The Heist - 5e D&D Game

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The Heist - 5e D&D Game

Post by Dusk9 » Sat Mar 17, 2018 11:37 am

So, I've been thinking about RPG-style forum games recently, and I've noticed a pattern. Usually these games start with players at Lv1, have biiiig long-term plots involving saving the world or some such, and end up lasting for years IRL. Because of this, most of them end in one of two ways - either the players get bored and leave, or the GM burns out and ends it. And I'm talking as someone who's been on both sides of the coin here :roll:

So, to get around these problems, I got to wondering....would a more focused one-shot adventure, starting at mid-level and with a set ending point, work better?

What I came up with was a heist-style adventure, set entirely in a homebrew city of my own creation. The goal for the PCs would be to rob a bank in the city's rich district - more specifically, a single, heavily guarded vault, filled with various traps and alarms. You would have a week or two (in-game) to plan and commit the robbery. How easy the theft is will depend not only on how you approach the challenges within, but also how much set-up you do beforehand. For example, you might want to try and find where the keys are kept and make your own copies, instead of relying solely on your lockpicking rolls. Or, you could find out what defences the vault actually has and prepare for those. Guard rotations, building layout, and so on will all be available for you to find out.

Attempting the heist on the very first night would be possible, sure. But probably not recommended....

Starting level would probably be Lv5, and progression pretty much non-existent. I want players to start and end with roughly the same character strength, with most advancement coming from the loot you pick up and allies you make. You might get 1 level-up if I feel the game has been going on for a while and you've accomplished enough in-game. But don't count on it when thinking about character progression.

Anyway, at the moment I'm only looking to find out who's interested in this. I'm aiming for a relatively small group - 4 players, maybe 5 if interest is high. Don't worry about planning out a full character just yet, since I'll want to post some more details about the setting first. Feel free to ask if you have any specific questions/ideas, though.

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Re: The Heist - 5e D&D Game

Post by thinkslogically » Sat Mar 17, 2018 12:00 pm

Yes! Definitely :D I've wanted to play a heist style game for a while, and a one-shot sounds ideal.

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Re: The Heist - 5e D&D Game

Post by SuperVaderMan » Sat Mar 17, 2018 12:23 pm

Hm! I am intrigued as well

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Re: The Heist - 5e D&D Game

Post by M0rtimer » Sat Mar 17, 2018 4:40 pm

You have captured my attention.

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Re: The Heist - 5e D&D Game

Post by Dusk9 » Sun Mar 18, 2018 4:44 am

Eh, three's a good enough start I suppose :P

----------------------------------

The City

Farawlen, a sprawling harbour city on the edge of the Ankaran Sea that is well known for being a key trade hub. This also makes it an attractive home to a large number of wealthy noble families, enterprising merchants, and criminal gangs. It has a bureaucratic government, however rumours say that pretty much every major official is either a powerless figurehead, in the pocket of someone else, or both.

The Carmichael Family are the most powerful and successful nobles within it's walls, with a history in the city reaching back almost 300 years. They have a very close relationship with the Guardsmen who patrol the more prosperous parts of the city, particularly Chief Guard Roberts. The only real check to their power is the combined influence of various other families, and the Merchant's Guild, which controls the flow of goods and money through the city. An uneasy truce exists between all the groups, with none of them overtly extending outside of their area of influence. Most disagreements are solved either politically or in the shadows. Even the various criminal gangs in the Slums keep to themselves...for the most part.

The Map

Image

The Harbour [Blue]
- Divided in half by the river, the northern side generally deals with trade, while the south handles construction (plus the occasional smuggler or two).
Market Quarter [Orange]
- The trade centre of Farawlen, location of a range of markets and specialist stores. Generally, the more expensive and premium goods can be found to the north of the Quarter, while the south end (over the river) handles cheap food and less "legitimate" goods.
Upper Quarter [Purple]
- Also known as the "Up Top". Home to the richer citizens of the city, along with various banks, courthouses, and city offices. Sits atop the hill that the rest of the city is built around the base of. Surrounded by 40ft tall stone walls, the only way in or out is via one of three gatehouses at the borders with the Harbour, Market, and Middle Quarters.
Middle Quarter [Red]
- Houses most of the city's middle-class, as well as various taverns and hostels for travellers to put their feet up. Also home to the main Guard Barracks.
Lower Quarter [Brown]
- Aka "Stinkstain Slums". Named as such due to the faint stench of decay that comes downstream from the marshes to the south. Most criminal gangs work out of these streets, as the Guardsmen rarely venture this far from the safety of the other Quarters. Separated from the Middle Quarter by a 25ft tall wall that stretches from the river around to the Upper Quarter.
The River Len
- Cuts through the Slums, Market Quarter, and Harbour. At the southern marsh it splits into two rivers for a mile or two before reconnecting. Colloquially, these smaller rivers are known as "Big Len" and "Little Len".

The Heist

You have been recruited by an intermediary of the Stable Boys, a minor merchant group. While mainly comprised of legitimate businessmen, they are known to act as middle men for fencing off stolen art and jewellery. However, they have recently become aware that Arandale Bank, located in the Upper Quarter, is holding a collection of highly valuable magical items, as well as a significant amount of gold coins and bars within one of their vaults.

The Carmichael Vault, to be exact.

Their sources say that the Carmichael's plan to sell the magical artifacts within the next few weeks, likely to some of their Elvish allies over the sea. The shadowy leader of the Stable Boys, "Davy", has decided that he would like a cut of those profits instead. As such, he's asked you and a handful of others to help him "procure" the loot, before it can leave the city limits and be lost forever.

The Contact

You've been told to convene at a small shoe shop in the Market Quarter, where you'll meet your Contact within the Stable Boys and the rest of your group.

----------------------------------

So, that's all the general background information. Pretty sure it covers everything you need to know for now. Anything else you can learn directly from the NPCs.

Character will start at Level 5, and with 300 gold to spend on starting equipment (plus whatever you get from background/class).

For backgrounds, you guys are free to choose pretty much whatever and tie it into the setting however you want. You could be a member of the Merchant's Guild, someone with a grudge against the Carmichael's, or just a freelancer looking to make a quick buck while passing through the city.

For Classes and Races, anything from the published books is automatically valid. Multiclassing and feats are also fine. UA stuff isn't completely out of the question, but I'll need to consider it first. So let me know your ideas and I'll say whether it's fine or not.

(Also, keep in mind that while I'll allow pretty much anything, there's probably plenty of in-game reasons not to pick certain classes/races. A Bugbear Ranger, for example, might struggle to use their Favoured Enemy: Giants feat inside of a city, and will probably have a bad time if spotted by a Guard. Just something for you guys to keep in mind! :lol: )

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Re: The Heist - 5e D&D Game

Post by Dusk9 » Sun Mar 18, 2018 5:05 am

Oh yeah, forgot about stats.

You can either roll 4d6.HIGH(3) six times, or just use Point Buy/Standard Array if you don't like what you rolled.

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Re: The Heist - 5e D&D Game

Post by thinkslogically » Sun Mar 18, 2018 5:45 am

Great! What races exist in the city? Like is this a meeting pot of all different races, or will certain ones stick out as unusual?

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Re: The Heist - 5e D&D Game

Post by Dusk9 » Sun Mar 18, 2018 6:15 am

The demographics vary depending on which part of the city you're in, really. Humans are most common (obviously), and Half-Elves, Halflings, Dwarves, and even Gnomes will blend in pretty much anywhere. High Elves aren't unusual in the Upper Quarter, as a lot of noble families have connections to them. Same goes for Half-Orcs in the Slums, since they're usually employed as bruisers.

Tielfings, Dragonborn, and other unusual races (Aasimer, Kenku, etc) will definitely raise a few eyebrows and catch people's attention, but not much else. Especially in the Middle Quarter, Market Quarter, and Harbour, as a lot of travellers move through on their way to other cities. Monster races are a different matter - unless you've got a very good disguise, don't be surprised if you're getting constantly stopped and questioned by nervous Guardsmen about your weapons and so on.

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Re: The Heist - 5e D&D Game

Post by Theis2 » Sun Mar 18, 2018 6:29 am

I only had the time to skim the premise, but sounds interesting and might want to join in on it
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Re: The Heist - 5e D&D Game

Post by thinkslogically » Sun Mar 18, 2018 7:36 am

Cool stuff. Should we build the party as a group (as if we were hiring a likely band of criminals for the job), or just come up with individuals somewhat randomly and see what happens?

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Re: The Heist - 5e D&D Game

Post by Dusk9 » Sun Mar 18, 2018 7:48 am

Up to you guys. You'll probably want some variety in skills (i.e. a bruiser, a magic-expert, a sneaker, and a charmer), but if you all want to make/play a Rogue (or Barbarian) then it should make things interesting at least! :lol:

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Re: The Heist - 5e D&D Game

Post by thinkslogically » Sun Mar 18, 2018 8:25 am

All right, sounds good :)

Heist Stats: 4D6.HIGH(3) = [3, 5, 2, 2] = 10
4D6.HIGH(3) = [3, 5, 5, 3] = 13
4D6.HIGH(3) = [2, 4, 3, 3] = 10
4D6.HIGH(3) = [3, 5, 4, 4] = 13
4D6.HIGH(3) = [1, 3, 5, 3] = 11
4D6.HIGH(3) = [4, 1, 3, 4] = 11


Urgh. One day I'll roll good stats for something, but apparently today isn't my day either. Guess I'll take the standard array.


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Re: The Heist - 5e D&D Game

Post by thinkslogically » Sun Mar 18, 2018 10:23 am

:lol: I'm not jealous... not jealous at all :P

Do you guys have preferences for what role you'd want to fill out? I think I quite fancy being the "muscle" for this outfit (though a DEX build would probably make most sense for flexibility). I'm thinking maybe a monk of some form or DEX fighter... Not sure though, and I'm open to options.

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Re: The Heist - 5e D&D Game

Post by M0rtimer » Sun Mar 18, 2018 11:04 am

To be completely honest, I've not even given proper thought to exactly WHAT I am going to be playing, myself... For now my plan was to simply wait a bit and see what others were planning, maybe turn to a random generator to get a bit of inspiration... :roll:

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Re: The Heist - 5e D&D Game

Post by SuperVaderMan » Sun Mar 18, 2018 11:12 am

DnD stats:
4D6.HIGH(3) = [1, 3, 5, 3] = 11
4D6.HIGH(3) = [1, 6, 1, 2] = 9
4D6.HIGH(3) = [3, 1, 2, 3] = 8
4D6.HIGH(3) = [4, 1, 4, 2] = 10
4D6.HIGH(3) = [6, 3, 3, 6] = 15
4D6.HIGH(3) = [4, 6, 6, 3] = 16


Hmm, lower stats overall compared to standard array, but the upper end's slightly higher. Yeah I'll take this.

As for what race I wanna play, I'm definitely looking through Volo's Guide :shifty:. No idea what class(es) I'll go for.

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Re: The Heist - 5e D&D Game

Post by spiderwrangler » Sun Mar 18, 2018 1:31 pm

You all full up?
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Re: The Heist - 5e D&D Game

Post by Dusk9 » Sun Mar 18, 2018 1:54 pm

Hmm....nah, I'll go up to 5 if you want in. Assuming Theis is still interested :lol:

But yeah, probably closing sign-ups here.

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Re: The Heist - 5e D&D Game

Post by spiderwrangler » Sun Mar 18, 2018 2:12 pm

---------------------------------------

Name: Kytiel
Race: Human
Class: Lv5 Warlock

Description:
Age: 27
Height: 5'10"
Weight: 180 lbs
Alignment: Chaotic Neutral

Background: Urban Bounty Hunter
Feature: Ear to the Ground
You are in frequent contact with people in the segment of society that your chosen quarries move through. These people might be associated with the criminal underworld, the rough-and-tumble folk of the streets, or members of high society. This connection comes in the form of a contact in any city you visit, a person who provides information about the people and places of the local area.

Personality: "I always have a plan for when things go wrong." "The best way to get me to do something is to tell me I can't do it."
Ideal: "If I take a job, I see it through, by whatever means I must."
Bond:-------------------------
Flaw: ---------------------------

Backstory: Kytiel works primarily as a bounty hunter, tracking down those that others will pay to have tracked. Sometimes this means apprehending and turning in to authorities, sometimes it means making sure no one else will be able to find them either. Other times he's hired as a bit more of a monster hunter. He came to town pursuing a bounty, only to find conclusive evidence that his quarry had already met an untimely end. Since the contract specified the remainder of payment was to be provided on delivery of them alive, he notified his employer. In the meantime, he's been taking odd jobs until his contact gives him word on someone else who needs someone ferreted out.

The slippers were a gift from a client, after capturing a particularly troublesome quarry, who used them to evade him for the longest time. Upon bringing him in and noting that had the presence of the slippers been mentioned in the contract, that it could have been completed sooner, and with less difficulty. The grateful client gifted him the slippers to compensate him for his trouble after removing them from the previous owner. They certainly come in handy in his line of work.



Physical Description: Just the right amount of stubble covers Kytiel's angular cheeks, dark stubble matching the tousled black hair. His ready smile doesn't quite reach his grey blue eyes. His physique is not imposing, 'wiry' would be a generous description.

STR: 10 ¦ Save: 0 ¦ Athletics 0
DEX: 12 ¦ Save: +1 ¦ Acrobatics + 1, Sleight of Hand +1, Stealth +4
CON: 14 ¦ Save +2
INT: 11 ¦ Save +0 ¦ Arcana/History/Nature /Religion +0, Investigation +3
WIS: 12 ¦ Save +4 ¦ Animal Handling/Insight/Medicine/Perception/Survival +1
CHA: 18 ¦ Save +7 ¦ Deception/Intimidation +7; Performance/Persuasion +4

HP:[/b] 38/38Hp
AC: 14 or 16 with shield
Speed: 30ft

Languages: Common, Celestial
Armour Proficiencies: Light, Medium, Shields
Weapon Proficiencies: Simple Weapons, Martial
Tool Proficiencies: Thieves' Tools, Horn
Carrying Capacity: 120lbs

Hexblade Warlock Stuff
Expanded Spell list: The spells shield and wrathful smite; blur and branding smite; and blink and elemental weapon are added to the warlock spell list for you
Hexblade Curse: 1/rest as a bonus action you can curse a creature for 1 minute, healing level + CHA when it dies, critting on a 19, and dealing it prof bonus in extra damage.
Pact Weapon: You can use Charisma for attack and damage rolls with your pact weapons and one one-handed weapon you choose at the start of each day.
Improved Pact Weapon: You can conjur a bows and crossbows, your conjured weapons are +1, and you can use them as a focus.

Invocations:
Mask of Many Faces: Can cast disguise self without using a spell slot.
Thirsting Blade: You can make two attacks with your pact weapon as an action.

Equipment:
Chain Shirt
Shield
-dagger
Case of bolts (40)
-scholar's pack
-set of clothes
Thieves' Tools
Horn
Healer's Kit
-pouch
Ball Bearings (3,000)
Caltrops (40)

251gp

Slippers of Spider Climbing
---------------------------------

Spells

Cantrips
Friends
Infestation
Sword Burst

Level 1
Armor of Agathys
Hex

Level 2
Hold Person
Suggestion

Level 3
Fly
Thunderstep
-------------------------------------------------------------
Last edited by spiderwrangler on Sun Apr 01, 2018 9:10 pm, edited 1 time in total.
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Re: The Heist - 5e D&D Game

Post by thinkslogically » Sun Mar 18, 2018 2:33 pm

All right, I think I'm going to pick up a bard. I just like the magic abilities too much, and don't want to build another rogue while Nem's out doing her thing in the Sundered Way. I'm thinking this one's probably college of lore and a charlatan. Either that or a guild member.

Edit: might dip warlock for funsies...
Last edited by thinkslogically on Sun Mar 18, 2018 2:44 pm, edited 1 time in total.

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Re: The Heist - 5e D&D Game

Post by Theis2 » Sun Mar 18, 2018 2:43 pm

Seems to fit pretty well with the standard array, maybe slightly better. I'm not sure what I want to play, except not charisma focused as all my dnd characters on the forum are :lol:


Stats: 4D6.HIGH(3) = [4, 6, 1, 1] = 11
4D6.HIGH(3) = [1, 4, 1, 5] = 10
4D6.HIGH(3) = [4, 3, 4, 6] = 14
4D6.HIGH(3) = [4, 5, 6, 5] = 16
4D6.HIGH(3) = [1, 1, 5, 3] = 9
4D6.HIGH(3) = [5, 4, 6, 3] = 15
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Re: The Heist - 5e D&D Game

Post by spiderwrangler » Sun Mar 18, 2018 3:58 pm

I currently thinking Hexblade warlock... but have a big stack of grading to knock out before any character building.
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The Sundered Way, my 5e forum campaign.
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Splits Focus in Thinkslogically's Lair of the Mountain King

Korga in Dlover's Hunters of Letrua.

Laughs Creepily in "Goblin Adventurer's League".

Korrik Tallpine, a halfling monk with a shady past in Thinks' "The Wandering Archipelago".

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Re: The Heist - 5e D&D Game

Post by M0rtimer » Sun Mar 18, 2018 3:59 pm

At this rate it's sounding like I might as well pick rogue given that everyone else is going some kind of mage. ;)

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Re: The Heist - 5e D&D Game

Post by thinkslogically » Sun Mar 18, 2018 4:09 pm

All right, I think I'm going to try bard 4, rogue 1 and play the party face. Picked up the actor feat plus charlatan bg and have a bunch of social skills that should help us blag our way around town.

--------------------------------------

EDIT: Ok, here's a first pass. Spells at the bottom.

---------------------------------------

Name: Jax Starthorn
Race: Half Elf (+1 DEX, +1 WIS, +2 CHA)
Class: Lv4 Bard (Lore) / Lv1 Rogue

Description
Age: 38
Height: 6'0"
Weight: 160 lbs
Alignment: Chaotic Neutral

Background: Charlatan
Feature: You have created a second identity that includes documentation. established acquaintances, and disguises that allow you to assume that persona. Additionally, you can forge documents including official papers and personal letters, as long as you have seen an example of the kind of document or the handwriting you are trying to copy.
Favorite Schemes: "I insinuate myself into people lives' to prey on their weakness and secure their fortune"

False Identity: Jax typically passes himself off as a minor noble, and keeps a fake signet ring to play the part. Usually pretending to be a distant cousin of a more well-known family is sufficient to avoid too many questions.

Personality: "Flattery is my preferred trick for getting what I want."
Ideal: "I never target people who can't afford to lose a few coins."
Bond: "Somewhere out there, I have a child who doesn't know me. I'm making the world better for her."
Flaw: "I can't resist swindling people who are more powerful than me."

Backstory: Jax is a philanderer and a liar. He is charming, manipulative and deceptive and uses his personality to get what he wants. ...Backed up with just a little magical nudge when he needs a little extra luck. When he can't charm someone to pay for his lifestyle, he uses his other skills to get money out of people who he thinks can afford it, or who deserve to lose a few coins. If worst comes to the worst, he simply pretends to be whoever he's marked, and has a remarkable talent for getting rid of people and assets with few well-placed forgeries. He's a very charming, urban bandit.

Physical Description:Tall, attractive and well-dressed. White-blonde hair, emerald-green eyes and a dashing smile.

((The luck stone gives +1 to all ability and save rolls. I have not added it to the numbers listed below))

STR: 8 ¦ Save: -1 ¦ Athletics -1
DEX: 15 ¦ Save: +5 ¦ Acrobatics + 3, Sleight of Hand +5, Stealth +5
CON: 12 ¦ Save +1
INT: 10 ¦ Save +0 ¦ Arcana/History/Investigation +3 ; Nature /Religion +1
WIS: 14 ¦ Save +2 ¦ Insight +8 ; Perception + 5, Animal Handling/Medicine/Survival +3
CHA: 18 ¦ Save +7 ¦ Deception / Persuasion / Intimidation +10; Performance +5

HP: 40/40
AC: 13 (11 + 2 DEX)
Speed: 30ft

Languages: Common, Elvish, Thieves' Cant, Dwarven
Armour Proficiencies: Light
Weapon Proficiencies: Simple Weapons, Hand Crossbows, Longswords, Rapiers, Shortswords
Tool Proficiencies: Disguise Kit +3, Thieves' Tools + 5 ((Assuming DEX + Proficiency))
Carrying Capacity: 120lbs

Racial Abilities/Skills:
- Darkvision
- Immune to magical sleep, ADV on saves vs. charmed.
- Two extra skill proficiencies

Rogue Stuff
Expertise: Your proficiency bonus is doubled for any ability check you make that uses the chosen proficiencies. (Insight, Persuasion)
Sneak Attack: You know how to strike subtly and exploit a foeÔÇÖs distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon. You donÔÇÖt need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isnÔÇÖt incapacitated, and you donÔÇÖt have disadvantage on the attack roll.
Thieves Cant: Understand a secret language

Bard Stuff
Jack of All Trades: Gain half your ability bonus on skills you aren't proficient in.
Bardic Inspiration (1d6): You can perform during a short rest to cause any ally or yourself to gain an additional 1d6 HP (once) if healed during the rest. (CHA mod times per day; resets on a long rest).
MOAR expertise: Double proficiency on chosen skills (Intimidation, Deception)
College of Lore: Proficient in three more skills.
College of Lore: You can spend a use of Bardic Inspiration to give a creature within 60 feet a penalty on an attack roll, damage roll or ability check

Level 4: FEAT - Actor: You gain ADV on deception and performance checks to impersonate someone else. You can imitate the sounds or speech of another creature and gain +1 CHA.

Equipment:
- Rapier
- Dagger (1)
- Diplomat's Pouch: 1 chest, 2 cases for maps and scrolls, a set of Fine clothes, a bottle of ink,an Ink pen, a lamp, 2 flasks of oil, 5 sheets of paper, a vial of Perfume, Sealing wax, soap.

- Thieves' tools
- Musical Instrument (flute)
- Signet ring of a minor Duke

- Leather Armor
- Luckstone (+1 to ability checks & saves)

A disguise kit
A forgery kit

Trinket: An empty silver snuffbox with the word "dreams" inscribed on top (#86 in the phb list).

260 GP (didn't need to buy thieves tools apparently).
---------------------------------

Spellbook (May add an offensive spell or two; depends on what the others do):

Cantrips
Friends
Mage Hand
Minor Illusion

Level 1
Disguise Self
Charm Person
Sleep
Feather Fall

Level 2
Calm Emotions
Enthrall
Suggestion

-------------------------------------------------------------

Dusk, with my 300 GP starting gold I'd like to buy a luckstone if possible (uncommon magical item). I've added it to my bag, but not the skills until I get your ok.
Last edited by thinkslogically on Tue Apr 03, 2018 7:07 am, edited 6 times in total.

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Re: The Heist - 5e D&D Game

Post by Dusk9 » Mon Mar 19, 2018 1:13 am

Looks good to me! What kind of False Identity were you thinking for Jax to have? Some kind of noble background?
thinkslogically wrote: Languages: Common, Elvish, Thieves' Cant, +1 EXTRA (what would be most common amongst the upper classes?)
Elvish would be most common, but you've already got that sorted. The rest of the Standard Languages are pretty much equal other than Goblin and Giant, which are basically non-existent inside the city walls. Some of the nobles might have a Goblin slave or two, but that's pretty much it. And Orcish is more often heard in the Slums by far, amongst the small Half-Orc population there.
thinkslogically wrote: Tool Proficiencies: Disguise Kit +3, Thieves' Tools + 5 ((Assuming DEX + Proficiency))
Yep, Thieves' Tools are DEX + Proficiency. Disguise kit is an INT + Prof check to make the Disguise, then a Deception check to use it (with the DC changing depending on how successful your INT check was).
thinkslogically wrote: Dusk, with my 300 GP starting gold I'd like to buy a luckstone if possible (uncommon magical item). I've added it to my bag, but not the skills until I get your ok.
...I was actually planning on letting people pick a single magic item from a limited list of Uncommons, to start with on top of their 300 gold. Was gonna wait until everyone had their character designs sorted, but eh, guess I can just post it now :lol:
Magic Items (Pick One)

Non-Attunement
+1 Weapon (any)
+1 Shield
Javelin of Lightning
Adamantine Armour
Mithral Armour
Sentinel Shield
Ring of Swimming
Ring of Water Walking
Wand of Magic Detection
Wand of Magic Missile
Wand of Secrets
Bag of Holding
Bag of Tricks
Boots of Elvenkind
Gloves of Thievery
Googles of Night
Eyes of Minute Seeing
Rope of Climbing
Driftglobe
Cloak of the Manta Ray
Robe of Useful Items


Attunement
Boots of Striding and Springing
Bracers of Archery
Cloak of Elvenkind
Cloak of Protection
Eyes of the Eagle
Gloves of Swimming and Climbing
Ring of Jumping
Slippers of Spider Climbing
Luckstone
Weapon of Warning (any)

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