism developed as a response to his seclusion in the Underdark, where he spent much of his early life. His mother, after giving birth to him, fled her community to escape persecution, and found an unlikely home in the caverns there. However, the hazards of the Underdark finally claimed her when Satyros was a child. He finally fled the Underdark after too many close calls. He has since had several mostly unsuccessful encounters with societies.

Satyros is unimpressed with what some call "civilization". As a result of his time spent in the wild, he sees most human behavior as just an extension of that. He sees predators and prey, something fundamentally amoral.

"I think everyone just does what they want and then invents a justification for it afterward, and then they call that morality or the commandments of God or something."

Satyros has an explorer's heart. He is driven by wanderlust - he wishes to see new lands, perhaps eventually settle down in a nice secluded spot. Perhaps deep down, his desire for seclusion is really a desire to find a place he won't be persecuted. Hard chance of getting him to admit that however.

Friday, August 22, 2014

D&D Next characters: Captain Baelor Tamarand, Paladin 1

Okay, I made a Dragonborn.

I don't really like this race, I admit. I'm racist against Dragonborn. It just seems their coolness is dependent on the coolness of the dragons they're descended from. They don't have any independent coolness of their own. Only derivative coolness. And if they're descended from dragons...why exactly do they only live like 80 years? I dunno. I know they satisfy a desire for some players to play some kind of Trogdor-esque dragon man, and I can't blame them for that.

But Paladin, on the other hand, is a class that's very close to my heart. I knew I wanted to play it when I first read the description in the 3.5 handbook. And I played that Paladin all the way to epic level in a long campaign. I still use his name, Arturos Knightblade, as a screen name sometimes.

My most infamous NPC in any campaign that I've run was also a Paladin. Her name was Valkyrie, and she was a servant of the Goddess of Purity and Light. She was the leader of a special elite cavalry squad, the Thunder Hooves, that used the special Paladin mounts from 3.5. She was also every stereotype players associate with Paladins - uptight, vindictive, dogmatic. But also extremely memorable.

So, in creating this character, I combined a class I love with a player race I hate, and made something...pretty cool? I have to admit, in the process of making this character, I grew to like him. I wouldn't mind playing him in a campaign. And then I'd actually take an Oath of Vengeance for him, because that fits the concept really well.

This is definitely a stronger Paladin than 3.5's rather weak class. Lots of the class features have been changed around. You can choose to use your smite AFTER you determine that you hit - a big change, and an improvement in quality of life for Paladins everywhere. It's also not alignment-dependent - you can smite anyone! Most of the Paladin's abilities aren't, in fact. Detect Evil is intact in concept, but now it only detects what you could call "inherently evil" creatures - undead, devils and demons, areas enchanted with a desecrate spell.

They've also struck more of a balance between 3.5's "Paladins are always Lawful Good" approach, and 4th Edition's "Paladins can be any alignment" approach. In this, the code of conduct is not alignment based, but oath-based. You can be an evil Paladin who takes an oath more consistent with a good alignment. This lets you add more of a struggle to it, if you prefer. Unpublished as of yet are the rules for Paladins who break their oath. I won't know what happens to them until December, I guess.

Hope no one violates their oath in the meantime.

So, here's my first 5th edition Paladin, probably more like Valkyrie than Arturos.

Captain Baelor Tamarand
Dragonborn Paladin 1
LG
Speed 30 ft.
________________________________
HP 11
AC 18 (+6 Armor, +2 Shield)
Saving Throws: Wisdom, Charisma
________________________________
Attack:
Longsword +5 melee 1d8+3
Javelin +5 ranged 1d6+3
________________________________
Abilities:
Str 16, Dex 8, Con 13, Int 10, Wis 12, Cha 16
________________________________
Class Features: Divine Sense (4 times), Lay on Hands (5 points)
Racial Features: Draconic Ancestry (Gold) - Breath weapon (15 ft. Cone of Fire, 2d6, DC 11 Dexterity), resistance to fire,
Skills: Religion, Intimidation, Athletics, Persuasion
Feats:
Languages: Common, Draconic
________________________________
Proficiency Bonus: +2
Proficiencies:
Armor: All Armor, Shields
Weapons: Simple and Martial
Tools: Vehicles (land), Chess Board
________________________________
Equipment:
Longsword, Shield, Five Javelins, Priest's Pack, Chainmail, Holy Symbol of Bahamut, deck of cards, Medal of Valor, Belt Pouch, 10 GP
________________________________
Background: Soldier
Role: Infantry
Can pull rank on soldiers of lower rank; can get aid from friendly military bases and outposts
Ideal: I will lay down my life to destroy evil in the world.
Bond: I won't rest until the forces of Tiamat are destroyed.
Flaw: Has a deep and blinding hatred for his enemies; no compassion, no mercy.

Captain Baelor Tamarand is a powerfully built Dragonborn dressed in heavy chainmail armor with a golden tabard emblazoned with the symbol of Bahamut. His Gold Dragon ancestry is very strongly expressed in his line. As a result, Baelor is covered in gleaming, golden scales and has short tentacle-like whiskers that give him the appearance of a beard. His face is framed by backward pointing horns. He also carries a number of prominent battle scars. In combat, he wields a gleaming longsword and a steel shield. He is 30 years old.

Captain Baelor has a brisk and direct manner, preferring to face problems head on. He is accustomed to command, and when he says jump, even people he has no authority over find themselves jumping. Many people find him a little severe and over-bearing. Nonetheless, his natural leadership qualities draw many allies. Baelor has a strong moral compass, and is not afraid to say so. However, when it comes to the followers of Tiamat, he has a moral blind spot - there are no lines he won't cross to cause them damage.

Baelor always felt in his soul he was destined to fight evil. When he came of age, he dedicated himself to the cause of Bahamut and decided to serve him by joining his clan's military. As a young idealistic Paladin, he was oriented towards defense. Simply being strong and disciplined, both on a personal and societal level, would deter the designs of evil. However, this changed when he and his military unit was captured by followers of Tiamat. He was tortured for days as he watched each of his men being sacrificed to their monstrous god.

He was finally rescued, and put every single last one of the cultists to death. His ideas of self-defense and deterrence were abandoned. He vowed instead to cleanse the world of this kind of evil at any cost.

D&D Next characters: Arminas Kulenov, Monk level 1

Monks have always been the class of many attacks, and that's no different here. At first level, they get two attacks as long as they're attacking with an unarmed stirke or a monk weapon. At 2nd level, you get your first taste of the Monk's ki pool. You only have two points at first, but spending one of them gets you 2 bonus attacks when you use your normal attack action.

The specialization options are really interesting. The Monk either becomes a more of a Ninja, a focused bare hand fighter, or more of a DBZ-style character, with magical breath attacks. I can't wait to play around with higher level monks.

In 3.5, Monks were also the most demanding of the classes. To be good, you really needed a good Wis, Dex, Str, and Con. That's a little less true now, since Dex can be added to your damage rolls as well as attack rolls here. In my Monk below, I went ahead and assigned the highest score to Wis, but I'm not actually sure that's the best way to do it yet. Dex may well end up more important.

Anyway, here's my Lawful Evil Monk, Arminas. This guy is an archetype I've used before - kind of an enforcer for a Lawful Evil church. I can't remember the name of the guy who actually fought the party on 3 or 4 occasions, so I just remade him in spirit instead. No idea why he has a vaguely Russian last name.

At some point on this blog, I'll have to address what makes an evil character work in a play-group, because it's an interesting dynamic.

Arminas Kulenov
Human Monk 1
LE
Speed 30 ft.
________________________________
HP 10
AC 15 (+2 Dex, +3 Wis)
Saving Throws: Strength, Dexterity
________________________________
Attack:
Unarmed +4 melee 1d4+2
Shortsword +4 melee 1d6+2
________________________________
Abilities:
Str 12, Dex 14 Con 14 Int 10, Wis 16, Cha 8
________________________________
Class Features:
Unarmored Defense, Martial Arts (1d4 damage die on monk weapons and unarmed strikes, can use Dex on attack and damage rolls with Monk weapons, can make an attack as a bonus action when you use Attack action with a monk weapon or unarmed strike)
Skills: Investigation, Stealth, Insight, Religion, Athletics
Feats: Sentinel
Languages: Common, Elven,
________________________________
Proficiency Bonus: +2
Proficiencies:
Armor: None.
Weapons: Simple weapons, shortswords
Tools: Alchemist's supplies
________________________________
Equipment:
Shortsword, dungeoneer's pack, 10 darts, belt pouch, 15 GP, prayer book, holy symbol of Tiernach, common clothes, 5 sticks of incense
________________________________
Background: Acolyte
Quotes the words of Tiernach at every opportunity.
Ideal: You prove yourself worthy by proving your power, showing your dominance.
Bond: I am a servant of my church.
Flaw: Judges everyone harshly, himself more so.

Arminas is a thin, wiry man with a shaved head and a neatly trimmed black goatee. He dresses in dark gray loose-fitting clothing, and wears a curved short sword in a sheathe at his back. His movements are deliberate and graceful. His reflexes often catch opponents off-guard.

Arminas follows the dictates of Tiernach, a strict code of conduct encouraging honor and ruthlessness in equal measure. The demands are hard, but Arminas prides himself on following them as closely as possible. He seeks to advance himself in power and influence through adherence to the word of Tiernach. He has proven himself a reliable problem solver for the high priests of his church.

Arminas is civil to those he sees as equals, but exerts his authority over anyone weaker than him, in some cases daring them to challenge them. He is respectful, however, to legitimate authority. He is also intensely loyal, and keeps his word when he gives it. However, he is a cold-blooded killer, and feels no remorse for the lives he's taken in the course of his duty.

D&D Next characters: Thunt, Fighter level 1

Okay, this might be a sign I'm running out of ideas. I've started to recreate characters from previous campaigns. I'm a little sad I haven't gotten to use him as much, though.

Thunt is a character I made for my first long campaign, known now as Valendia I. He was a shopkeeper at Thunt's Arms and Armor, in a large city that had been occupied by enemy forces. He was part of a coalition of all the craft guilds, mercenary guilds, mage guilds, and of course the player characters themselves, to liberate the city.

When entering his shop, the players would always be met with the rhythmic hammering from the back of the shop. However, Thunt was also a ferocious Fighter, and did his part to fight back the occupying forces.

This is a version of Thunt early in his career, and what he would look like if he was a player character. He's been given a more ambitious purpose than spending his days making Masterwork weapons, one that builds up the world he inhabits.

The name "Thunt" actually comes from the screen name of Tarol Hunt, the webcomic artist behind Goblins. I thought it sounded like an Orcish name.

Thunt
Half-Orc Fighter 1
Neutral Good
Speed 30 ft.
________________________________
HP 12
AC 16 (+6 Armor)
Saving Throws: Strength, Constitution
________________________________
Attack:
Greatsword +5 melee 2d6+3
Light Crossbow +3 ranged 1d8+1
________________________________
Abilities:
Str 17, Dex 12, Con 14, Int 14, Wis 10, Cha 8
________________________________
Class Features: Fighting Style - Great Weapon Fighting, Second Wind (Regain 1d10+2 HP)
Racial Features: Darkvision, Relentless Endurance (can drop to 1 instead of 0), Savage Attacks (extra dice of damage on critical),
Skills: Intimidation, Athletics, Survival, Insight, Persuasion
Feats:
Languages: Common, Orc
________________________________
Proficiency Bonus: +2
Proficiencies:
Armor: All, Shields
Weapons: Simple, Martial
Tools: Smith's tools
________________________________
Equipment:
Chainmail, Dungeoneer's pack, Light Crossbow, 20 Bolts, Greatsword, Longsword, Smith's tools, 15 GP, Guild letter of introduction,
________________________________
Background: Guild Artisan (Smith/metalworking)
Feature: Guild Member
Members of the Smithing guild will provide food and water, amongst other needs if necessary.
Likes to talk about his craft; wants to become well-known for his work.
Ideal: You have to use the skills you're given to do good in the world. I swing swords and work a forge.
Bond: I owe my guild a debt for making me who I am.
Flaw: Can be very suspicious that people are trying to rip him off.

Thunt is an imposing Half-Orc with gray skin, coarse black hair with black sideburns, and a single chipped fang jutting from his lower jaw. He is close to 7 feet tall and has thick arms, even for a Half-Orc, muscles formed from working the forge for long hours. He wears a huge sword on his back, with a finely honed edge. He also wears heavy armor. All of his equipment is carefully maintained.

Thunt is very quiet and reserved, preferring to speak through his actions. He has encountered enough shifty merchants to be suspicious of those who talked too much. However, he has a strong sense of right and wrong, and will speak up when he feels his principles are being violated. Thunt has a great admiration for the work of skilled craftsman, and constantly seeks to improve his own already impeccable work.

Thunt spent his early childhood among a tribe of Orcs, and, with no other guidance, had adopted their ferocious nature. When he was around 6 years old, a militia was sent to their stronghold in order to eliminate the threat the Orcs posed to the nearby villages. The Orcs were wiped out: men, women, and children. However, the man leading the expedition halted at the half-breed, and adopted him as his own. He introduced him to the forge, and Thunt gained an outlet for his violent nature, as well as a source of pride and discipline.

He then grew up and joined the craftsman's guild, where he has been a constant contributor. He now seeks to travel the world and learn more about his craft. He is especially interested in the work that can be done from so-called "magic forges" - where the magical properties of the forge combine with the skill of the craftsman to create powerful weapons.

D&D Next characters: Ilyana Tathmiel, Druid level 1

This is my first stab at a 5th edition druid. I think I'm doing this right, at least.

Anyway, I'm trying to change up races and alignments a little bit. This character is partially inspired by Morrigan from Dragon Age: Origins. I've always wanted to make a campaign with an evil druid as the bad guy. It's hard to tell if that'd be a better one-off villain, or a more long-term thing.

If Ilyana were a Player Character, on the other hand, I think she'd be a little more interesting. She'd start out evil and reason about everything with her survival of the fittest mentality, and then her experiences could be reinforced or challenged by her adventure.

I also mentioned in her background that she knows some kind of secret. I haven't actually figured out exactly what that is yet, but I know it probably has something to do with why her mother was exiled from her village. Perhaps some kind of forbidden druidic magic. Either way, she's a character who has been shaped by the influence of her mother, and she can either embrace it, or outgrow it.

Ilyana Tathmiel
Wood Elf Druid 1
NE
Speed 35 ft.
________________________________
HP 10
AC 15 (+2 Dex, +1 Armor, +2 Shield)
Saving Throws: Intelligence, Wisdom
________________________________
Attack:
Scimitar +4 melee, 1d6+2
________________________________
Abilities:
Str 12, Dex 15, Con 14, Int 10, Wis 16, Cha 8
________________________________
Class Features:
Druidic
Spellcasting
Racial Features:
Darkvision, Fey Ancestry, Trance, Mask of the Wild (can hide in wilderness even when only lightly obscured),
Skills: Perception, Survival, Nature, Medicine, Religion
Feats:
Languages: Common, Elvish
________________________________
Proficiency Bonus: +2
Proficiencies:
Elf Weapon Training
Armor: Light, Medium, Shields
Weapons: Clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears
Tools: Herbalism Kit
________________________________
Equipment: Wooden Shield, Scimitar, Quarterstaff,  Leather Armor, explorer's pack, druidic focus (Yew staff), herbalism kit, winter blanket, Scroll case, 5 GP
________________________________
Spells Per Day: 2
Cantrips Known: Druidcraft, Produce Flame
Spells Prepared:
1: Entangle, Cure Wounds, Longstrider, Thunderwave
Spell Save DC: 13
Spell Attack: +5
________________________________
Background: Hermit
She knows some kind of secret that would be very damaging to the people who exiled her family.
Life of Seclusion:
"My mother was exiled for a crime she didn't commit."
Is oblivious to etiquette and social expectations
Ideal: "I will use my exile to grow powerful, and make my enemies beg for mercy."
Bond: "They're hunting me. But soon they'll become my prey."
Flaw: Opportunistic and bloodthirsty.

Ilyana is a tall, graceful elven woman with copper skin and dusk brown hair. She wears camouflage make-up on her face and bare arms, usually leaf-colored stripes. A number of mismatched furs adorn her worn leather armor. While she is alone, her expression is generally serene. However, she wears a perpetual scowl when interacting with other humanoids. She is 240 years old.

As a result of living in the wilderness, Ilyana completely lacks people skills. She mistrusts people, and doesn't much like them. She especially doesn't want them in her personal space, and she dreads the idea of someone touching her. Instead, she views people as a kind of prey. She searches for weaknesses that she can exploit. She has lured many travelers passing through her grove to an untimely death.

Ilyana's mother was exiled from her elven village for reasons she never quite made clear to her daughter. She stubbornly insisted on her innocence, however, and instilled Ilyana with her resultant distrust from a young age. Though Ilyana vaguely remembers a childhood spent laughing and playing with other elven children, her life became focused on survival. Her mother taught her to hunt, and taught her how only the strong survive in nature. While her mother maintained that she was innocent, she also challenged the laws that exiled her in the first place, and expounded at length on the evils of society, including the notion of morality itself.

Her mother was always planning her vengeance, and she frequently said Ilyana would be instrumental in bringing her plans to fruition. But her mother eventually left her to her own devices, returning only sporadically.  Ilyana has not seen in her mother in over a century. Nonetheless, she has taken her mother's lessons to heart.

Wednesday, August 20, 2014

D&D Next characters: Gardain Torrhen, Cleric level 1

I like the way they've handled the spellcasters that need to prepare their spells in this edition. Really, I like the way the spells were handled in general. I like that the lower level spells can be prepared at higher slots. I like that some spells gain a power boost at set levels (an apparent remnant of 4th edition).

So yeah, the way it works now is you prepare a list of spells equal to your ability modifier plus your level, and then you can cast any of them using the spell slots you have. It's a bit like being a 3.5 Sorcerer who gets to decide what his spell list is every day.

So I enjoyed making my first D&D Next Dwarf as well as my first D&D Next Cleric. Meet Gardain.

Gardain Torrhen
Dwarf Cleric of Soran 1
LN
Speed 25 ft.
________________________________
HP 12
AC 18 (+6 Armor, +2 Shield)
Saving Throws: Wisdom, Charisma
________________________________
Attack:
Battleaxe +3 melee 1d8+1
Crossbow +1 ranged 1d8-1
________________________________
Abilities:
Str13, Con 16, Dex 8, Int 10, Wis 16, Cha 12
________________________________
Class Features: Spellcasting, Divine Domain - War, War Priest (Extra attack as bonus action 3 times)
Racial Features: Darkvision, Dwarven Resilience (advantage on saves against poison, resistance to poison damage), Stonecunning (double proficiency bonus on history checks involving stonework), Dwarven Toughness (1 HP every level)
Skills: Religion, Persuasion, Insight, History
Feats:
Languages: Common, Dwarvish, Orc, Gnomish
________________________________
Proficiency Bonus: +2
Proficiencies:
Tools:
Dwarven Combat Training
Simple Weapons
Martial Weapons
Light Armor, Medium Armor, Heavy Armor, Shields
________________________________
Equipment:
Battleaxe, Chainmail, Light Crossbow, 20 Bolts, Shield, Holy Symbol of Soran, Priest's Pack, belt pouch, prayer book, 5 sticks of incense, 15 GP
________________________________
Spells Per Day: 2
Spell DC: 13
Spell Attack: +5
Cantrips Known: Sacred Flame, Spare the Dying, Guidance
Spells Prepared:
1: Divine Favor, Shield of Faith, Command, Cure Wounds, Detect Magic, Bless
________________________________
Background: Acolyte
Can receive aid from temples that share his faith
Idolizes the great Dwarven warrior and hero of the faith, Normandy
Ideal: Tradition. "The dwarves have always lived this way; the old ways protect us and keep us strong."
Bond: "I would die to recover a lost relic of my faith - Soran's Hammer."
Flaws: Inflexible in thinking
________________________________

Gardain Torrhen is a stout dwarf of middling height with light brown skin, bushy eyesbrows, and a long, black beard, which he wears braided. His eyes are dark and intense, as if he's seeing through you. He dresses in heavy dwarven crafted chainmail, and carries a Battleaxe and a heavy shield emblazoned with the holy symbol of Soran, the Forger of Dwarves.  He is 75 years old.

Gardain is quiet and deliberate, and many consider him rather somber for a dwarf. However, he burns with religious fervor and is quick to defend his church, in word or deed. He values tradition and the virtues of his faith very highly, and is quick to judge those who act irresponsibly, violate tradition, or commit another kind of sin. He is highly critical of the ways in which dwarven society has drifted away from its foundations, either by adopting the habits and values of other societies or compromising their integrity for the sake of greed.

Gardain was raised from a very young age in the Church of Soran. His parents were smiths, and were very pious, but Gardain always felt a special draw to Soran. Eventually he became an initiate, and over a few decades finally became a priest. The aging High Priest was growing feeble, and so Gardain was given more and more responsibility, until he was High Priest in all but name.

One night, as Gardain was praying, he saw a vision of a great calamity taking place. The nature of it was incomprehensible, but the aftermath was unimaginable destruction. He then saw a golden hammer descend from the heavens - and he knew it was Soran's sacred hammer, Soulforger, the one he used to create the dwarves and the mountains and valleys. And he knew the hammer could drive back the tide of chaos.

Gardain saw this as a calling, and so he did the only impulsive thing he's done in his life - he strapped on his battleaxe and shield, grabbed his backpack, and left the temple without a word, his eyes blazing with purpose. He would find Soran's sacred hammer and prevent the calamity he saw in his vision.

He's on a mission from God.

D&D Next Characters: Keira Daley, Bard level 1

Wow, I sure love me some Bards. Even when I know they're bad, I just love the idea of using magic through music, writing songs and poetry about your adventures, inspiring your allies to press onward. My inner choir boy understands how good music can fill up your whole spirit, and make a +2 to your attack roll or your saving throw against fear make perfect sense. I might still be holding a grudge against 4th Edition for leaving Bards out of the first player's handbook.

So this Bard is updated, and does many of the things we want them to do and so much more. While they were only minor spellcaters in 3.5, their spell list has expanded dramatically here. They now get spellcasting all the way to 9th level spells, and their list includes iconic spells like Power Word Kill. I think Bards might actually be good now, you guys!

So here's my first level 1 Bard for D&D Next, Keira Daley, the Diva Bard with daddy issues.

Keira Daley
Half-Elf Bard 1
Chaotic Neutral
____________________________________
HP 8
AC 13 (+1 Armor, +2 Dex)
Saving Throws: Dexterity, Charisma
____________________________________
Attack:
Rapier +4 melee 1d6+2
Spell Attack: +5
Spell DC: 13
____________________________________
Abilities: Str 12, Dex 15, Con 10, Int 14, Wis 8, Cha 17
____________________________________
Class Features: Spellcasting, Bardic Inspiration (d6)
Racial Traits: Fey Ancestry (advantage on charm, immune to sleep spells), Skill Versatility (2 skills)
Skills: Acrobatics, Arcana, Deception, Persuasion, Performance, Perception, History
Languages: Common, Elven, Halfling
____________________________________
Proficiency Bonus: +2
Proficiencies:
Armor: Light
Weapons: Simple Weapons, Hand Crossbow, longswords, shortswords, rapiers
Tools: Lute, Dulcimer, Flute, Disguise Kit
____________________________________
Equipment: Rapier, dagger, Entertainer's Pack, Lute, Leather Armor, Flute, 15 GP, 3 fine dresses
____________________________________
Cantrips Known: True Strike, Message
Spells Known: Tasha's Hideous Laughter, Heroism, Healing Word, Sleep
Spells Per Day: 2
____________________________________

Background: Entertainer
Can always find a crowd to entertain, and free food and lodging when you play
Instrumentalist, Singer
"I get bitter if I'm not the center of attention."
Ideal: Money and Fame
Bonds: "I will find my father and show him how much I've grown."
Flaw: "I'll do anything for fame and renown."
_____________________________________

Keira Daley is a petite woman with fair skin and long blonde ringlets, carefully maintained. Her pointed ears and large green eyes mark her as a half-elf to all who see her. She owns a set of Leather Armor for battles and travel, but more often elects to perform in one of her strikingly beautiful custom dresses, decorated in leaves and rose motifs as a nod to her elven heritage. She keeps a variety of colors on hand, along with matching accessories and make-up. She wears a rapier at her side and a lute strapped across her back.

Keira is 19.

Keira is very concerned with her appearance and image. Some accuse her of being vain, but she scoffs at people who do not care (or at least pretend not to care) about their appearance. She can be witty and charming, but has a tendency to blow up unexpectedly, especially when she feels she's been insulted. She is not prone to drawing weapons in such a rage, but she often says things that get her in trouble. She is very self-assured - she KNOWS she's the best, and nothing will stop her from getting the recognition she deserves. This makes her very competitive, especially when she meets other Bards.

Keira was the illegitimate child of a traveling Elf circus performer and a woman of nobility. The relationship soured somewhat after her birth, as her elven father had no intentions of settling down. Thus, she was raised in luxury in her mother's estate, with all of her needs and desires met. She was given lessons in instruments and voice from a young age. Still, the money wasn't enough. She saw her father only once a year, when the performers would return to town, but every time her father would teach her something different - the basics of swordplay, how to juggle, how to dance, and many other skills. The days she spent with him were few, but the most joyous in her life.

But one year, when Keira was 14, the circus did not appear at its usual time. Rumors gradually floated in that the circus had broken up, the performers scattered. Keira was heartbroken, and threw a truly epic tantrum directed at her helpless mother before running away to find her father - the one person who truly loves her, as far as she can see.

She's been traveling for five years now, perfecting her skills and searching for some sign of her father. She's developed a bit of a reputation in the Bard community for being a diva - but she doesn't mind.

D&D Next characters: Alaric of the Heruli, Barbarian level 1

I've decided to dive head first into understanding D&D Next by making one of every character class in the new Player's Handbook. I'm making it to the best of my understanding, so I won't be too surprised if I get things wrong. What is striking is how integrated your background is to your character's abilities - you may get a few skills just from your class, but the background you choose determines the other skills and proficiencies you pick up.

Thus, although it isn't completely necessary to flesh out a character as completely as I have with these, the broad strokes are already there, and just beg to be filled in. This system has gotten me excited about D&D again. I can't wait to test-play it.

So here's my Visigoth-inspired Lawful Good Barbarian, Alaric:

Alaric of the Heruli
Human Barbarian 1
Lawful Good
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HP 14
AC 16 (+2 Dex, +2 Con, +2 Shield)
Saving Throws: Strength, Constitution
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Attack:
Greataxe +5 melee 1d12+3
Spear +5 Melee 1d6+3
Javelin +5 Melee or Ranged (30/120), 1d6+3
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Abilities: Str 16, Dex 14, Con 14, Int 10, Wis 12, Cha 8
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Class Features: Rage (2/day, +2 damage, resistance to bludgeoning, slashing, piercing), Unarmored Defense (CON mod to AC when not wearing armor)
Skills: Survival, Intimidation, Athletics, Perception
Feats: Charger
Languages: Common, Dwarvish
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Proficiency Bonus: +2
Proficiencies:
Armor: Light Armor, Medium Armor, Shields
Weapons: Simple, Martial
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Equipment: Greataxe, Spear, Explorer's Pack, 4 Javelins, Shield, hunter's trap, belt pouch, bear-tooth necklace, some kind of strange tooth, 10 GP

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Background: Outlander
Wanderer - Recalls maps and geography, can find food and fresh water for self and five other people
Bond: "I will do what is best for my tribe, and my family."
Ideal: "I will bring honor back to my tribe."
Flaw: Is willing to fight over perceived slights to his honor.
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Alaric of the Heruli is a tall, heavily muscled man with dark, deeply tanned brown skin and long black hair. He wears a hide vest, leather boots, and a black cloak made of various furs. He has a red eagle tattoo on his chest, a sacred symbol of his tribe. He speaks in short terse sentences in a low bass rumble, only engaging people he finds worthy in real conversation. He is a fierce and honorable warrior. He is 28 years old.

Alaric is fiercely loyal to his family, who are part of the ruling class of the Heruli tribe. This tribe survives by raiding villages, killing or driving off the inhabitants, and occupying the town until it is depleted of resources, and finally moving on. The tribe has grown prosperous, and has been able to take over larger and larger cities as time goes on.

As the youngest son of his tribe's chief, Alaric helped command the Heruli in many raids on villages. However, he started to become disillusioned with his tribe's practice. Despite his tribe's proud warrior tradition, there seemed to be no honor in attacking defenseless villages. He pushed these thoughts down, however, rather than dishonoring his family or proving himself a coward.

In one such raid, however, unexpected reinforcements showed up: mounted knights, sent to protect the villages from such rampaging hordes. Despite outnumbering them, the knights' hit and run tactics were more than Alaric's forces could handle, and his raiding party was routed. Alaric himself was taken prisoner. He was dragged alongside the countryside in chains for several months before finally seizing an opportunity to escape.

Now he seeks to find his tribe again...but first, he wishes to grow strong enough to change their ways and return them to the proud warrior tradition he came from.