Introduction
The party is a group of mercenaries that regularly take jobs of… dubious legality. Now, you are being contracted to steal some research for your client regarding the nature of an area, now brimming with magical radiation, called No Mans Land.
The mission is simple: Find where the target works, get the research, get paid.
A quick in-and-out operation.
Right?
Character Creation
Background
You have worked with the party for the last five years, and trust them all with your life. You went from group of strangers doing the odd job together to forming your own little contracting company that takes on the work that larger groups shy away from. Things have gotten hairy a few times with local governments, thieves guilds, and even some monsters occasionally, but it has always been things you could handle.
What you did before you met the party is up to you.
Race / Level / Stats / Gear
Any race is allowed.
Your character is level 5, multi-classing is allowed.
Use “Standard Array” for stat selection. The optional Tasha’s rule for choosing racial stats is allowed if it appears in DnD Beyond’s character creation.
750gp can be used to buy any equipment that you may want/need. This includes armor, weapon, and tools. Additionally, 1 uncommon magic item can be selected as well. Use the prices/categories from DnD Beyond for this. If an item does not have a price, it cannot be bought (no it isn’t free).
Please message me if any of this is confusing to you, and I can help.
Call Signs
All members of the party have a call sign. These call signs came about naturally as you worked together, and as such, seem to fit your unique talents. Choosing your Call Sign also comes with a slight boost, befitting the name.
No Call Sign can be shared, so discuss amongst yourselves who should get which one. (Yes, there is an extra one.)
Hawkeye
Your eyesight was always vastly superior to your peers
- All ranged spells and attacks have their usable distance doubled
- +2 to Wisdom (perception) rolls
Silver
Using clever words to twist situations in your favor always came easily
- +2 to Charisma rolls
- Advantage on Charisma (Persuasion and Deception) rolls
Buck
You were always tough to catch
- You can cast feather fall as a reaction up to your proficiency score every day
- Your walking speed is +10 (This stacks with dashing)
- You can use a bonus action to dash
Wolf
You have always had pack mentality
- You gain +2 to hit if there is a party member with 30 feet of you
- You deal 2 extra damage per successful attack action for every party member within 15 feet of you
Brick
Shrugging off a punch has always been your thing
- You can ignore physical attacks that deal your proficiency bonus or less damage
- +2 to constitution saving throws
Rat
While no one ever liked rats, no one ever seemed too worried about them either
- As a reaction, you can divert an incoming attack to another party member that is within attack distance of the attacker.
- You do not provoke attacks of opportunity