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Darkness has falien over poor, suffering Krynn. Thus it has been since the great Cataclysm, when the old world fell. Curse the Kingpriest of Istar, whose pride caused him to give orders to the True Gods! For the Gods punished Krynn for this blasphemy, and much was forever lost. Lost were the great cities, the accumulated wisdom and knowledge of many generations. Lost as well was all knowledge of the True Gods, and mankind sank into idolatry. Priests lost their power, and mankind lost hope for its salvation. Mankind's separation from the True Gods opened the door to renewed evil in the world. Dragons, thought to be a myth fit only frighten children, are once again working their evil. They are commanded by Dragon Highlords, and assisted by strange creatures, the like of which have never before been in this world: draconians, they are called. The armies of dragons, Dragon Highlords, and draconians have now covered much of Krynn, and soon they will have all the land under their sway. Things look dark. Evil may soon triumph over good. Through my crystal ball, the Globe of Wisdom, I am able to send my spirit across the land to gather knowledge. And so, I have found a glimmer of hope. Five years ago, seven adventurers set out from the Inn of the Last Home in Solace to seek the forgotten knowledge of the True Gods. They had many adventures, but they did not find what they sought. In time, six returned. Of the seventh, nothing has been heard. On their return to the town Solace, they found the Dragonarmy's hordes swarming throughout the lands. Their feet have been set on the path toward the True Gods . . . it is left to the lnnfellows to determine the fate of our lands. May they not fail us!

Game System

D&D 5e

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04/19/2024
  1. What's new in this game
  2. Feel free. Glad you're still here!
  3. Telemachus Burrowdown (Tel) AC: 18 | HP: 86/86 | Lay on Hands: 40/40 | Passive Perception/Insight: 20/19 Tel hung back from the group, arms folded, waiting. His uncertainty about the Giant was palpable; the thought of sharing a small boat with her was unappealing. The twin knights also did not inspire confidence in him. As he sighed audibly, the others made their selections. "I'll accompany the Kagonesti," Tel declared, reasoning that the Elf posed less risk of falling on or stepping on him. Mechanics Main Hand: Empty Off Hand: Empty Action: Your action goes here. Bonus Action: Your bonus action goes here. Move: Your movement goes here. Manipulate: Your one free object interaction goes here.
  4. Gareth uth Fearfold, Knight of the Sword, Clerist of Habakkuk AC 21 | HP 101/101 | HD 10/10d8 | Channel Divinity* Turn Undead: As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage. A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action. Starting at 8th level, when an undead of CR 1 or lower fails its saving throw against your Turn Undead feature, the creature is instantly destroyed. * Channel Divinity: Preserve Life Starting at 2nd level, you can use your Channel Divinity to heal the badly injured. As an action, you present your holy symbol and evoke healing energy that can restore a number of hit points equal to five times your cleric level. Choose any creatures within 30 feet of you, and divide those hit points among them. This feature can restore a creature to no more than half of its hit point maximum. You can't use this feature on an undead or a construct. * Channel Divinity: Harness Divine Power 2/2 You can expend a use of your Channel Divinity to fuel your spells. As a bonus action, you touch your holy symbol, utter a prayer, and regain one expended spell slot, the level of which can be no higher than half your proficiency bonus (rounded up). The number of times you can use this feature is based on the level you've reached in this class: 2nd level, once; 6th level, twice; and 18th level, thrice. You regain all expended uses when you finish a long rest. 3/2+1 StrSave +4 * Athletics +8 18 | DexSave +0 Initiative +0 Acrobatics +0 Sleight of Hand +0 Stealth +0 11 | ConSave +2 Concentration +2 with advantage 14 | IntSave +0 Arcana +0 History +0 Investigation +0 Nature +0 * Religion +4 10 | Wis* Save +9 Animal Handling +5 Insight +5 Medicine +5 * Perception +9 * Survival +9 20 | Cha* Save +5 Deception +1 Intimidation +1 Performance +1 * Persuasion +5 12 Precise StrikeOnce per turn, when you make a weapon attack roll against a creature, you can cause the attack roll to have advantage. If the attack hits, you roll a d8 and add the number rolled as a bonus to the attack’s damage roll. You can use this benefit a number of times equal to your proficiency bonus, but a use is expended only if the attack hits. You regain all expended uses when you finish a long rest. 4/4 | Commanding RallyAs a bonus action, you can command one ally within 30 feet of yourself to attack. If that ally can see or hear you, they can immediately make one weapon attack as a reaction. If the attack hits, the ally can roll a d8 and add the number rolled as a bonus to the attack’s damage roll. You can use this bonus action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. 4/4 | Demoralizing StrikeOnce per turn, when you hit a creature with a weapon attack roll, you can attempt to frighten that target. The target must make a Wisdom saving throw DC 17. On a failed save, the target is frightened of you until the end of your next turn. On a successful save, the target has disadvantage on the next attack roll it makes before the end of its next turn. You can use this benefit a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. 4/4 Spells +10 DC 18 | Cantrips1. Guidance,VS Concentration 2. Light, VM 3. Sacred Flame, VS 4. Word of Radiance, VM 5. Thaumaturgy V | 1stD. Bless, VSM, Concentration, 1 minute D. Cure Wounds, VS 1. Detect Magic, VS, Ritual, Concentration, 10 minutes 2. Guiding Bolt, VS, 120 ft 3. Healing Word, Bonus, V, 60 ft 4/4 | 2ndD. Lesser Restoration, VS D. Spiritual Weapon, VS, Bonus 4. Aid, VSM 5. Augury, VSM, Ritual 6. Enhance Ability, VSM, Concentration 7. Silence, VS, Ritual, Concentration 2/3 | 3rdD. Beacon of Hope, VS, Concentration D. Revivify, VSM, needs 300 gp diamond dust 8. Dispel Magic, VS 9. Mass Healing Word, V, bonus 10. Motivational Speech, V, 1 minute 11. Speak with Dead, VSM 12. Spirit Guardians, VSM, Concentration 13. Water Walk, VSM, Ritual 3/3 | 4thD. Death Ward, VS D. Guardian of Faith, VS 14. Divination, VSM Ritual 3/3 | 5thD. Mass Cure Wounds, VS D. Raise Dead, VSM 500 gp, 15. Greater Restoration, VSM 100 gp 2/2 Gareth deliciously appreciates the long and comfortable rest. He had been on the road from Sancrist for many weeks, and their refuge was a godsend. Then, when they arrive at the river in the morning, the canoes appear to be another godsend. His life has truly been blessed by the gods. After some reflection, the knight offers, "I think Derek and I should travel together. And, our heavy armor would prefer one of you with less armor to join us." He grins and shrugs. Mechanics Hide this
  5. [fieldset=Kyra of the Spirit Elk][table=2,1] [r=1,1][img2=150]https://i.imgur.com/kt3X1iD.jpeg[/img2] [r=2,1][center][b][url=https://www.myth-weavers.com/sheets/?id=2895703][font=palatino linotype][size=4][color=DarkRed]Kyra of the Spirit Elk[/color][/size][/font][/url][/b] [I]Half Ogre Giant Barbarian 10[/I] [b]HP:[/b] 143/143 [b]HD:[/b] 10/10d12 [b]AC:[/b] 18 [b]Rages:[/b] 4/4 LR [b]Relentless Endurance:[/b] 1/1 LR [b]Status:[/b] Normal and Healthy [/center][/table][/fieldset] Kyra of the Spirit Elk Half Ogre Giant Barbarian 10 HP: 143/143 HD: 10/10d12 AC: 18 Rages: 4/4 LR Relentless Endurance: 1/1 LR Status: Normal and Healthy Kyra enjoys the hospitality of the elves and certainly makes sure to be as well fed as she can before they depart. Hearing that there are yet more dragons the group slew, despite the grave warning of the elven man on the party, only reassures her all the more that the rumors she had been chasing to this distant land were in the right. She is as respectful as she can be of the elven river... she does understand this type of custom, even if to her battle scarred sensibilities, needing to be set on a canoe down a river to reach the beyond is quite restrictive a way for access. "I take my share of space. I'll go on the middle barge and someone light should be with me" she says practically.
  6. Kelasheway of Whiteriver Clan AC: 17 | HP: 125/125 | Maneuver DC: 16 | Passive Perception/Insight: 16/16 Superiority Dice: 4/4 | Rage 3/3 The Kagonesti who had been talking with Kyra and Tel when the party arrived remained stand-offish throughout the introductions, barely speaking at all beyond tersely introducing himself as "Kelasheway of Whiteriver Clan, sworn warrior to The Pathfinder of the Free Kagonesti." He seemed to relax a little during the Stagherd Clan's show of hospitality, slipping the greatsword off his shoulder to lay on the ground alongside him as he ate with a young elf whose tattoos also seemed different from the other Kagonesti in the village. Talking and smiling, making a couple of wry jokes with the other wild elves. He even made polite small talk with the party, although he did steer conversation with Derek and Gareth towards the topic of their mission, beyond slaying dragons. The tattooed elf seemed particularly interested in if the stories of Solmanic Knights' honour and loyalty towards their allies were true - sharing a Kagonesti story about a clan who worked with the order around the time of the Third Dragon War. But the whole time he kept glancing at the recently freed elves who came to the village with the party. Finally, with a last swig of mead, Kelasheway approaches a small knot of the former slaves. Anyone close enough, who can understand elven catches enough of the conversation to learn he is seeking news of a young Kagonsesti woman taken by the Qualinesti about a month after the House Elves arrived. Whatever answer he got, he was clearly unhappy with it as the stoic expression slipped back over his features like a mask - his mood betrayed by the twitching muscles of a tightly clenched jaw. The elven warrior collects his greatsword and stalked off beyond the fire light, and that was the last you saw of him that night. In the morning, as the Kagonestic provide supplies, Kelasheway emerged from a nearby tent. He was still dressed much the same as the day before, in a patterened green and sleeveless vest, but now the greatsword has been joined by a quiver of arrows at his hip and a bag, with a longbow hooked on it,slung diagonally across his back in the opposite direction to the sword. Strangely, he wears a pair of steel gauntlets, but no other armour. "I have sent word to the Pathfinder about you, outlanders - and will be joining you on your journey. At least until you leave our lands." Later at the Thon-Sorpan river, Kelashway says a quiet prayer for the fallen warrior as the body floats pass. "May the spirits judge you fairly and with understanding, brother." When the other canoes come floating down the river, the wild elf waded into the water to intercept the first of them. Gripping the prow, he turns to everyone else. "I wouldn't mind sending some House Elves down The Road if they catch up, but the spirits did send us some nice canoes..." Mechanics Main Hand: Empty Off Hand: Empty Action: Your action goes here. Bonus Action: Your bonus action goes here. Move: Your movement goes here. Manipulate: Your one free object interaction goes here.
  7. I've had some technical difficulties and couldn't get on the forum for a few days, but I'll jump in now
  8. Wednesday, 25th of Winter Night, Evening Moon Magic Lunitari and Nuitari are in conjunction and at Low Sanction. The bonus for being in conjunction cancels out the penalty for being at Low Sanction. All Wizards of High Sorcery cast spells as normal. Solinari (19+1)--Waning, 2 days to Low Sanction Lunitari (16+1)--Low Sanction, 6 days to Waxing Nuitari (4)--Low Sanction, 1 day to Waxing Silvara laughs as you engage in conversation. "It is good you are getting to know one another. I have a feeling you were all brought to this land at this time for a reason," she says. You pass a pleasant afternoon and evening among the Stagherd Clan of the Kagonesti. The wild elves are gracious hosts, making you to feel welcome and at ease. You feast on venison, wild fruits, flatbreads and a mead the elves brew. For those of you who survived the ship-wreck, you feel as if you can finally let your guard down after a long time of vigilance. That evening, your hosts lead you to a longhouse, where you sleep on comfortable pallets. In the morning, Silvara leads you into the woods once more. The Kagonesti fill your packs with supplies for the journey, mostly dried venison and flatbread, but you each find a wineskin filled with mead in your packs as well. Even Derek is pleasant for once, although his heavy armor is ill-suited for your journey. As night begins to fall, you come to the banks of a broad river. The water has a sharp, metallic appearance, and it reflects the setting sun and rising moons. Silvara bids you to halt. "This is the Thon-Sorpon, the Silverroad," she says. As she speaks, you see a single, unattended canoe float down the river. As it draws near, you can peer inside, seeing a young Kagonesti warrior stretched out on the bottom of the canoe. His body bears grievous wounds, and broken weapons are piled at his feat. Several of them are clearly of draconian make, speaking to the presence of Takhisis' armies, even here. "This is the road of the dead," Silvara tells you, her voice soft and reverent. "We send our dead down it, and there they join the River of Souls to be judged. I would not have brought you here, but our need is great. The Thon-Sorpon is also the straightest road to our destination. It may be that the gods will let us take it." She falls silent, waiting for something. After a long pause, three more canoes float down the river. These come to rest at the bank. Each is empty, save for a set of oars. "The gods will permit this road for you," Silvara says. The rising moon and stars give you enough light to attempt the journey by night. "We can either camp here, or we can press onward. Each hour we tarry may mean the Silvanesti and Qualinesti are closer to finding you again." Tabletop Each canoe can hold three people. Let me know who is in which canoe.
  9. Passive Insight: 13 || Passive Investigation: 17 || Passive Perception: 13 AC: 13 HP: 78/78 Hit Dice Used (d6): 0 Speed: 30 Spell Slots: 1st - 4 2nd - 3 3rd - 3 4th - 3 5th - 2 Araxis did not feel like conversing at the moment. He wanted to make sure that he was mentally ready for the next problem that came their way. At the rate they were going it would be a day, maybe two. It was getting bothersome but that was the way it seemed to be going. He looked over towards the half ogre. "We have slain more than just the two. The two just happened to be in quick succession. There was a red in there, an undead, and some others. While it may seem that we have made a dent I assure you we have not. Each one has been that much more a challenge and I fear that there may be more on the way much stronger than what we have faced. If you think yourself ready, but in reality none of us are." Actions
  10. Looks like introductions are going well. I'm hanging back while you RP this scene. feel free to jump in at any point.
  11. [fieldset=Kyra of the Spirit Elk][table=2,1] [r=1,1][img2=150]https://i.imgur.com/kt3X1iD.jpeg[/img2] [r=2,1][center][b][url=https://www.myth-weavers.com/sheets/?id=2895703][font=palatino linotype][size=4][color=DarkRed]Kyra of the Spirit Elk[/color][/size][/font][/url][/b] [I]Half Ogre Giant Barbarian 10[/I] [b]HP:[/b] 143/143 [b]HD:[/b] 10/10d12 [b]AC:[/b] 18 [b]Rages:[/b] 4/4 LR [b]Relentless Endurance:[/b] 1/1 LR [b]Status:[/b] Normal and Healthy [/center][/table][/fieldset] Kyra of the Spirit Elk Half Ogre Giant Barbarian 10 HP: 143/143 HD: 10/10d12 AC: 18 Rages: 4/4 LR Relentless Endurance: 1/1 LR Status: Normal and Healthy "Now that is news... Killing one dragon is a heroic feat, but killing two shows more strength than luck was involved in it. Very impressive... uh, Sir Gareth" says Kyra, hoping she remembered correctly. The man gave a lot of names and titles and while it is only fitting, she gave a lot of her own, it is a bit harder for her to remember a lot of information, specially at once. She takes a deep breath and a few moments to try to commit to memory the names she's listening... at least one to each person. That should not be too hard. After tapping her head a few times, trying to make sure she got it all. However, all this talk of the Good Gods returning was certainly concerning to the wild woman. As a follower of the ways of balance and nature... the Good Gods do represent concepts she and her people find laudable, but them acting up usually is a direct answer to the forces of Evil rising up as well "Hmmm... that's not good... if the Patron of Hunters and the Healing Mother are back that must mean the other side is gaining a lot of strength as we feared... Things are dire all around the world... I don't know how to stop the Dark Lady's plots, just that killing her strongest followers ought to make things hard for her. That's why I'm looking to slay dragons"
  12. Gareth uth Fearfold, Knight of the Sword, Clerist of Habakkuk AC 21 | HP 101/101 | HD 10/10d8 | Channel Divinity* Turn Undead: As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage. A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action. Starting at 8th level, when an undead of CR 1 or lower fails its saving throw against your Turn Undead feature, the creature is instantly destroyed. * Channel Divinity: Preserve Life Starting at 2nd level, you can use your Channel Divinity to heal the badly injured. As an action, you present your holy symbol and evoke healing energy that can restore a number of hit points equal to five times your cleric level. Choose any creatures within 30 feet of you, and divide those hit points among them. This feature can restore a creature to no more than half of its hit point maximum. You can't use this feature on an undead or a construct. * Channel Divinity: Harness Divine Power 2/2 You can expend a use of your Channel Divinity to fuel your spells. As a bonus action, you touch your holy symbol, utter a prayer, and regain one expended spell slot, the level of which can be no higher than half your proficiency bonus (rounded up). The number of times you can use this feature is based on the level you've reached in this class: 2nd level, once; 6th level, twice; and 18th level, thrice. You regain all expended uses when you finish a long rest. 3/2+1 StrSave +4 * Athletics +8 18 | DexSave +0 Initiative +0 Acrobatics +0 Sleight of Hand +0 Stealth +0 11 | ConSave +2 Concentration +2 with advantage 14 | IntSave +0 Arcana +0 History +0 Investigation +0 Nature +0 * Religion +4 10 | Wis* Save +9 Animal Handling +5 Insight +5 Medicine +5 * Perception +9 * Survival +9 20 | Cha* Save +5 Deception +1 Intimidation +1 Performance +1 * Persuasion +5 12 Precise StrikeOnce per turn, when you make a weapon attack roll against a creature, you can cause the attack roll to have advantage. If the attack hits, you roll a d8 and add the number rolled as a bonus to the attack’s damage roll. You can use this benefit a number of times equal to your proficiency bonus, but a use is expended only if the attack hits. You regain all expended uses when you finish a long rest. 4/4 | Commanding RallyAs a bonus action, you can command one ally within 30 feet of yourself to attack. If that ally can see or hear you, they can immediately make one weapon attack as a reaction. If the attack hits, the ally can roll a d8 and add the number rolled as a bonus to the attack’s damage roll. You can use this bonus action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. 4/4 | Demoralizing StrikeOnce per turn, when you hit a creature with a weapon attack roll, you can attempt to frighten that target. The target must make a Wisdom saving throw DC 17. On a failed save, the target is frightened of you until the end of your next turn. On a successful save, the target has disadvantage on the next attack roll it makes before the end of its next turn. You can use this benefit a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. 4/4 Spells +10 DC 18 | Cantrips1. Guidance,VS Concentration 2. Light, VM 3. Sacred Flame, VS 4. Word of Radiance, VM 5. Thaumaturgy V | 1stD. Bless, VSM, Concentration, 1 minute D. Cure Wounds, VS 1. Detect Magic, VS, Ritual, Concentration, 10 minutes 2. Guiding Bolt, VS, 120 ft 3. Healing Word, Bonus, V, 60 ft 4/4 | 2ndD. Lesser Restoration, VS D. Spiritual Weapon, VS, Bonus 4. Aid, VSM 5. Augury, VSM, Ritual 6. Enhance Ability, VSM, Concentration 7. Silence, VS, Ritual, Concentration 2/3 | 3rdD. Beacon of Hope, VS, Concentration D. Revivify, VSM, needs 300 gp diamond dust 8. Dispel Magic, VS 9. Mass Healing Word, V, bonus 10. Motivational Speech, V, 1 minute 11. Speak with Dead, VSM 12. Spirit Guardians, VSM, Concentration 13. Water Walk, VSM, Ritual 3/3 | 4thD. Death Ward, VS D. Guardian of Faith, VS 14. Divination, VSM Ritual 3/3 | 5thD. Mass Cure Wounds, VS D. Raise Dead, VSM 500 gp, 15. Greater Restoration, VSM 100 gp 2/2 Gareth smiles at the half ogre and replies holding two fingers up, "It's a pleasure to meet you Kyra. Actually, we killed two white dragons. Their wingspans were from that tree to that one. The second one that broke our ship was probably the mate and out for revenge." To the kender, he replies nodding, "Ah, Mishakal. She has returned, too. We've met a cleric Goldmoon who carries Her blue crystal staff." Unknown to everyone, Kitiara uth Matar, general of the blue dragonarmy, would also become known as the Blue Lady. Mechanics
  13. Telemachus Burrowdown (Tel) AC: 18 | HP: 86/86 | Lay on Hands: 40/40 | Passive Perception/Insight: 20/19 "Mishakal" added Tel in response. "The Kender of Hylo refer to her as such. Lightbringer is how she is referred to in Solmania." Mechanics Main Hand: Empty Off Hand: Empty Action: Your action goes here. Bonus Action: Your bonus action goes here. Move: Your movement goes here. Manipulate: Your one free object interaction goes here.
  14. [fieldset=Kyra of the Spirit Elk][table=2,1] [r=1,1][img2=150]https://i.imgur.com/kt3X1iD.jpeg[/img2] [r=2,1][center][b][url=https://www.myth-weavers.com/sheets/?id=2895703][font=palatino linotype][size=4][color=DarkRed]Kyra of the Spirit Elk[/color][/size][/font][/url][/b] [I]Half Ogre Giant Barbarian 10[/I] [b]HP:[/b] 143/143 [b]HD:[/b] 10/10d12 [b]AC:[/b] 18 [b]Rages:[/b] 4/4 LR [b]Relentless Endurance:[/b] 1/1 LR [b]Status:[/b] Normal and Healthy [/center][/table][/fieldset] Kyra of the Spirit Elk Half Ogre Giant Barbarian 10 HP: 143/143 HD: 10/10d12 AC: 18 Rages: 4/4 LR Relentless Endurance: 1/1 LR Status: Normal and Healthy Kyra's eyes practically sparkled as she hears the news of the dragon's death. Even sitting down she was higher up than one may expect in height... after all, her legs didn't contribute as much to it as a normal human's might. She didn't have to look too far up as she smiled to Gareth's report "So, you lot slew a white dragon?" she asks for a moment "Now, that's impressive... a grand feat. How big was it?" She asks curiously... Yet a moment later she laughs at her own rudeness "My manners... I'm Kyra. First spear of the Spirit Elk Tribe of the Taman Busuk mountains. I walked a long way to kill dragons as you have, until they no longer cloud the skies. If you are going to keep killing dragons, you'll have an easier job with me there" says the ogre blooded woman confidently and quite directly. When the objective of her quest was put right in front of her, there's little reason to be patient instead of pouncing at it.
  15. Gareth uth Fearfold, Knight of the Sword, Clerist of Habakkuk AC 21 | HP 101/101 | HD 10/10d8 | Channel Divinity* Turn Undead: As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage. A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action. Starting at 8th level, when an undead of CR 1 or lower fails its saving throw against your Turn Undead feature, the creature is instantly destroyed. * Channel Divinity: Preserve Life Starting at 2nd level, you can use your Channel Divinity to heal the badly injured. As an action, you present your holy symbol and evoke healing energy that can restore a number of hit points equal to five times your cleric level. Choose any creatures within 30 feet of you, and divide those hit points among them. This feature can restore a creature to no more than half of its hit point maximum. You can't use this feature on an undead or a construct. * Channel Divinity: Harness Divine Power 2/2 You can expend a use of your Channel Divinity to fuel your spells. As a bonus action, you touch your holy symbol, utter a prayer, and regain one expended spell slot, the level of which can be no higher than half your proficiency bonus (rounded up). The number of times you can use this feature is based on the level you've reached in this class: 2nd level, once; 6th level, twice; and 18th level, thrice. You regain all expended uses when you finish a long rest. 3/2+1 StrSave +4 * Athletics +8 18 | DexSave +0 Initiative +0 Acrobatics +0 Sleight of Hand +0 Stealth +0 11 | ConSave +2 Concentration +2 with advantage 14 | IntSave +0 Arcana +0 History +0 Investigation +0 Nature +0 * Religion +4 10 | Wis* Save +9 Animal Handling +5 Insight +5 Medicine +5 * Perception +9 * Survival +9 20 | Cha* Save +5 Deception +1 Intimidation +1 Performance +1 * Persuasion +5 12 Precise StrikeOnce per turn, when you make a weapon attack roll against a creature, you can cause the attack roll to have advantage. If the attack hits, you roll a d8 and add the number rolled as a bonus to the attack’s damage roll. You can use this benefit a number of times equal to your proficiency bonus, but a use is expended only if the attack hits. You regain all expended uses when you finish a long rest. 4/4 | Commanding RallyAs a bonus action, you can command one ally within 30 feet of yourself to attack. If that ally can see or hear you, they can immediately make one weapon attack as a reaction. If the attack hits, the ally can roll a d8 and add the number rolled as a bonus to the attack’s damage roll. You can use this bonus action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. 4/4 | Demoralizing StrikeOnce per turn, when you hit a creature with a weapon attack roll, you can attempt to frighten that target. The target must make a Wisdom saving throw DC 17. On a failed save, the target is frightened of you until the end of your next turn. On a successful save, the target has disadvantage on the next attack roll it makes before the end of its next turn. You can use this benefit a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. 4/4 Spells +10 DC 18 | Cantrips1. Guidance,VS Concentration 2. Light, VM 3. Sacred Flame, VS 4. Word of Radiance, VM 5. Thaumaturgy V | 1stD. Bless, VSM, Concentration, 1 minute D. Cure Wounds, VS 1. Detect Magic, VS, Ritual, Concentration, 10 minutes 2. Guiding Bolt, VS, 120 ft 3. Healing Word, Bonus, V, 60 ft 4/4 | 2ndD. Lesser Restoration, VS D. Spiritual Weapon, VS, Bonus 4. Aid, VSM 5. Augury, VSM, Ritual 6. Enhance Ability, VSM, Concentration 7. Silence, VS, Ritual, Concentration 2/3 | 3rdD. Beacon of Hope, VS, Concentration D. Revivify, VSM, needs 300 gp diamond dust 8. Dispel Magic, VS 9. Mass Healing Word, V, bonus 10. Motivational Speech, V, 1 minute 11. Speak with Dead, VSM 12. Spirit Guardians, VSM, Concentration 13. Water Walk, VSM, Ritual 3/3 | 4thD. Death Ward, VS D. Guardian of Faith, VS 14. Divination, VSM Ritual 3/3 | 5thD. Mass Cure Wounds, VS D. Raise Dead, VSM 500 gp, 15. Greater Restoration, VSM 100 gp 2/2 Gareth nods toward the kender. "Yes, we're traveling to Sancrist and were shipwrecked. A corpse of a white dragon landed on and broke our ship." He watches their reactions to the death of a dragon. "Please excuse my ignorance. Who is the Blue Lady?" Mechanics
  16. Telemachus Burrowdown (Tel) AC: 18 | HP: 86/86 | Lay on Hands: 40/40 | Passive Perception/Insight: 20/19 Tel nodded to the Kagonesti, then shifted his attention to the newcomers, glanced back at the Giant, and again at the Elf. He sighed visibly, exchanged brief words with the Elf, gave the Giant a nod of recognition, and approached the group. As introductions began, Tel crossed his arms and listened intently, nodding to each person in turn. After the introductions, he sighed again and spoke, "I am Telemachus Burrowdown, Servant of the Blue Lady. But please, call me Tel." He paused briefly, then added, "Our hosts mention you're passing through?" Tel is unmistakably a Kender, yet his armor, lack of a smile, and absence of the traditional top-knot indicate he does not typify his race. Indeed, were it not for his short stature and the Hoopak, he could be mistaken for a gnome or a similar creature. Mechanics Main Hand: Empty Off Hand: Empty Action: Your action goes here. Bonus Action: Your bonus action goes here. Move: Your movement goes here. Manipulate: Your one free object interaction goes here.
  17. Telemachus Burrowdown (Tel) AC: 18 | HP: 86/86 | Lay on Hands: 40/40 | Passive Perception/Insight: 20/19 "Speech should always be in quotes and in bold." Thoughts should be in italics Mechanics Main Hand: Empty Off Hand: Empty Action: Your action goes here. Bonus Action: Your bonus action goes here. Move: Your movement goes here. Manipulate: Your one free object interaction goes here.
  18. Thorin Firestone Statblock Dwarf Drakewarden Ranger 10 Gender: Male Alignment: Neutral Good Background: Outlander Deity: Reorx AC: 20 HP: 105 Str: 21 (+8) Dex: 18 (+4) Con: 14 (+2) Int: 13 (+1) Wis: 18 (+4) Cha: 10 (0) Saves: Strength and Dexterity Skills: Athletics, Nature, Stealth, Perception, Survival Feat: Skill Expert Melee Attack: WyrmSlayer +2 BattleAxe - +13 to hit Handaxe x3 - +8 to hit Ranged Attack: Heavy Crossbow - +8 to hit Handaxe x3 - +8 to hit Flaw I am too enamored of ale, dwarven spirits, and a good pipe at the end of the day. Personality Trait I once ran twenty-five miles without stopping to warn my clan of an approaching Draconian horde. I'd do it again if I had to. Ideal It is each person's responsibility to make the most happiness for the whole clan. Bond My clan is the most important thing in my life, even when they are far from me. I want to bring honor to their name. Skills Skill Name Modifier Athletics +8 Acrobatics +4 Stealth +10 Sleight of Hand +4 Arcana +2 History +2 Investigation +2 Nature +5 Religion +2 Animal Handling +4 Insight +7 Medicine +4 Perception +10 Survival +7 Deception +0 Intimidation +0 Performance +0 Persuasion +0 Passive Perception: 18 Feats and Abilities Feats: Skill Expert Race Traits Ability Score Increase: CON+2, WIS +1 Dwarven Resilience You have advantage on saving throws against poison, and you have resistance against poison damage. Class Features Hit Dice: d10 Saving Throws: STR, DEX Skills: Stealth, Nature, Perception SpellcastingBy the time you reach 2nd level, you have learned to use the magical essence of nature to cast spells, much as a druid does. Spell save DC = 15 Spell attack modifier = 7 Primal Awareness This 3rd-level feature replaces the Primeval Awareness feature. You gain no benefit from the replaced feature and don't qualify for anything in the game that requires it. You can focus your awareness through the interconnections of nature: you learn additional spells when you reach certain levels in this class if you don't already know them, as shown in the Primal Awareness Spells table. These spells don't count against the number of ranger spells you know. Primal Awareness Spells Ranger Level Spell 3rd Speak with Animals 5th Beast Sense 9th Speak with Plants 13th Locate Creature 17th Commune with Nature You can cast each of these spells once without expending a spell slot. Once you cast a spell in this way, you can't do so again until you finish a long rest Level 4 ASI: +2 Dex Nature's VeilThis 10th-level feature replaces the Hide in Plain Sight feature. You gain no benefit from the replaced feature and don't qualify for anything in the game that requires it. You draw on the powers of nature to hide yourself from view briefly. As a bonus action, you can magically become invisible, along with any equipment you are wearing or carrying, until the start of your next turn. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. Background Features Skills: Athletics, Survival Proficiencies Armor: None Weapons: None Tools: Mandolin Languages: Common Dwarven Draconic Elvish Hand Talk Ogre Plains Nomad Spells Spells Known: Cantrips: Thaumaturgy Transmutation cantrip Casting Time: 1 action Range: 30 feet Components: V Duration: Up to 1 minute You manifest a minor wonder, a sign of supernatural power, within range. You create one of the following magical effects within range: Your voice booms up to three times as loud as normal for 1 minute. You cause flames to flicker, brighten, dim, or change color for 1 minute. You cause harmless tremors in the ground for 1 minute. You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers. You instantaneously cause an unlocked door or window to fly open or slam shut. You alter the appearance of your eyes for 1 minute. If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time, and you can dismiss such an effect as an action. Level 1 Spells: Goodberry1st-level transmutation Casting Time: 1 action Range: Touch Components: V, S, M (a sprig of mistletoe) Duration: Instantaneous Up to ten berries appear in your hand and are infused with magic for the duration. A creature can use its action to eat one berry. Eating a berry restores 1 hit point, and the berry provides enough nourishment to sustain a creature for one day. The berries lose their potency if they have not been consumed within 24 hours of the casting of this spell. Level 2 Spells: Primal Awareness Spells: These can be done once a day. Equipment Equipment WyrmSlayer +2 Battle Axe Heavy Crossbow Hand Axe x3 Mithral Half Plate Belt of Giant Strength Explorer’s Pack Flask of Dwarven Spirits Jug of Ale Pouch of Dwarven Smoking tobacco Dwarven Pipe Deck of Cards Grooming Kit Mirror Assorted herbs and spices for cooking Iron Pot Mandolin Shield Drake Companion Stats Name: Silvena Gender: Female Size: Small/Medium HP: 40 Proficiency Bonus:+3 Speed: 40 Saves: Dex +4, Wis +5 Abilities: STR 16(+3), DEX 12(+1), CON 15(+2), INT 8 (-1), WIS 14(+2), CHA 8 (-1) Damage Immunities:Cold Senses: Darkvision 60 ft, Passive Perception: 12 Languages: Draconic Actions: Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 2d6 +3 piercing cold damage. Reactions: Infused Strikes. When another creature within 30 feet of the drake that it can see hits a target with a weapon attack, the drake infuses the strike with its essence, causing the target to take an extra 1d6 cold damage Thorin's hand tightens on the handle of his axe as the arrogant elf slaps Silvara. Though he was shocked when Araxis stepped forward and performed his bit of magic, it was certainly impressive. He was amazed at times the level of power the mage presented, as he was usually shy and stuck to the shadows. He gives a chuckle as the arrogant bitch was put in her place and how the tables had turned on her. He then happily left with Silvara to where she wanted to bring them. Silvena flew just above his head, at this point in her small size. When they got to their destination she flew around the clearing looking for anything that might be trying to sneak up on them. As he was introduced to the new folks he introduced himself "I am Thorin Firestone, I am a warden of my people and was sent to join this group in order to help them succeed in their missions. My friend here..." he points to Silvena who had just landed and began to sniff the newcomers "is called Silvena. Not to be confused with Silvara of course." he says with a wink to Silvara.
  19. Gareth uth Fearfold, Knight of the Sword, Clerist of Habakkuk AC 21 | HP 101/101 | HD 10/10d8 | Channel Divinity* Turn Undead: As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage. A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action. Starting at 8th level, when an undead of CR 1 or lower fails its saving throw against your Turn Undead feature, the creature is instantly destroyed. * Channel Divinity: Preserve Life Starting at 2nd level, you can use your Channel Divinity to heal the badly injured. As an action, you present your holy symbol and evoke healing energy that can restore a number of hit points equal to five times your cleric level. Choose any creatures within 30 feet of you, and divide those hit points among them. This feature can restore a creature to no more than half of its hit point maximum. You can't use this feature on an undead or a construct. * Channel Divinity: Harness Divine Power 2/2 You can expend a use of your Channel Divinity to fuel your spells. As a bonus action, you touch your holy symbol, utter a prayer, and regain one expended spell slot, the level of which can be no higher than half your proficiency bonus (rounded up). The number of times you can use this feature is based on the level you've reached in this class: 2nd level, once; 6th level, twice; and 18th level, thrice. You regain all expended uses when you finish a long rest. 3/2+1 StrSave +4 * Athletics +8 18 | DexSave +0 Initiative +0 Acrobatics +0 Sleight of Hand +0 Stealth +0 11 | ConSave +2 Concentration +2 with advantage 14 | IntSave +0 Arcana +0 History +0 Investigation +0 Nature +0 * Religion +4 10 | Wis* Save +9 Animal Handling +5 Insight +5 Medicine +5 * Perception +9 * Survival +9 20 | Cha* Save +5 Deception +1 Intimidation +1 Performance +1 * Persuasion +5 12 Precise StrikeOnce per turn, when you make a weapon attack roll against a creature, you can cause the attack roll to have advantage. If the attack hits, you roll a d8 and add the number rolled as a bonus to the attack’s damage roll. You can use this benefit a number of times equal to your proficiency bonus, but a use is expended only if the attack hits. You regain all expended uses when you finish a long rest. 4/4 | Commanding RallyAs a bonus action, you can command one ally within 30 feet of yourself to attack. If that ally can see or hear you, they can immediately make one weapon attack as a reaction. If the attack hits, the ally can roll a d8 and add the number rolled as a bonus to the attack’s damage roll. You can use this bonus action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. 4/4 | Demoralizing StrikeOnce per turn, when you hit a creature with a weapon attack roll, you can attempt to frighten that target. The target must make a Wisdom saving throw DC 17. On a failed save, the target is frightened of you until the end of your next turn. On a successful save, the target has disadvantage on the next attack roll it makes before the end of its next turn. You can use this benefit a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. 4/4 Spells +10 DC 18 | Cantrips1. Guidance,VS Concentration 2. Light, VM 3. Sacred Flame, VS 4. Word of Radiance, VM 5. Thaumaturgy V | 1stD. Bless, VSM, Concentration, 1 minute D. Cure Wounds, VS 1. Detect Magic, VS, Ritual, Concentration, 10 minutes 2. Guiding Bolt, VS, 120 ft 3. Healing Word, Bonus, V, 60 ft 4/4 | 2ndD. Lesser Restoration, VS D. Spiritual Weapon, VS, Bonus 4. Aid, VSM 5. Augury, VSM, Ritual 6. Enhance Ability, VSM, Concentration 7. Silence, VS, Ritual, Concentration 2/3 | 3rdD. Beacon of Hope, VS, Concentration D. Revivify, VSM, needs 300 gp diamond dust 8. Dispel Magic, VS 9. Mass Healing Word, V, bonus 10. Motivational Speech, V, 1 minute 11. Speak with Dead, VSM 12. Spirit Guardians, VSM, Concentration 13. Water Walk, VSM, Ritual 3/3 | 4thD. Death Ward, VS D. Guardian of Faith, VS 14. Divination, VSM Ritual 3/3 | 5thD. Mass Cure Wounds, VS D. Raise Dead, VSM 500 gp, 15. Greater Restoration, VSM 100 gp 2/2 Gareth sincerely thanks Derek. Crownguard's ego has been so massive, that he has been challenging Gareth's sponsor Gunther uth Wistan for leadership of the order for years. Relinquishing the dragon orb must have been tremendously difficult. "We'll deliver this orb to Sancrist together and complete the mission." He wraps the orb in part of his bedroll, so he doesn't have to touch it to move it, and secures it within his pack. Gareth also thanks Aran for taking the leadership of the shipwreck and crew. He wishes him well and looks forward to reuniting. ~~~ At the Kargonesti camp, he nods toward Silvara acknowledging her request and walks over the odd figures. This knight stands a bit over six feet tall and wears a dazzling bejeweled pectoral amulet with a similar symbol hangs in front of the plate armor engraving of the crown, kingfisher, sword, and rose of the knighthood of Solamnia. His ginger hair is short and full beard trimmed to look older. His intense blue eyes constantly search. On his weapons' belt hangs a helmet upside down containing a pair of gauntlets, a mace with its head magically, heatlessly flaming, and a sheathed dagger. He shoulders a pack, crossbow, quiver, and a shield emblazoned with the symbol of a kingfisher displayed azure. "Please allow me to introduce myself. I am Gareth uth Fearfold, a Knight of the Sword and clerist of Habakkuk who has returned. Habakkuk champions the perseverance of the soul and our struggle against adversity towards the greater good." Respectfully gesturing toward Derek, he introduces, "and this is Derek Crownguard, a Knight of the Rose and my senior." Mechanics Action: Persuasion
  20. [fieldset=Kyra of the Spirit Elk][table=2,1] [r=1,1][img2=150]https://i.imgur.com/kt3X1iD.jpeg[/img2] [r=2,1][center][b][url=https://www.myth-weavers.com/sheets/?id=2895703][font=palatino linotype][size=4][color=DarkRed]Kyra of the Spirit Elk[/color][/size][/font][/url][/b] [I]Half Ogre Giant Barbarian 10[/I] [b]HP:[/b] 143/143 [b]HD:[/b] 10/10d12 [b]AC:[/b] 18 [b]Rages:[/b] 4/4 LR [b]Relentless Endurance:[/b] 1/1 LR [b]Status:[/b] Normal and Healthy [/center][/table][/fieldset] Kyra of the Spirit Elk Half Ogre Giant Barbarian 10 HP: 143/143 HD: 10/10d12 AC: 18 Rages: 4/4 LR Relentless Endurance: 1/1 LR Status: Normal and Healthy A large, stocky built woman lies on her side floor in the company of the Kender and the Kagonesti Elf. She lounges seemingly without much worry at the moment, if involved in their conversation she's currently giving little nods and small replies while she rests, her head propped up lazily upon one hand, eyes closed. She'd dressed up in a light outfit of cloth, furs and accessories of metal and bone both. Calm and at ease, yet, most definitely and obviously to the sight, she is a half-ogre, born of that often tragic, often despised race. Nonetheless, whenever guest or prisoner of the elves she currently lies patiently in wait... Yet, when the group arrives within sight, her wide nose would take the sniff at the air and her eyes would open, light blue as she gives a look at the incoming party of heroes. Her lips curl into a small smile as she pushes herself up into a sitting position, waiting for the moment.
  21. I moved it. I accidentally moved another sheet instead of Tel's. This is what happens when you do recruitment for two games at the same time!
  22. Do I need to move Tel's sheet?
  23. Tuesday, 24th of Winter Night, Mid-Day Moon Magic Lunitari and Nuitari are in conjunction and at Low Sanction. The bonus for being in conjunction cancels out the penalty for being at Low Sanction. All Wizards of High Sorcery cast spells as normal. Solinari (19)--Waning, 3 days to Low Sanction Lunitari (16)--Low Sanction, 7 days to Waxing Nuitari (3)--Low Sanction, 2 days to Low Waxing Gareth's words surprisingly find Derek Crownguard in an obliging mood. "Sir Gareth, I believe the Orb may have influenced my thoughts," he says. "I beg your pardon if I have acted in an unknightly fashion toward you. I have not been myself. I would be glad if you would share the burden of the Orb with me. Perhaps Habakkuk can shield you from its influence." As Gareth takes the Dragon Orb, he notes that it feels much heavier in his hands than its appearance would indicate. When his hands are in contact with the Orb, he hears a soft whispering sound. He can almost make out words, but not quite. Whatever the sound is, it is filled with hatred and malice. Aran takes charge of the sailors who did not flee in terror. Under his leadership, they form a search party to search for their shipmates whom Araxis' spell scared off. The knight bids you a courteous farewell, trusting that you will meet again on Sancrist, if not before. The Kagonesti village offers you a respite after the harrowing events of the morning and the past day. You smell the delicious smells of roasting meat. Silvara smiles at you. "Make yourselves at ease," she says. "There are some here I would have you meet before we depart." Among the elves, you see two odd figures: a kender and a half-ogre. You wonder how they came to be among the reclusive wild elves. They are in conversation with one of the Kagonesti. Tabletop
  24. It's not super active at present, but there is a Discord server we've used at points for OOC communication. Here's a if any new players want to use it.
  25.  
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