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About This Game


Game System

D&D 5e

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10/30/2024

Detailed Description

In the small and isolated village of Mirrorwood, nestled deep within the dense and ancient forest near the tranquil MirrorLake, a sinister mystery is unfolding. The village, home to about 300 residents, has recently been plagued by a series of unexplained disappearances. What began as the occasional missing pet or stray cattle has escalated into the alarming vanishing of villagers themselves, leaving the community in a state of fear and confusion.

**Mirrorwood** is a quaint and secluded village, surrounded by towering trees and thick underbrush that seem to whisper secrets of old. The village's economy is primarily based on fishing, with the serene MirrorLake providing a bountiful supply of fish. The villagers trade their catch with merchants who travel to the larger cities, ensuring a modest but steady income.

Despite its peaceful appearance, Mirrorwood is shrouded in mystery. The village is renowned for its ancient ruins, remnants of a long-forgotten civilization that once thrived in the area. These ruins, scattered throughout the forest, are a source of both fascination and unease for the villagers. Legends speak of powerful artifacts and hidden knowledge buried within, guarded by ancient spirits and treacherous traps.

At first, the reports of missing pets and livestock were dismissed as the work of wild animals or simple misfortune. However, as more villagers began to vanish without a trace, the community could no longer ignore the growing threat. The disappearances are marked by eerie silence and a complete lack of evidence, leaving no clues for the villagers to follow.

As fear grips the hearts of Mirrorwood's residents, a call for heroes echoes through the village. Brave adventurers are needed to uncover the truth behind the vanishings and to protect the village from whatever dark force is at play. The journey will lead them through the dense forest, into the depths of the ancient ruins, and perhaps even to the heart of MirrorLake itself.

 

  1. What's new in this game
  2. I'm 2014. I was reading some stuff on 2024, and one thing that really stuck out to me was that if a spell caster happens to multiclass as a fighter, they can't action surge to cast spells. I'd messed around with a Ghost Lance (Echo Knight - Hexblade) for a bit, but found I preferred a Hexadin. But since we're not multiclassing, I don't see that as an issue. I've not really looked a lot into 5.5... I've only been playing a little under a year, and I'd prefer to keep to 5e, as opposed to 5.5, just so I don't get too confused, especially with the other PBPs I'm in, which are 5e. As long as I can keep that, and don't have to learn a new system, I'm fine with bringing in some 5.5.
  3. @PureChance Yeah that's ok since you don't have any knowledge about the town itself.
  4. Given what you said about being local to the area, is being from Mirrorwood ok? Not particularly bound to it compared to any other wood.
  5. @Mick the Rogue That's a good question. I prefer not local at all, so I can treat you all the same in terms of knowledge about the area and its occupants.
  6. I may. I am tossing a few ideas around. One being an old family heirloom that was found or the like. I'll have to wait after work.
  7. @Seardon Are you going to add something to your backstory regarding your trinket?
  8. does the party have to be from away? Can they be local, alternatively formerly local?
  9. RP Sample It was time. Kreshna made up her mind finally to try her hand at being an adventurer, leaving the rank and file of her home behind. The garrison, while not terrible, was just not for her. Seeing was lies beyond the boarders will do her good. She mentioned her thoughts on the matter with her clan already and made her way to Rhok's provisions to fill out the rest of what she might need for her travails. As she entered the shop, the door bell dinged, signaling her entry. "Welcome to...oh! Len! How can I help you? You...you readying yourself for your next mission in life?" Kreshna smiled to Rhock's greeting and nodded as she made her way around and picked up anything that she thought might be useful on the road. Rhok was her field trainer before he retired and opened the little provisions shop in the village. As Kreshna made her way to the counter. Her hands began to sign a question when Rhok placed his hand on hers. "Use your words, my dear. You'll need to get used to speaking more when you leave you know?" Kreshna's head lowers slightly. "My words often fail me, Rhok." She says in a soft tone as she looks back to the retired ork soldier. "All the more reason to keep at it then. Besides Len, you've got a nice voice. Need to get over your insecurities when it comes to that. How is it that someone as fierce with a warhammer or a maul, is as quiet as a field mouse? Makes no bloody sense." The elder ork says as he begins rifling around for some odd or end that needs to be placed into the shop. Kreshna shakes her head. "I was trained to fight...not for social graces." Kreshna replied She then cleared her throat a bit. Talking felt like a pain to her, but Rhok was right. Not everyone would be able to understand sign language. It was strange that her hands felt like they could be louder then her voice at times. She then turned back to the Orc. "Let's t - try this. Erhm. I need to get some gear...for my travails. Is there anything you can recommend that...I may have missed?" She says as she hands him a list of items she was looking for for her journey. Rhoc turned and took a look at the list and then nodded. "Sure. A few items I can see you might need and a few that you may want to strike from this list. If your travailing, you'll want to be prepared but still somewhat light. Let's see what we can do?" Rhoc says with a tusked grin back to the soft spoken warrior.
  10. Kreshna Len'Vall Flamescale Dragonborn Barbarian Kreshna HP: 15/15, AC:Chainmail Armor: AC 16 Shield: AC +2 16 (18), Hit Die 1/1d12, Passive: Perception: 12, Insight: 10, Investigate: 9 Str:Base: 17, +1 Background bonus Save: +6 (Prof) Athletics: +6, (Prof) 18, Dex:Base: 15, +1 Background Bonus Save: +3 Acrobatics: +3 Sleight of Hand: +3 Stealth: +3 16, Con:Base: 15, +1 Background Bonus Save: +5, (Prof) 16, Int:Base: 7 Save: -1 Arcana: -1 History: -1 Investigation: -1 Nature: -1 Religion: -1 8, Wis:Base: 10 Save: +0 Animal Handling: +0 Insight: +0 Medicine: +0 Perception: +2 (Prof) Survival: +2 (Prof) 10, Cha:Base: 6 Save: -2 Deception: -2 Intimidation: 0, (Prof) Performance: -2 Persuasion: -2 6 Draconic Ancestry (Red)Breath Weapon. When you take the Attack action on your turn, you can replace one of your attacks with an exhalation of magical energy in either a 15-foot Cone or a 30-foot Line that is 5 feet wide (choose the shape each time). Each creature in that area must make a Dexterity saving throw (DC 8 plus your Constitution modifier and Proficiency Bonus). On a failed save, a creature takes 1d10 damage of the type determined by your Draconic Ancestry trait. On a successful save, a creature takes half as much damage. This damage increases by 1d10 when you reach character levels 5 (2d10), 11 (3d10), and 17 (4d10). You can use this Breath Weapon a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest. Damage Resistance. You have Resistance to the damage type determined by your Draconic Ancestry trait. Darkvision. You have Darkvision with a range of 60 feet. Draconic Flight. When you reach character level 5, you can channel draconic magic to give yourself temporary flight. As a Bonus Action, you sprout spectral wings on your back that last for 10 minutes or until you retract the wings (no action required) or have the Incapacitated condition. During that time, you have a Fly Speed equal to your Speed. Your wings appear to be made of the same energy as your Breath Weapon. Once you use this trait, you can’t use it again until you finish a Long Rest. | LanguagesCommon, Common Sign Language, Draconic Proficiency and ToolsWeapon: Simple and Martial, Armor: Light, Medium, Shields Tool: Gaming Set, (Playing Cards) | RageYou can imbue yourself with a primal power called Rage, a force that grants you extraordinary might and resilience. You can enter it as a Bonus Action if you aren’t wearing Heavy armor. You can enter your Rage the number of times shown for your Barbarian level in the Rages column of the Barbarian Features table. You regain one expended use when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest. While active, your Rage follows the rules below. Damage Resistance. You have Resistance to Bludgeoning, Piercing, and Slashing damage. Rage Damage. When you make an attack using Strength—with either a weapon or an Unarmed Strike—and deal damage to the target, you gain a bonus to the damage that increases as you gain levels as a Barbarian, as shown in the Rage Damage column of the Barbarian Features table. Strength Advantage. You have Advantage on Strength checks and Strength saving throws. No Concentration or Spells. You can’t maintain Concentration, and you can’t cast spells. Duration. The Rage lasts until the end of your next turn, and it ends early if you don Heavy armor or have the Incapacitated condition. If your Rage is still active on your next turn, you can extend the Rage for another round by doing one of the following: Make an attack roll against an enemy. Force an enemy to make a saving throw. Take a Bonus Action to extend your Rage. Each time the Rage is extended, it lasts until the end of your next turn. You can maintain a Rage for up to 10 minutes. 2/2 | FeatsSavage Attacker (Origin Feat): You’ve trained to deal particularly damaging strikes. Once per turn when you hit a target with a weapon, you can roll the weapon’s damage dice twice and use either roll against the target. Breath Weapon (Fire)When you take the Attack action on your turn, you can replace one of your attacks with an exhalation of magical energy in either a 15-foot Cone or a 30-foot Line that is 5 feet wide (choose the shape each time). Each creature in that area must make a Dexterity saving throw (DC 8 plus your Constitution modifier and Proficiency Bonus). On a failed save, a creature takes 1d10 damage of the type determined by your Draconic Ancestry trait. On a successful save, a creature takes half as much damage. This damage increases by 1d10 when you reach character levels 5 (2d10), 11 (3d10), and 17 (4d10). You can use this Breath Weapon a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest. 2/2| Weapon Mastery 2 Current.Your training with weapons allows you to use the mastery properties of two kinds of Simple or Martial Melee weapons of your choice, such as Greataxes and Handaxes. Whenever you finish a Long Rest, you can practice weapon drills and change one of those weapon choices. When you reach certain Barbarian levels, you gain the ability to use the mastery properties of more kinds of weapons, as shown in the Weapon Mastery column of the Barbarian Features table. Weapon properties on Person. Will put (Prof) tag next to properties that are in use for the day. Throwing Hammers, Nick When you make the extra attack of the Light property, you can make it as part of the Attack action instead of as a Bonus Action. You can make this extra attack only once per turn. Warhammer, Push If you hit a creature with this weapon, you can push the creature up to 10 feet straight away from yourself if it is Large or smaller. Javelin, Slow, If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn’t exceed 10 feet. Maul, Topple, If you hit a creature with this weapon, you can force the creature to make a Constitution saving throw (DC 8 plus the ability modifier used to make the attack roll and your Proficiency Bonus). On a failed save, the creature has the Prone condition. IC: “My words,” | ‘My thoughts,’| My actions . . . TO WHOM It MAY CONCERN.... OOC Ongoing Effect: Reaction/Ready Action: Swift Action: Action: Move Action:
  11. Equipment Gold: Choose Gold options for Class and Background. 75 Gp barbarian, 50 Gp Soldier background. 125 GP total. 50 GP left. 1 ib Carrying Capacity: 270 ibs. Drag/Lift/Push: 540 Gear Weight: 146 ibs. Trinket Random Roll: (Might add more to back story) 78 is... An ornate scabbard that fits no blade you have found. Weapons: Maul, 10 GP, Heavy, Two-Handed. 2d6 Bludgeoning. 10 ib's Weapon mastery property, Topple: If you hit a creature with this weapon, you can force the creature to make a Constitution saving throw (DC 8 plus the ability modifier used to make the attack roll and your Proficiency Bonus). On a failed save, the creature has the Prone condition. Current DC would be DC 14 Light Hammers: x4, 2 GP each, 8 GP. Light, Thrown (Range 20/60) 1d4 Bludgeoning. 8 ib's, 2 ib's each. Nick Weapon Mastery Property: When you make the extra attack of the Light property, you can make it as part of the Attack action instead of as a Bonus Action. You can make this extra attack only once per turn. Javelin, x10, 5, SP each, 5GP. Thrown (30/120) 1d6 Piercing, 20 pounds, 2 ib's each Slow Weapon mastery Property: If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn’t exceed 10 feet. Warhammer: 15 Gp, Versatile (1d10), 1d8 Bludgeoning. 5 ib's Push Weapon Mastery: If you hit a creature with this weapon, you can push the creature up to 10 feet straight away from yourself if it is Large or smaller. Armor: Shield: 10 Gp, +2 AC, 6ibs Adventuring Gear: Tool, Gaming set, (Playing Cards) 5 Sp. -- ibs Dungeoneer's Pack: 12 Gp, 55 ibs Backpack, (5 ibs) A Backpack holds up to 30 pounds within 1 cubic foot. It can also serve as a saddlebag. Caltrops, (2 ibs) As a Utilize action, you can spread Caltrops from their bag to cover a 5-foot-square area within 5 feet of yourself. A creature that enters this area for the first time on a turn must succeed on a DC 15 Dexterity saving throw or take 1 Piercing damage and have its Speed reduced to 0 until the start of its next turn. It takes 10 minutes to recover the Caltrops. Crowbar, (5 ibs) Using a Crowbar gives you Advantage on Strength checks where the Crowbar’s leverage can be applied. 2 flasks of Oil, (1 ib, Each) You can douse a creature, object, or space with Oil or use it as fuel, as detailed below. Dousing a Creature or an Object. When you take the Attack action, you can replace one of your attacks with throwing an Oil flask. Target one creature or object within 20 feet of yourself. The target must succeed on a Dexterity saving throw (DC 8 plus your Dexterity modifier and Proficiency Bonus) or be covered in oil. If the target takes Fire damage before the oil dries (after 1 minute), the target takes an extra 5 Fire damage from burning oil. Dousing a Space. You can take the Utilize action to pour an Oil flask on level ground to cover a 5-foot-square area within 5 feet of yourself. If lit, the oil burns until the end of the turn 2 rounds from when the oil was lit (or 12 seconds) and deals 5 Fire damage to any creature that enters the area or ends its turn there. A creature can take this damage only once per turn. Fuel. Oil serves as fuel for Lamps and Lanterns. Once lit, a flask of Oil burns for 6 hours in a Lamp or Lantern. That duration doesn’t need to be consecutive; you can extinguish the burning Oil (as a Utilize action) and rekindle it again until it has burned for a total of 6 hours. 10 days of rations, (2 ibs each,) Rations consist of travel-ready food, including jerky, dried fruit, hardtack, and nuts. See “Malnutrition” for the risks of not eating. Rope, (5 ibs,) As a Utilize action, you can tie a knot with Rope if you succeed on a DC 10 Dexterity (Sleight of Hand) check. The Rope can be burst with a successful DC 20 Strength (Athletics) check. You can bind an unwilling creature with the Rope only if the creature has the Grappled, Incapacitated, or Restrained condition. If the creature’s legs are bound, the creature has the Restrained condition until it escapes. Escaping the Rope requires the creature to make a successful DC 15 Dexterity (Acrobatics) check as an action. Tinderbox, (1 ib,) A Tinderbox is a small container holding flint, fire steel, and tinder (usually dry cloth soaked in light oil) used to kindle a fire. Using it to light a Candle, Lamp, Lantern, or Torch—or anything else with exposed fuel—takes a Bonus Action. Lighting any other fire takes 1 minute. 10 Torches (1 ibs each), A Torch burns for 1 hour, casting Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. When you take the Attack action, you can attack with the Torch, using it as a Simple Melee weapon. On a hit, the target takes 1 Fire damage. and Waterskin (5 ibs Full). A Waterskin holds up to 4 pints. If you don’t drink sufficient water, you risk dehydration. Bedroll: 1 GP, A Bedroll sleeps one Small or Medium creature. While in a Bedroll, you automatically succeed on saving throws against extreme cold (see the Dungeon Master’s Guide). 7 ibs Blanket: 5 SP, While wrapped in a blanket, you have Advantage on saving throws against extreme cold (see the Dungeon Master’s Guide). 3 ibs Tent: 2 Gp, A Tent sleeps up to two Small or Medium creatures. 20 ibs Clothes, Traveler's: (4 ibs) 2 GP, Traveler’s Clothes are resilient garments designed for travel in various environments. Map: 1 GP, If you consult an accurate Map, you gain a +5 bonus to Wisdom (Survival) checks you make to find your way in the place represented on it. -- ibs Pouch: x2, 5 SP each, A Pouch holds up to 6 pounds within one-fifth of a cubic foot. 1 ibs each Shovel: 2 GP, Working for 1 hour, you can use a Shovel to dig a hole that is 5 feet on each side in soil or similar material. 5 ibs
  12. That's fair. I just wanted to determine setting for land markers and places for backgrounds. General background it is then.
  13. @Seardon Not really, it's going to be small at least at first.
  14. @Ziminar I believe Eliwick is ready for review. I decided to take her in a bit of a Robin Hood-ish direction.
  15. For purposes of background...is there a particular world you are basing your village out of @Ziminar?
  16. Eliwick Timbers Level 1 Rock Gnome Criminal Wizard Information ‘My thoughts are slanted,’, “my words are bold,”, and my actions are plain. A fat, ugly goblin boy sat there picking the lock on the strongbox. The goblin couldn’t believe its luck. The tax collector hadn’t even bothered to leave a guard at the door. Click! “Come on, you little dung-nugget!” came a voice that was distinctly not goblinoid, nor male, as the little monster frustratedly jiggled the lockpick this way and that. Click! “Yes! There we go! One more to go, methinks! Li’l bastard’ll be damned!” Don! Don! Don! Don! “Shite!” the female voice said, coming out of the ugly little goblin. Jiggle-Jiggle-CLICK! “Yes!” the goblin cheered. It opened the strongbox and pulled out the bag of gold. It threw a bag of small metal scraps she’d nicked from the blacksmith into the box and shut it. Her luck continued when it clicked itself locked shut. She threw up a minor illusion spell just in time for a man to burst into the room. The illusion made it look like a there was a second chest of drawers next to the actual dresser that stood stately behind the strongbox. The man and his guests came in and sat at the writing table in the other corner of the room. Within the illusion of the dresser, the goblin put away its thieves’ tools, but it got progressively more nervous as the time wore on. It secured the bag of gold it’d just stolen and the shifting coins made an audible clinking sound. “What was that?!” the tax collector suddenly asked, looking right at the false dresser. “Was . . . was there a second dresser there before?” the other man asked. “I can’t well remember, Hecktor. We’ve only just arrived—I had the men put my stuff up here.” “There’s no second dresser in my room!” the other man said. Whether they were going to investigate it or not, the choice was taken from the two men as the illusion ran out of time and disappeared with a pop. The ugly little goblin “Eep”ed as it was discovered. “Guards!” the men cried in unison. The goblin cast the expeditious retreat spell, and began trying to jump out the window. It’s foot caught and the tax-collector grabbed its foot with a triumphant “Gotcha, ya little shite!” Suddenly, lightning raced up the man’s arm and he went rigid with the goblin’s shocking grasp spell. The expeditious retreat spell let it run and run and run back into the nearby forest, loosing the chasing guards far, far faster than any little ugly goblin should be able to run. Crossing through the forest took about a half an hour and during that time, the goblin disguise melted away after its hour-long time limit. In its place, a gnome girl named Eliwick exited the other side of the forest back into her little village. That night, she snuck into windows returning the taxes extorted from the poor townsfolk by the tax collector the day before, placing the gold on their kitchen tables—though, of course, Eliwick kept a little handful for herself, so the wealthier folks in town got back a gold-coin or two fewer than they’d paid the collector. OOC
  17. Getting the new book has made me kind of curious to play again, though I am not sure if I should use it at all to do anything until I have had a little more time with it.
  18. Archimedes (Owl Familiar) Tiny Beast, Unaligned AC 11 Initiative +1 (11) HP 1 (1d4 − 1) Speed 5 ft., Fly 60 ft. MOD SAVE MOD SAVE MOD SAVE STR 3 −4 −4 DEX 13 +1 +1 CON 8 −1 −1 INT 2 −4 −4 WIS 12 +1 +1 CHA 7 −2 −2 Skills Perception +5, Stealth +5 Senses Darkvision 120 ft., Passive Perception 15 Languages — CR 0 (XP 10; PB +2) Traits Flyby. The owl doesn't provoke Opportunity Attacks when it flies out of an enemy's reach. Telepathic Connection. While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as a Bonus Action, you can see through the familiar’s eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses it has. Finally, when you cast a spell with a range of touch, your familiar can deliver the touch. Your familiar must be within 100 feet of you, and it must take a Reaction to deliver the touch when you cast the spell. Actions Talons. Melee Attack Roll: +3, reach 5 ft. Hit: 1 Slashing damage. A familiar can’t attack, but it can take other actions as normal. Source: PHB'24, page 354
  19. Kreshna Len'Vall Flamescale Dragonborn, Barbarian Attributes (Random Generation). Strength: 18 (+4) Dexterity: 16 (+3) Constitution: 16 (+3) Intelligence: 8 (-1) Wisdom: 10 (0) Charisma: 6 (-2) Save: +6 Athletics: +6 Save: +3 Acrobatics: +3 Sleight of Hand: +3 Stealth: +3 Save: +5 Save: -1 Arcana: -1 History: -1 Investigation: -1 Nature: -1 Religion: -1 Save: +0 Animal Handling: 0 Insight: 0 Medicine: 0 Perception: +2 Survival: +2 Save: -2 Deception: -2 Intimidation: +0 Performance: -2 Persuasion: -2 Protective Poised Stable Frivolous Considerate/Distracted Reserved Personality Kreshna is quiet and prefers to observe rather then put herself in the middle of a conversation though if someone needs help, she is more then willing to lend a hand. Through her training she learned sign language as a means to communicate with her comrades on the field but has adapted it to her everyday life to varying degrees of success. When pushed, however, she becomes a force of nature in her own right as an inner frustration is let loose upon those unfortunate enough to awaken her ire. Kreshna has learned to harness this rage after a time to better focus it on her tasks in combat as well as to suppress it if she needs to. Appearance Kreshna is a fairly tall dragonborn standing at 6' 6" with dark red scales and long red hair(?) and scaled tail. She favors light functional cloths and bludgeoning weapons for combat often carrying several throwing hammers, Javelins as well as a Maul, a war hammer and a shield. Backstory Kreshna belonged to the Flamescale clan of dragonborn. Known for their combat prowess in the field. Physically, Kreshna was no exception. Though she performed well in combat, her thoughts were often somewhere else. As if there was something else, she would rather do. Kreshna was quiet around people for the most part. She often spoke very softly when she did speak or would use gestures to convey her needs as if speaking was painful. Kreshna was trained as a soldier as was her clan’s traditions. Despite her quiet demeanor, when she got serious, few in her squad could match her. From an early age she showed promise in the art of combat, learning all forms of weapon techniques. When she got older, she developed a more aggressive fighting style which prompted her to use more blunt force weapons. Blades and bows often did not last long in her hands so she started using hammers and mauls. As her training came to an end, while her combat prowess was what the Flamescale clan would be very proud of. She was not suited for the rigid structure of the military and found herself looking ever more into leaving her home to travail. She was curious about what the rest of the world was like, only seeing a small fraction from her home or the occasional boarder disputes she took part in. It was perhaps a relief to her superiors as well given that while she followed her orders well, Kreshna also not as militant minded and would act outside those orders. Especially if lives were at stake. Class and Stats Barbarian: Level 1, Primary Ability: Strength Hit Die: d12 Saving Throw Prof: Strength and Constitution Skill Prof: Choose 2, (Perception and Survival) Weapon Prof: Simple and Marital Weapons Armor Training: Light and Medium Armor and Shields Starting Equipment: Choose A or B: (A) Greataxe, 4 Handaxes, Explorer’s Pack, and 15 GP; or (B) 75 GP Level 1 Features: Rage: You can enter it as a Bonus Action if you aren’t wearing Heavy armor. You can enter your Rage the number of times shown for your Barbarian level in the Rages column (2) of the Barbarian Features table. You regain one expended use when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest. While active, your Rage follows the rules below. Damage Resistance. You have Resistance to Bludgeoning, Piercing, and Slashing damage. Rage Damage. When you make an attack using Strength—with either a weapon or an Unarmed Strike—and deal damage to the target, you gain a bonus to the damage that increases as you gain levels as a Barbarian, as shown in the Rage Damage (2) column of the Barbarian Features table. Strength Advantage. You have Advantage on Strength checks and Strength saving throws. No Concentration or Spells. You can’t maintain Concentration, and you can’t cast spells. Duration. The Rage lasts until the end of your next turn, and it ends early if you don Heavy armor or have the Incapacitated condition. If your Rage is still active on your next turn, you can extend the Rage for another round by doing one of the following: Make an attack roll against an enemy. Force an enemy to make a saving throw. Take a Bonus Action to extend your Rage. Each time the Rage is extended, it lasts until the end of your next turn. You can maintain a Rage for up to 10 minutes. Unarmored Defense While you aren’t wearing any armor, your base Armor Class equals 10 plus your Dexterity and Constitution modifiers. You can use a Shield and still gain this benefit. Weapon Mastery Your training with weapons allows you to use the mastery properties of two kinds of Simple or Martial Melee weapons of your choice, such as Greataxes and Handaxes. Whenever you finish a Long Rest, you can practice weapon drills and change one of those weapon choices. When you reach certain Barbarian levels, you gain the ability to use the mastery properties of more kinds of weapons, as shown in the Weapon Mastery column of the Barbarian Features table. Background: Soldier, Ability score: Str, Dex, Con. +1 to all three. Starting Feat: Savage Attacker Skill Proficiencies: Athletics and Intimidation Tool Proficiency: Gaming Set (Playing Cards) Background Equipment: Option B (50 GP) Languages: Common +2 more, Common Sign Language, Draconic. Species: Dragonborn (Red) Creature Type: Humanoid Size: Medium (about 5-7 feet tall) Speed: 30 Feet Draconic Ancestry: Red, Damage type, Fire Breath Weapon: Attack action, can replace one of your attacks in the action with a 15 foot cone or 30 foot long, 5 foot wide line of (Fire). Dex save for half, DC = 8 + Con modifier + Proficiency bonus. 1d10 damage. Increases at 5, 11, and 17 for 2d10, 3d10 and 4d10, respectively. Can be used a number of times equal to your prof bonus per Long Rest. Damage Resistance: Fire Darkvision: 60 foot range Draconic Flight: Character Level 5, Bonus action, Gain Fly speed equal to speed. 10 minute duration. Free action to dismiss. one use per long rest.
  20. Inventory Money pp gp ep sp cp 0 11 0 0 0 16 gp from Criminal background + 5 gp from Wizard class = 21 total starting gold. −10 gp to summon a familiar. Gear 4/4 Dagger; Weapon; Simple weapon, melee weapon; 2 gp, 1 lb.; Mastery: Nick; 1d4 piercing - Finesse, Light, Thrown (20/60 ft.); Source: PHB’24, page 215. Available in the Free Rules (2024). Finesse. When making an attack with a Finesse weapon, use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. Light. When you take the Attack action on your turn and attack with a Light weapon, you can make one extra attack as a Bonus Action later on the same turn. That extra attack must be made with a different Light weapon, and you don’t add your ability modifier to the extra attack’s damage unless that modifier is negative. For example, you can attack with a Shortsword in one hand and a Dagger in the other using the Attack action and a Bonus Action, but you don’t add your Strength or Dexterity modifier to the damage roll of the Bonus Action unless that modifier is negative. Thrown. If a weapon has the Thrown property, you can throw the weapon to make a ranged attack, and you can draw that weapon as part of the attack. If the weapon is a Melee weapon, use the same ability modifier for the attack and damage rolls that you use for a melee attack with that weapon. Mastery: Nick. When you make the extra attack of the Light property, you can make it as part of the Attack action instead of as a Bonus Action. You can make this extra attack only once per turn. 1/1 Thieves’ Tools; Tool; 25 gp, 1 lb.; If you have proficiency with a tool, add your Proficiency Bonus to any ability check you make that uses the tool. If you have proficiency in a skill that’s used with that check, you have Advantage on the check too.; Source: PHB’24, page 221. Available in the Free Rules (2024). Ability: Dexterity Utilize: Pick a lock (DC 15), or disarm a trap (DC 15) 1/1 Crowbar; Adventuring gear; 2 gp, 5 lb.; Using a Crowbar gives you Advantage on Strength checks where the Crowbar’s leverage can be applied.; Source: PHB’24, page 225. Available in the Free Rules (2024). 2/2 Pouch; Adventuring gear; 5 sp, 1 lb.; A Pouch holds up to 6 pounds within one-fifth of a cubic foot.; Source: PHB’24, page 228. Available in the Free Rules (2024). 1/1 Traveler’s Clothes; Adventuring gear; 2 gp, 4 lb.; Traveler’s Clothes are resilient garments designed for travel in various environments.; Source: PHB’24, page 225. Available in the Free Rules (2024). 1/1 Arcane Focus; Spellcasting focus; An Arcane Focus takes a specific form and is bejeweled or carved to channel arcane magic. A Sorcerer, Warlock, or Wizard can use such an item as a Spellcasting Focus.; Multiple variations of this item exist, as listed below: Crystal; Orb; Rod; Staff; Wand; Source: PHB’24, page 224; Staff; Staff, weapon, spellcasting focus; Simple weapon, melee weapon; 5 gp, 4 lb. 1d6 bludgeoning - versatile (1d8); Source: PHB’24, page 224; Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack.; An Arcane Focus takes a specific form and is bejeweled or carved to channel arcane magic. A Sorcerer, Warlock, or Wizard can use such an item as a Spellcasting Focus. 1/1 Robe; Adventuring gear; 1 gp, 4 lb.; A Robe has vocational or ceremonial significance. Some events and locations admit only people wearing a Robe bearing certain colors or symbols.; Source: PHB’24, page 228. Available in the Free Rules (2024). 1/1 Scholar’s Pack; Adventuring gear; 40 gp, 22 lb.; Source: PHB’24, page 228. Available in the Free Rules (2024).; A Scholar’s Pack contains the following items: Backpack, Book, Ink, Ink Pen, Lamp, 10 flasks of Oil, 10 sheets of Parchment, and Tinderbox. 1/1 Backpack; Adventuring gear; 2 gp, 5 lb.; A Backpack holds up to 30 pounds within 1 cubic foot. It can also serve as a saddlebag.; Source: PHB’24, page 224. Available in the Free Rules (2024). 1/1 Book; Adventuring gear; 25 gp, 5 lb.; A Book contains fiction or nonfiction. If you consult an accurate nonfiction Book about its topic, you gain a +5 bonus to Intelligence (Arcana, History, Nature, or Religion) checks you make about that topic.; Source: PHB’24, page 224. Available in the Free Rules (2024). 1/1 Ink; Adventuring gear; 10 gp; Ink comes in a 1-ounce bottle, which provides enough ink to write about 500 pages.; Source: PHB’24, page 226. Available in the Free Rules (2024). 1/1 Ink Pen; Adventuring gear; 2 cp; Using Ink, an Ink Pen is used to write or draw.; Source: PHB’24, page 226. Available in the Free Rules (2024). 1/1 Lamp; Adventuring gear; 5 sp, 1 lb.; A Lamp burns Oil as fuel to cast Bright Light in a 15-foot radius and Dim Light for an additional 30 feet.; Source: PHB’24, page 226. Available in the Free Rules (2024). 10/10 Oil; Adventuring gear; 1 sp, 1 lb.; You can douse a creature, object, or space with Oil or use it as fuel, as detailed below.; Source: PHB’24, page 227. Available in the Free Rules (2024). Dousing a Creature or an Object. When you take the Attack action, you can replace one of your attacks with throwing an Oil flask. Target one creature or object within 20 feet of yourself. The target must succeed on a Dexterity saving throw (DC 8 plus your Dexterity modifier and Proficiency Bonus) or be covered in oil. If the target takes Fire damage before the oil dries (after 1 minute), the target takes an extra 5 Fire damage from burning oil. Dousing a Space. You can take the Utilize action to pour an Oil flask on level ground to cover a 5-foot-square area within 5 feet of yourself. If lit, the oil burns until the end of the turn 2 rounds from when the oil was lit (or 12 seconds) and deals 5 Fire damage to any creature that enters the area or ends its turn there. A creature can take this damage only once per turn. Fuel. Oil serves as fuel for Lamps and Lanterns. Once lit, a flask of Oil burns for 6 hours in a Lamp or Lantern. That duration doesn’t need to be consecutive; you can extinguish the burning Oil (as a Utilize action) and rekindle it again until it has burned for a total of 6 hours. 10/10 Parchment; Adventuring gear; 1 sp; One sheet of Parchment can hold about 250 handwritten words.; Source: PHB’24, page 227. Available in the Free Rules (2024). 1/1 Tinderbox; Adventuring gear; 5 sp, 1 lb.; A Tinderbox is a small container holding flint, fire steel, and tinder (usually dry cloth soaked in light oil) used to kindle a fire. Using it to light a Candle, Lamp, Lantern, or Torch—or anything else with exposed fuel—takes a Bonus Action. Lighting any other fire takes 1 minute.; Source: PHB’24, page 229. Available in the Free Rules (2024).
  21. Spellbook Cantrips From Species: MendingTransmutation Cantrip Casting Time: 1 minute Range: Touch Components: V, S, M (two lodestones) Duration: Instantaneous This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage. This spell can physically repair a magic item, but it can’t restore magic to such an object. Source: PHB’24, page 297. Available in the Free Rules (2024). From Species: PrestidigitationTransmutation Cantrip Casting Time: ActionRange: 10 feet Components: V, S Duration: 1 hour You create a magical effect within range. Choose the effect from the options below. If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time. Sensory Effect. You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor. Fire Play. You instantaneously light or snuff out a candle, a torch, or a small campfire. Clean or Soil. You instantaneously clean or soil an object no larger than 1 cubic foot. Minor Sensation. You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour. Magic Mark. You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour. Minor Creation. You create a nonmagical trinket or an illusory image that can fit in your hand. It lasts until the end of your next turn. A trinket can deal no damage and has no monetary worth. Source: PHB’24, page 307. Available in the Free Rules (2024). From Class (1st Level): Mage HandConjuration Cantrip Casting Time: Action Range: 30 feet Components: V, S Duration: 1 minute A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again. When you cast the spell, you can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. As a Magic action on your later turns, you can control the hand thus again. As part of that action, you can move the hand up to 30 feet. The hand can’t attack, activate magic items, or carry more than 10 pounds. Source: PHB’24, page 293. Available in the Free Rules (2024). From Class (1st Level): Minor IllusionIllusion Cantrip Casting Time: Action Range: 30 feet Components: S, M (a bit of fleece) Duration: 1 minute You create a sound or an image of an object within range that lasts for the duration. See the descriptions below for the effects of each. The illusion ends if you cast this spell again. If a creature takes a Study action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature. Sound. If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else’s voice, a lion’s roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends. Image. If you create an image of an object—such as a chair, muddy footprints, or a small chest—it must be no larger than a 5-foot Cube. The image can’t create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, since things can pass through it. Source: PHB’24, page 298. Available in the Free Rules (2024). From Class (1st Level): Shocking Grasp Evocation Cantrip Casting Time: Action Range: Touch Components: V, S Duration: Instantaneous Lightning springs from you to a creature that you try to touch. Make a melee spell attack against the target. On a hit, the target takes 1d8 Lightning damage, and it can’t make Opportunity Attacks until the start of its next turn. Cantrip Upgrade. The damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8). Source: PHB’24, page 316. Available in the Free Rules (2024). 1st Level Detect MagicLevel 1 Divination Casting Time: Action or Ritual Range: Self (30-foot radius) Components: V, S Duration: Concentration, up to 10 minutes For the duration, you sense the presence of magical effects within 30 feet of yourself. If you sense such effects, you can take the Magic action to see a faint aura around any visible creature or object in the area that bears the magic, and if an effect was created by a spell, you learn the spell’s school of magic. The spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead. Source: PHB’24, page 262. Available in the Free Rules (2024). Disguise SelfLevel 1 Illusion Casting Time: Action Range: Self Components: V, S Duration: 1 hour You make yourself—including your clothing, armor, weapons, and other belongings on your person—look different until the spell ends. You can seem 1 foot shorter or taller and can appear heavier or lighter. You must adopt a form that has the same basic arrangement of limbs as you have. Otherwise, the extent of the illusion is up to you. The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing. To discern that you are disguised, a creature must take the Study action to inspect your appearance and succeed on an Intelligence (Investigation) check against your spell save DC. Source: PHB’24, page 262. Available in the Free Rules (2024). Expeditious RetreatLevel 1 Transmutation Casting Time: Bonus action Range: Self Components: V, S Duration: Concentration, up to 10 minutes You take the Dash action, and until the spell ends, you can take that action again as a Bonus Action. Source: PHB’24, page 270. Available in the Free Rules (2024). Find FamiliarLevel 1 Conjuration Casting Time: 1 hour or Ritual Range: 10 feet Components: V, S, M (burning incense worth 10+ GP, which the spell consumes) Duration: Instantaneous You gain the service of a familiar, a spirit that takes an animal form you choose: Bat, Cat, Frog, Hawk, Lizard, Octopus, Owl, Rat, Raven, Spider, Weasel, or another Beast that has a Challenge Rating of 0. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form, though it is a Celestial, Fey, or Fiend (your choice) instead of a Beast. Your familiar acts independently of you, but it obeys your commands. Telepathic Connection. While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as a Bonus Action, you can see through the familiar’s eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses it has. Finally, when you cast a spell with a range of touch, your familiar can deliver the touch. Your familiar must be within 100 feet of you, and it must take a Reaction to deliver the touch when you cast the spell. Combat. The familiar is an ally to you and your allies. It rolls its own Initiative and acts on its own turn. A familiar can’t attack, but it can take other actions as normal. Disappearance of the Familiar. When the familiar drops to 0 Hit Points, it disappears. It reappears after you cast this spell again. As a Magic action, you can temporarily dismiss the familiar to a pocket dimension. Alternatively, you can dismiss it forever. As a Magic action while it is temporarily dismissed, you can cause it to reappear in an unoccupied space within 30 feet of you. Whenever the familiar drops to 0 Hit Points or disappears into the pocket dimension, it leaves behind in its space anything it was wearing or carrying. One Familiar Only. You can’t have more than one familiar at a time. If you cast this spell while you have a familiar, you instead cause it to adopt a new eligible form. Source: PHB’24, page 272. Available in the Free Rules (2024). Mage ArmorLevel 1 Abjuration Casting Time: Action Range: Touch Components: V, S, M (a piece of cured leather) Duration: 8 hours You touch a willing creature who isn’t wearing armor. Until the spell ends, the target’s base AC becomes 13 plus its Dexterity modifier. The spell ends early if the target dons armor. Source: PHB’24, page 293. Available in the Free Rules (2024). ShieldLevel 1 Abjuration Casting Time: Reaction, which you take when you are hit by an attack roll or targeted by the Magic Missile spell Range: Self Components: V, S Duration: 1 round An imperceptible barrier of magical force protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from Magic Missile. Source: PHB’24, page 316. Available in the Free Rules (2024).
  22. Wizard Core Traits Primary Ability: Intelligence Hit Point Die: D6 per Wizard level Hit Points at Level 1: 6 + Con. modifier Hit Points per additional Wizard Level: D6 + your Con. modifier, or, 4 + your Con. modifier Saving Throw Proficiencies: Intelligence,Wisdom Skill Proficiencies: Choose 2: Arcana, History, Insight, Investigation, Medicine, or Religion. Weapon Proficiencies: Simple weapons Starting Equipment: Choose A or B: (A) 2 Daggers, Arcane Focus (Quarterstaff), Robe, Spellbook, Scholar’s Pack, and 5 GP; or (B) 55 GP Spell Slots per Spell Level Level Proficiency Bonus Features Cantrips Prepared Spells 1st 2nd 1st 2 Spellcasting Ritual Adep Arcane Recovery 3 4 2 — Level 1: Spellcasting PHB’24 p165 As a student of arcane magic, you have learned to cast spells. See chapter 7 for the rules on spellcasting. The information below details how you use those rules with Wizard spells, which appear in the Wizard spell list later in the class’s description. Cantrips. You know three Wizard cantrips of your choice. Light, Mage Hand, and Ray of Frost are recommended. Whenever you finish a Long Rest, you can replace one of your cantrips from this feature with another Wizard cantrip of your choice. When you reach Wizard levels 4 and 10, you learn another Wizard cantrip of your choice, as shown in the Cantrips column of the Wizard Features table. Spellbook. Your wizardly apprenticeship culminated in the creation of a unique book: your spellbook. It is a Tiny object that weighs 3 pounds, contains 100 pages, and can be read only by you or someone casting Identify. You determine the book’s appearance and materials, such as a gilt-edged tome or a collection of vellum bound with twine. The book contains the level 1+ spells you know. It starts with six level 1 Wizard spells of your choice. Detect Magic, Feather Fall, Mage Armor, Magic Missile, Sleep, and Thunderwave are recommended. Whenever you gain a Wizard level after 1, add two Wizard spells of your choice to your spellbook. Each of these spells must be of a level for which you have spell slots, as shown in the Wizard Features table. The spells are the culmination of arcane research you do regularly. Spell Slots. The Wizard Features table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest. Prepared Spells of Level 1+. You prepare the list of level 1+ spells that are available for you to cast with this feature. To do so, choose four spells from your spellbook. The chosen spells must be of a level for which you have spell slots. The number of spells on your list increases as you gain Wizard levels, as shown in the Prepared Spells column of the Wizard Features table. Whenever that number increases, choose additional Wizard spells until the number of spells on your list matches the number in the table. The chosen spells must be of a level for which you have spell slots. For example, if you’re a level 3 Wizard, your list of prepared spells can include six spells of levels 1 and 2 in any combination, chosen from your spellbook. If another Wizard feature gives you spells that you always have prepared, those spells don’t count against the number of spells you can prepare with this feature, but those spells otherwise count as Wizard spells for you. Changing Your Prepared Spells. Whenever you finish a Long Rest, you can change your list of prepared spells, replacing any of the spells there with spells from your spellbook. Spellcasting Ability. Intelligence is your spellcasting ability for your Wizard spells. Spellcasting Focus. You can use an Arcane Focus or your spellbook as a Spellcasting Focus for your Wizard spells. Expanding and Replacing a Spellbook The spells you add to your spellbook as you gain levels reflect your ongoing magical research, but you might find other spells during your adventures that you can add to the book. You could discover a Wizard spell on a Spell Scroll, for example, and then copy it into your spellbook. Copying a Spell into the Book. When you find a level 1+ Wizard spell, you can copy it into your spellbook if it’s of a level you can prepare and if you have time to copy it. For each level of the spell, the transcription takes 2 hours and costs 50 GP. Afterward you can prepare the spell like the other spells in your spellbook. Copying the Book. You can copy a spell from your spellbook into another book. This is like copying a new spell into your spellbook but faster, since you already know how to cast the spell. You need spend only 1 hour and 10 GP for each level of the copied spell. If you lose your spellbook, you can use the same procedure to transcribe the Wizard spells that you have prepared into a new spellbook. Filling out the remainder of the new book requires you to find new spells to do so. For this reason, many wizards keep a backup spellbook. Level 1: Ritual Adept PHB’24 p155 You can cast any spell as a Ritual if that spell has the Ritual tag and the spell is in your spellbook. You needn’t have the spell prepared, but you must read from the book to cast a spell in this way. Level 1: Arcane Recovery PHB’24 p155 You can regain some of your magical energy by studying your spellbook. When you finish a Short Rest, you can choose expended spell slots to recover. The spell slots can have a combined level equal to no more than half your Wizard level (round up), and none of the slots can be level 6 or higher. For example, if you’re a level 4 Wizard, you can recover up to two levels’ worth of spell slots, regaining either one level 2 spell slot or two level 1 spell slots. Once you use this feature, you can’t do so again until you finish a Long Rest.
  23. Criminal Ability Scores: Dexterity, Constitution (+2), Intelligence (+1) Feat: Alert Skill Proficiencies: Sleight of Hand, Stealth Tool Proficiency: Thieves’ Tools Equipment: Choose A or B: (A) 2 Daggers, Thieves’ Tools, Crowbar, 2 Pouches, Traveler’s Clothes, 16 GP; or (B) 50 GP Source: PHB’24, page 180. Available in the Free Rules (2024). Alert Origin Feat You gain the following benefits. Initiative Proficiency. When you roll Initiative, you can add your Proficiency Bonus to the roll. Initiative Swap. Immediately after you roll Initiative, you can swap your Initiative with the Initiative of one willing ally in the same combat. You can't make this swap if you or the ally has the Incapacitated condition. Source: PHB’24, page 200. Available in the Free Rules (2024).
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