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Old Nov 7th, 2020, 04:38 PM
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Old Nov 9th, 2020, 12:45 AM
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Old Nov 9th, 2020, 05:17 AM
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Old Nov 9th, 2020, 08:11 AM
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  • Name: Hazel
  • Class: Druid (Circle of the shepherd)
  • Species: Half-elf
  • Alignment: NG
  • Background: Folk Hero

Short and slender, Hazel is easily spotted from a distance by her fiery red hair. Brilliant green, almond-shaped eyes take in the world around her. Her fair skin sports several tiny scars along her hands and cheeks, each a reminder of a time when she sped through dense forests without paying too much attention to thorny bushes and low branches. More recently, she received a vicious scar running down the length of her arm, a testament to her new vocation.

Hazel prefers to dress in simple, practical clothing- a loose-fitting tunic, sturdy pantaloons, and heavy boots usually make up her attire. She prefers greens, browns and blacks, but is not adverse to the occassional embroidery in white or blue. Hazel wears no jewerly to speak of, but has a dark blue tattoo on the back of her right hand, depicting a long straight line from wrist to just below the middle finger. Two diagonal lines, starting underneath her index and ring finger, connect to this central line, forming a fork of sorts- a rune of protection against evil.

Having grown up with mostly the sheep, the druids and the fey as her companions, Hazel exudes an aura of quiet contentment. Yet underneath this veneer of calm is a melancholy, sometimes showing through in a sad smile. This darkner side to her personality is especially evident when fighting to defend those in her care, revealing desperation born of the need to protect the innocent from injustice- and, perhaps, vanquish the demons of her past...

Born to a human mother, the woman now known as Hazel never met her father. The few times she dared asked about him, she was met with silent, angry glares. There were rumours, of course- her mother had become infatuated with an Eladrin passing briefly through our world, and Hazel was the result of their short-lived union. Other, more wicked tongues, instead whispered Hazel's father had been nothing more than a lowly merchant, who had wanted nothing to do with his child. Whatever the case, Hazel found herself shunned by her own family and, as vicious rumours spread, by the other townsfolk as well. As a child, few elven parents were keen on letting their offspring befriend a girl who would be an adult decades before their own children grew up. And the humans simply felt uneasy around her.

So, Hazel had little growing up, and when her mother passed away she was taken in by the local orphanage. There she received something of a basic education, but her solitude continued, punctuated by the occassional bullying. As a result the girl learned to keep herself entertained, rather than try and make friends with those who clearly did not want her around.

As a teenager she left the orphanage, and took up a position working as a shepherdess for a wealthy landowner. She quite enjoyed her new job, making sure her flock was safe and well-fed. And the animals did not judge her for her mixed blood- they simply knew her as the kind lady who took care of them. For a while, the young woman was happy.

And then the attacks started.

Each morning, several of the sheep were found dead in their barn. It seemed like a wild animal had somehow gotten into the barn and killed some of the flock. However, the lock on the door was intact, and there was no trace of a breach in the walls. The young shepherdess was held responsible and fired, but she could not simply walk away. Instead, she hid herself in the barn during the day, digging a deep pit just behind the barn's doors, and lined the bottom of the pit with upright pitchforks and other sharp farming tools. Then she placed sturdy planks over the pit, which she covered with dirt and hay. The young man who had taken over her job never stepped inside the barn, and so did not notice the trap. As soon as he locked the door, the shepherdess quickly replaced the sturdy planks with far more brittle ones, and again disguised her trap.

In the middle of the night, she finally heard the chains on the door rattle, and before long the doors flung open. The shepherdess had to suppress a gasp at the creature which strode in from the night. The beast was not a wolf, but a tall, muscular brute, with the head of a wolf yet two heads taller than any man she knew. Sniffing the air, the creature set foot inside the barn...

... And promptly fell through the flimsy planks over the shepherdess' trap. Roaring and yelping loudly, the werewolf tried to climb out again, but found itself caught on the many spikes at the bottom of the pit. With a cry born of outrage, the shepherdess charged forward, wielding nothing but a pitchfork. She then stabbed and stabbed, finally venting her frustration at the creature which had not only cost her her job, but which had murdered the sheep under her care as well. When she was done stabbing, the werewolf lay motionless at the bottom of the pit. Only then did the shepherdess notice the other townsfolk, who had gathered by the barn after hearing the roars of the werewolf. And then, before their eyes, the werewolf reverted back to the landowner who had employed her in the first place.

The shepherdess was hailed as a hero, yet she felt uneasy in town. These people had reviled her all her life, and now only appreciated her for what she had done, not who she was. And besides, the run-in with the lycanthrope had shown the shepherdess that there were grave threats in the world, preying on the innocent. Wracked by nightmares of such monsters, the shepherdess fled town and ran into the forest, where she knew a circle of druids often gathered. The druids were surprised to see the shepherd approach them but, after hearing her story and understanding her motivations, agreed to teach her their ways.

It was the first time the shepherdess felt happy- the wise druids did not only teach her everything she needed to know, but also treated her with respect. And she made many a friend among the pixies and sprites who lived with the druids. In fact, the fey creatures were the ones who named her- although the shepherdess wisely decided to shorten "Hazelbranch" to simply "Hazel".

For two years Hazel studied with the druids, until finally, she and her tutors felt that she was ready to brave the world. Determined to protect the innocent and the weak from the monsters which stalked the night, Hazel left the region of her birth. She travelled from town to town, hunting the creatures who dared threathen humanity, and learning everything she could about them.

While staying in a small town recovering from her latest adventure, Hazel received the letter detailing a job offer in Waterdeep, an opportunity to make a living hunting the monsters she already hunted. Intrigued, Hazel left for the city, excited to hear what this Enduring had to offer...

Stat BlockHazel | Half-elf | Druid (Shepherd) | Level 4

HP: 31/31 | AC: 14 | Speed: 30ft | Initiative: +0

Stats: STR 8
DEX 10
CON 14
INT 14
WIS 18
CHA 14
| STR -1
DEX +0
CON +2
INT +4
WIS +6
CHA +2
| Animal Handling +6
Insight +6
Investigation +4
Nature +4
Persuasion +4
Survival +6
Skill Proficiencies

Languages: Common, Elven, Druidic, Sylvan, beasts, Primordial

Relevant Equipment: +1, 1d6-1 bludgeoning, Versatile (d8)Quarterstaff, Base AC: 12Hide Armor, AC: +2Shield

Features/Traits: Spell save DC: 14
Spell attack modifier: +6
May cast a prepared spell as a ritual
Druid spellcasting, You can find a place to hide, rest, or recuperate among other commoners, unless you have shown yourself to be a danger to them. They will shield you from the law or anyone else searching for you, though they will not risk their lives for you.Rustic Hospitality, Darkvision (60), You have advantage on saving throws against being charmed, and magic can’t put you to sleepFey Ancestry, As an action, can change into a beast (max CR 1/2, no flying) for 2 hours, twice per short rest. Stats except Int, Wis and Cha are replaced by beast's. Use highest for skill/save proficiency. Assume beast's hit points and HD, and revert to your full hp (excess damage is carried over). Cannot cast/speak while in beast form, but concentration on active spells isn't broken, and actions that are part of a spell can still be taken. Retain benefits of features from class/race etc, except special senses like darkvision. Equipment becomes part of you, falls to your feet, or remains on you, as you choose.Wild shape, Once per short rest as a bonus action, summon a spirit with a 30ft. aura. May move it 60ft as a bonus action, and lasts one minute. Choose one;
- Bear: each creature of your choice gains 9 (5+lvl) temporary hit points. You and allies gain advantage on Strength checks and saving throws.
- Hawk: Use reaction to grant a creature attacking a target in the aura advantage. While in the area, you and allies gain advantage on Perception.
- Unicorn: You and allies gain advantage on ability checks to detect creatures. All healing spells cast by you heal an additional 4 (lvl) hit points.
Spirit Totem


Characters: Anchor, Selanet, Aramil, Mhurren, Hazel

Last edited by DemonSlayer; Nov 13th, 2020 at 06:47 AM. Reason: quick stats
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Old Nov 9th, 2020, 09:43 AM
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Old Nov 9th, 2020, 11:16 AM
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The ApplicationName: Thunder in the Morning
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Race: Tabaxi
Gender: Male (he/him)
Age: Thirtysomething
Class: Fighter
Alignment: Chaotic Good
Background: Folk Hero

  • Personality Trait One: I have a joke for every occasion, especially occasions where humor is inappropriate.
  • Personality Trait Two: I'm well known for my work, and I want to make sure everyone appreciates it. I'm always taken aback when people haven't heard of me.
  • Ideal: Friendship. Material goods come and go. Bonds of friendship last forever.
  • Bond: Something important was taken from me, and I aim to steal it back.
  • Flaw: I'm a sucker for a pretty face.

The Tale: What was there to say about Thunder in the Morning that you hadn’t heard already. He was a hero. A mighty warrior who stood defiant to a monster so fierce and so vile that it left dozens of farmlands in devastation. A beast whose hunger for destruction could only spring from humanity’s worst nightmares as its rending claws and gnashing teeth all but devoured those unlucky enough to cross its path. Hundreds left to rot in its foul gullet. Men, women, and children-- all victims of the Great Ravager.

Many bards swear to any who would hear their tale that it would have left the entire south in ruins, a graveyard of broken homes and corpses, had it not been for Thunder in the Morning. A once simple man whose only trials were faced at the forge, where he molded metal into blades for adventurers far braver than he. But when the Great Ravager came upon his home, courage somehow found its way into the young Tabaxi, and while his neighbors ran in terror of its terrible roar, he stood alone in the shadow of the beast.

With only his smithing hammer in one hand and a broken door in the other, he did the unthinkable and fought back. Beating upon its hellish hide with all his might while it tore into his flesh with tooth and claw. Blood spilled across the ground from both sides. Thunder in the Morning's fur soaked in red while the Great Ravager bled a vile black ichor that sizzled in the cool night air. It is said the battle between the two raged on from midnight to morning, their roars of anger heard for miles until all fell silent at morning’s first light.

The Great Ravager was beaten back. Wounded badly enough that it fled across the land and returned to whatever pit it crawled out from. As for Thunder in the Morning, he miraculously survived, but at the cost of his left hand. And yet as the story goes, his injuries were hardly of concern to him. Thunder in the Morning, bloodied and broken, was found in the dirt, laughing at what he had just done. The reality of his actions finally sinking in. He-- a simple Tabaxi blacksmith-- had accomplished the unbelievable; he had bested a legend.

His village and many more heralded Thunder in the Morning as a hero. Celebrated his name with gifts, drinks, and grandiose retellings of his heroic battle against the Great Ravager which seemingly vanished overnight. The beast was nowhere to be found after their battle, thought dead by everyone but Thunder in the Morning who sought out its body in the hills and the mountain but found nothing but dried blood and broken scales. For any other man, Thunder in the Morning’s tale would have ended here, neatly tied with banquets and revelry befitting his bravery. But for Thunder in the Morning, his tale was just beginning, for the Great Ravager took more than his hand that fateful day.

The wedding band of his beloved late wife rested in the Great Ravager’s stomach. Stolen from Thunder in the Morning the instant its jaws clamped tightly around his wrist. And maybe it was foolish sentimentalism that sent him on the road-- to adventure across lands as mysterious and as dangerous as the beast he fought so many years ago in search of a simple band of silver-- but it was that same foolish sentimentalism that earned him the reputation as a monster slayer. An adventurer who was willing to slay any beast that stood in his way during his search for the one that got away.

Concept: A Tabaxi blacksmith turned monster slayer. Not as cool as the stories claim he is, but Thunder in the Morning doesn't know that. A little scarred. A little grizzled. Full of ultimate dad jokes. Adventuring suits him surprisingly well despite the sedentary life he once lived-- that is if you ignore the many mistakes he made to get where he is today.

Character SheetThunder in the Morning | Tabaxi | Fighter (Champion) | Level 5

HP: 44/44 | AC: 19 | Speed: 30 ft. | Initiative: +3

Stats: Strength: 16
Dexterity: 16
Constitution: 14
Intelligence: 8
Wisdom: 11
Charisma: 12
Abilities | Strength: +5
Dexterity: +3
Constitution: +4
Intelligence: -1
Wisdom: 0
Charisma: +1
Saves | Acrobatics: +6
Animal Handling: +3
Athletics: +6
Perception: +3
Stealth: +6
Survival: +3
Skill Proficiencies

Languages: Common, Elvish

Relevant Equipment: +6 melee, 1d8 +4, Bludgeoning, Versatile, Magic +1Blacksmith's Hammer, Base AC: 14Breastplate, Base AC: +2 when equipped. Magic +1, Total ACE +3Prosthetic Metal Hand, +5 melee, +5 thrown, Slashing, Light, Thrown, Range 20/60Handaxes x 2

Last edited by Strangemund; May 16th, 2021 at 10:26 PM.
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Old Nov 9th, 2020, 12:35 PM
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And if you ever feel like you're all alone
After the night, the morning comes

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Old Nov 9th, 2020, 01:12 PM
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Last edited by Solid Snek; Feb 19th, 2021 at 08:35 PM.
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Old Nov 9th, 2020, 07:39 PM
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Last edited by Solid Snek; Feb 19th, 2021 at 08:35 PM.
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