The Brightblade Fellowship

If you are playing D&D 5th Edition with me as a client, at an event, appearance or convention I may ask your group to assemble a party from the characters below. You can ask for small changes but it is often easiest to simply use them as presented. 

There is a link after each entry to a page with all the sheets you will need. If you are coming to an event with time to prepare please download, print the sheets and bring them with you. Don't forget your dice!


Austine

Halfling (Lightfoot)
Cleric 3 (War) / Fighter 3 (Battle Master)
HP48 / AC20 / S14 D11 C14 I10 W14 C12

Austine is the only halfling member of the of the Warrior Monks of the Stern and Faithful Order of Saint Willoughby the Defender. Note that by monk we are in this case referring to a religious order not the character class. They were raised in a remote fortress monastery run by a human Abbot who took Austine in after they were orphaned during a bandit raid. The only halfling trait evidenced by the devoted cleric is their appetite and passion for food and drink the like honeyed mead the monks made during their training. The orphan turned out to be a fierce warrior and an asset to the Order. They fought in many battles beside their brothers and sisters until it was decided by the Abbott that they should leave the fortress and the Order to Defend the Realm as a wandering monk.

In addition to magic plate mail and war hammer made for them by dwarven smiths who adapted the Order’s designs to their smaller frame, Austine carries the Bastion, a sacred relic. The Bastion is a tome with a metal cover that contains the forty two verses of the Code of the Righteous that can be used as a shield.

Traits: I see omens in every event and action. The gods try to speak to us, we just need to listen.
Ideals: Charity. I always try to help those in need, no matter what the personal cost.
Bonds: The Order took me in and was my family. I owe them everything.
Flaws: I overindulge in the base pleasures of food and drink.

CLICK FOR MORE



Blaze


Tiefling
Bard 6 (Glamour)
HP33 / AC16 / S8 D14 C10 I16 W12 C18

A charismatic Tiefling that doesn’t like to discuss their past because they spent decades running from inquisitors tasked with the destruction of all “hellspawn”. Blaze eventually learned their best defense was charm. By winning over the hearts and minds of the people in the towns they visited they locals would be less likely to turn them in when the inquisitors came calling and might actually defend them. The inquisition was eventually shut down. Once free, Blaze became a famous and much sought after performer. They started traveling with adventurers to give them more stories to tell. Now an adventurer in their own right, they have chosen to surround themself with a found family that gives them the support they have always been looking for.

Blaze was gifted a magic “Stash Ring” by an admirer that they can use to conjure and dismiss a magic lute and elegant rapier at will. They call the lute “Melody” and the rapier “Harmony”.

Traits: I sleep with my back to a wall or tree, with everything I own wrapped in a bundle in my arms.
Ideals: Aspiration. I’m going to prove that I’m worthy of a better life.
Bonds: No one else should have to endure the hardships I’ve been through.
Flaws: It’s not stealing if I need it more than someone else.




Calmira / Caine


Changeling
Wizard 6 (Abjuration)
HP26 / AC16 / S9 D14 C10 I18 W12 C14

They were found in a mind flayer’s lair by a party of adventurers in a stasis cell, afflicted with amnesia. The party’s wizard retired from adventuring to help them recover and adjust. At first they were childlike but very intelligent and learned astonishingly quickly. They matured mentally in a matter of months and became the wizards apprentice. Eventually they left to indulge their curiosity about the world. An interest in politics and the ability to change their face helped them find their ways into several courts. They hoped to help from behind the scenes but decided they were more intelligent than any of those they served. As an adventurer they can more effectively use their power and insights to affect change.

Calmira (or Caine) travels with an Echo Cat named Claudius. It acts like a familiar but isn’t. It can speak telepathically with them at a range of up to 30 feet. The cat’s fur automatically changes color to match whatever they are wearing but they can choose whatever color or pattern they like.

AC12 / HP 4 / S3 D14 C12 I12 W12 C12 / Speed 40ft (climb 30)
Perception +4 (advantage when tests that rely on smell), Stealth +4
Claws attack +3, 1d2 slashing damage
In battle, the cat’s fur acts like a Cloak of Displacement.

They have a habit of traveling incognito as an old woman (or man). 

Traits: I am the smartest person in every room.
Ideals: I have chosen to use my gifts to benefit the less capable.
Bonds: I owe my mentor a great debt for helping me become the person I am today.
Flaws: I tend to overestimate myself.



Dhaj


Mountain Dwarf
Rogue 3 (Thief) / Artificer 3 (Armorer)
HP45 / AC16 / S13 D14 C14 I14 W12 C10

In the dwarf hold into which Dhaj was born, castes and status are very important. It is a culture of specialists that never knows what to make of generalists who have trouble finding their place or refuse to do so. After decades drifting from job to job Dhaj ended up very skilled but without a role to define their place in dwarven society. Rather than continue to feel like an outcast they left the hold to use what they knew in the wider world. As it turns out, the combination of abilities they had accumulated made them ideally suited to breaking and entering all kinds of places from dungeons to the manors of self important nobles with more wealth than manners.

Dhaj prides themself in having the very best of everything. Their armor and small arsenal of weapons are custom made and of the highest quality but their proudest possession is “Gadget” - the mechanical dragonling they have been working on for years. It was recently improved by a gnomish invention who installed an enchanted gem in its tiny skull that gave it sentience and the ability to speak. It has spontaneously developed the ability to eat on its own and has a fondness for dry tea leaves.

Gadget does not speak but obeys spoken instructions from Dhaj. It can make hoots and whistles and can understand simple hand signs. It has tiny hands and can grasp small things.
AC14 / HP 8 / S5 D14 C12 I6 W6 C6 / Speed 20ft (fly 40)
Dex Save +4, Perception +2
Claws attack twice a turn attack +3, 1d3 piercing damage each

Traits: I believe that anything worth doing is worth doing right. I can’t help it—I’m a perfectionist.
Ideals: Everyone should be free to live as they please.
Bonds: One day I will return to my hold and prove that I have finally made something of myself.
Flaws: I would never admit it but I am uncomfortable among my own people.




Durgen / Durga

Hill Dwarf
Ranger 2 / Barbarian 2 / Rogue 2
HP64 / AC15 / S21 D14 C16 I10 W13 C10

After leaving home to start a jewelry shop in a large city, they were very successful for a time but then their partner fell ill. When they died, they couldn’t keep up with their orders, brought on help that turned out to be incompetent and the business failed. Heartbroken and humiliated, they set out to make whatever gold they could in hopes of reviving the business but no matter what they tried they got deeper and deeper in debt - and in trouble.

Over a decade as a thug and petty criminal ended when they put their past behind them and began a new life as an adventurer to which. They seem much better suited.

Durgen (or Darga) used to have a drinking problem that they wrestle table to get under control with a Tankard of Sobriety. They also have a Belt of Hill Giant Strength that was inherited from a Barbarian they used to travel with who lost a wrestling match with an amorous Bugbear (with tragic results).

Traits: When I get an idea, I am single-minded in its execution — even if it’s a terrible idea.
Ideals: Caution got me nowhere in my previous business. I’m not going to let it hold me back now.
Bonds: My former business partner fell ill, and then our business failed. Part of my new venture involves earning enough to take care of their family.
Flaws: I insist on having the best of everything.

CLICK FOR MORE



Garun / Gaila

Stout Halfling
Paladin 6
HP52 / AC22 / S14 D10 C14 I10 W13 C16

The Halfling town of Halaila had been pray to several clans of Knolls for generations. They prayed for salvation and were sent this hero who drove them away and set out to offer aid to whoever might need it. This paladin was trained from birth to be a hero and was armed by a grateful community. They have made quite a name for themself and have joined the Brightblade Fellowship because they have become convinced they can do more good as part of a team.

Traits: If someone is in trouble, I’m always ready to lend help.
Ideals: Destiny. Nothing and no one can steer me away from my higher calling.
Bonds: I protect those who cannot protect themselves.
Flaws: I have never lived as a normal person and don't really know what the lives of the people I protect are like.

CLICK FOR MORE



Grae


Minotaur
Barbarian 3 (Berserker) / Ranger 3 (Monster Slayer)
HP62 / AC18 / S20 D14 C16 I8 W8 C8

Grae was a minotaur captured as a child and taken far from home to struggle for their life in gladiator pits. Their size and strength gave them an advantage over mostly human opponents. They won more than they lost and got bigger and stronger until there was no one that could provide a credible challenge. When the pit bosses let them buy their freedom Grae travelled the world, taking whatever odd jobs they could but was dissatisfied with spending their days as a leg breaking thug. They realized that they preferred to live a peaceful life as much as possible. Eventually they found that life was an adventurer allowed them to spend most of their time peacefully until opportunities came to use their talents to help others.

The ex gladiator has made and spent fortunes. They have no interest in wealth or acquiring ‘things’ so seldom has more than 100 gold and the only gear of quality they maintain are a massive axe they call “Gus” and a shield made out of the front door of a keep they kicked in during an assault. Despite their lack of powerful magic items their heroic strength makes them a fearsome combatant.

Traits: Nobody stays angry at me or around me for long, since I can defuse any amount of tension.
Ideals: I am still trying to figure out who I am and what my place is in the world.
Bonds: My companions are my family.
Flaws: I can be kind of gullible.


CLICK FOR MORE


Inari


Gnome
Cleric 3 (Knowledge) / Artificer 3 (Alchemist)
HP39 / AC11 / S9 D13 C12 I16 W14 C12

Inari seemed to have been born with knowledge that no one in their community could have taught them - a kind of intellectual insight that their parents took to be a blessing from the gods. They were taken to the Great Library of the Lords of Lore as soon as they could talk and began to study under the Chosen Masters. Inari had a fascination with the Arcane, especially magical formulae and by the age of 14 began to focus on study of Alchemy.

Inari has been an adventurer for 20 years and travels to further their learning with the goal of expanding what is available at the Great Library. They have also found their varied companions to be invaluable teachers own their own right.

Traits: I’ve read every book in the world’s greatest libraries—or I like to boast that I have.
Ideals: Self-Improvement. The goal of a life of study is the betterment of oneself.
Bonds: All that I learn will be recorded and donated to the Great Library.
Flaws: I speak without really thinking through my words, invariably insulting others.



Jaimus


Human
Bard 3 (Swords) / Rogue 3 (Inquisitive)
HP45 / AC15 / S9 D15 C14 I14 W12 C15

Born into a wealthy merchant family, Jaimus was able to study with the realm’s finest minstrels. Years as a performer led to an interest in buying and selling information they were able to gather about current events during their travels. Before long the information broker became a spy. It was exciting and profitable but they missed entertaining so put it behind them to go back to touring, getting whatever excitement they needed from adventuring.

Traits: Whenever I come to a new place, I collect local rumors and spread gossip.
Ideals: Tradition. The stories, legends, and songs of the past must never be forgotten, for they teach us who we are.
Bonds: I idolize a hero of the old tales and measure my deeds against that person’s.
Flaws: I once satirized a noble who still wants my head. It was a mistake that I will likely repeat.




Lieth / Liam

Human 
Fighter 3 (arcane archer) / Rogue 3 (Scout)
HP49 / AC16 / S10 D14 C14 I12 W14 C12

Trained by a huntress mother and a soldier father, they showed an early aptitude for the longbow, winning many local contests. For years they served as a Scout with the road wardens, keeping the King’s Road safe from bandits and other threats. They left to further their longbow skills, ending up a student of Swiftwind, an eleven hero who was able to teach them how to combine magic with their archery skills to great effect. When Swiftwind died, they inherited the heroes bow and elven cloak.

For years, they have travelled the land following in Swiftwind’s footsteps. They never truly felt like the hero they hoped to be until they joined the Brightblade Fellowship.

Traits: I face problems head-on. A simple, direct solution is the best path to success.
Ideals: Independence. When people follow orders blindly, they embrace a kind of tyranny.
Bonds: Those who fight beside me are those worth dying for.
Flaws: I have limited patience for those with wealth or privilege.

CLICK FOR MORE



Quinn


Human
Fighter 6 (Champion)
HP64 / AC17 / S16 D14 C19 I10 W12 C10

Youngest child of an influential family, Quinn had resources but nothing was really expected of them. They had tutors for all things and became a capable fighter with a commission in the King’s Guard but it was for show and again, nothing was expected of them. Quinn found satisfaction in the wrestling ring where nothing mattered but who was able to pin their opponent. They gradually became good enough that no real challenge remained so they set out to find new challenges as an adventurer with a companion for whom they had an unspoken love. When they heard of a dragon menacing a nearby swamp Quinn insisted on taking on the challenge of killing it or driving it away. It was reckless. It resulted in their partners death and a wound to their ribs that still bothers them. After three years of drinking to forget Quinn has joined the Fellowship hoping that working with a group will curb their reckless tendancies.

Traits: I have a daily exercise routine that I refuse to break.
Ideals: Competition. I strive to test myself in all things.
Bonds: My mistake got someone hurt. I’ll never make that mistake again.
Flaws: I have lingering pain from old injuries.




Rehgar / Ghara

Orc
Barbarian 6 (Path of the Giant)
HP65 / AC17 / S18 D14 C16 I8 W10 C10

Born into a savage tribe that was slaughtered by Giants when they were very young, leaving them alone in the wilderness of a remote jungle island. They learned from nature and when they thought they were strong enough they tried to avenge their tribe by attacking a lone giant. That giant easily bested them, leaving them nearly broken but they nursed them back to health and explained that the giant raid was because the orc tribe had killed one of their children. It turned out that the giant was the father of the child that was killed but had decided that revenge was not his path. They spent man years with the giant who was a wise mentor. Recently, they left the island and came to the realm to find their path as an adventurer.

Traits: I watch over my friends as if they were a litter of newborn pups.
Ideals: It is each person’s responsibility to make the most happiness for the whole tribe.
Bonds: I suffer awful visions of a coming disaster and will do anything to prevent it.
Flaws: Violence is my answer to almost any challenge.

CLICK FOR MORE



Sky

Human
Druid 3 (Moon) / Monk 3 (Elements)
HP45 / AC16 / S14 D14 C14 I10 W14 C12

From a very early age Sky was fascinated by birds and obsessed with flight. They became a druid specifically to learn more about birds and how to wildshape into flying forms. When they discovered that turning Into a bird would require many more years of training than they were willing to invest, they left the sacred grove and began training as a monk, hoping that focus on their body would help them become more comfortable with a ground bound life. A chance encounter with a drunken lore master led to a discussion of other means of achieving flight.

Sky began by using Potions of Flying, eventually graduating to a “Wings of Flying” cloak but they earned enough as an adventurer to commission a special pair of wings that straps on and gives them consistent flying speed for as long as they need it. Coupled with an Owl’s Head cowl that incorporates Eyes of the Eagle they were finally able to live their dream.

Traits: I’m driven by a wanderlust that led me away from home.
Ideals: Change. Life is like the seasons, in constant change, and we must change with it.
Bonds: An injury to the unspoiled wilderness of my home is an injury to me.
Flaws: There’s no room for caution in a life lived to the fullest.




Whisper

Mouseling (stats as Herengon)
Sorcerer 3 / Warlock 3
HP35 / AC16 / S8 D12 C12 I14 W14 C16

Whisper was once a humble field mouse who became a favorite pet and then familiar of a Wizard known only as Aspect who was also a very powerful Druid. Over the course of decades Aspect awakened the mouse who was their constant companion and the only friend of their eccentric master. Not only was the mind of the mouse awakened, a powerful spark of magic within them stirred and they became Aspects apprentice. It seemed for a while that the mouse would be limited to cantrips but they found a book the old mage had hidden - the “Green Grimore” of the “Lurker in the Darkwood”. The mouse used the book to invoke a patron and swear service as a Warlock. The Lurker gave them humanoid form and unlocked their power. Taking the name Whisper (Aspect called them “Whiskers”) they stole a few magic items and headed out into the world to find thier fortune (and serve their new Master).

Following the instructions given by the Lurker in their dreams they assembled a staff that is sentient and communicates by transmitting emotions. It is pleased when Whisper is working to better serve or become a better servant of the Lurker, annoyed when they seem to be wasting time and angry if they go against the master’s wishes. Recently, Whisper has found themselves to have an inconvenient compassion for those in need. Helping others may not be what the Lurker wants but it gives them a kind of satisfaction Whisper has grown to cherish.

Traits: I use polysyllabic words that convey the impression of great erudition.
Ideals: The path to power and self-improvement is through knowledge.
Bonds: I sold my soul for knowledge. I hope to do great deeds and win it back.
Flaws: I overlook obvious solutions in favor of complicated ones.

CLICK FOR MORE