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About This Game

A series of thematic, one-shot D&D 5e games.

Game System

D&D 5e

Detailed Description

This is meant to be a one-stop shop for several one-shot games. Play-by-post games are slow, getting from level 1 to 20 can take years even in the fastest paced games. This is a chance to try out different concepts in a variety of setting and get a story from beginning, middle, to end. From a Githyanki raiding party riding dragons to take down an Illithid fleet in the Astral Sea, to farmers uncovering the mysteries of a terrible crime and the spirits that haunt to land... the possibilities are endless. 

  1. What's new in this game
  2. Human Cleric of Peace AC 19 HP 67 HD 8/8d8 Channel Divinity: 2/2 Spell Slots 1st: 4/4 2nd: 3/3 3rd: 3/3 4th: 2/2 Skills-1 Athletics +2 Acrobatics +2 Sleight of Hand +5 Stealth +0 Arcana +0 History +0 Investigation +0 Nature +3 Religion +5 A. Handling +8 Insight +5 Medicine +8 Perception +8 Survival +1 Deception +1 Intimidation +1 Performance +7 Persuasion | Saves Saving Throws Strength: -1 Dexterity: +2 Constitution: +6 Intelligence: +0 Wisdom: +8 Charisma: +4 | SpellsCantrips: Guidance, Light, Sacred Flame, Toll the Dead 1st: heroism*, sanctuary*, bless, command, healing word 2nd: aid*, warding bond*, hold person, lesser restoration, silence, spiritual weapon 3rd: beacon of hope*, sending*, dispel magic, revivify, spirit guardians 4th: aura of purity*, Otiluke's resilient sphere*, banishment, death ward, stone shape Calar sighs as he looks at the landscape around the badlands. He adds, "It's so easy to forget when it's not right there staring you in the face. It was a dark time. There must have been such despair in those days. The world was able to rebuild, but not here. It's a stark reminder of Her work." The priest offers a silent prayer of thanks to his goddess for her sacrifice. For his part, he is sure to touch many of the mangled plant life and observe the craggy rock formations. Tabletop
  3. [fieldset=Seladriel Aurelia Dulac][table=2,1] [r=1,1][img2=150]https://cdn.donmai.us/original/b9/28/__grey_knight_julia_pixiv_fantasia_and_1_more_drawn_by_ryuuzaki_ichi__b9281d68c6dc6c29cb85c2666ff425e4.jpg[/img2] [r=2,1][center][b][url=https://test.myth-weavers.com/sheets/?id=2784929][font=palatino linotype][size=4][color=Silver]Seladriel Aurelia Dulac[/color][/size][/font][/url][/b] [I]High Elf Devotion Paladin 8[/I] [b]HP:[/b] 68/68 [b]HD:[/b] 8/8d10 [b]AC:[/b] 21 [b]Divine Sense:[/b] 5/5 LR [b]Lay on Hands:[/b] 40/40 LR [b]Spell Slots:[/b] 4/4 L1 3/3 L2 LR [b]Spell Save DC:[/b] 15 [b]Status:[/b] Normal and Healthy [/center][/table][spoiler=Statblock and Rolls][spoiler=Statblock][CENTER][table=3,1][r=1,1][URL="https://test.myth-weavers.com/sheets/?id=2784929"][size="4"][b]Seladriel Aurelia Dulac[/b][/size][/URL] [r=2,1] [B]Female Elf Paladin 8[/B] [r=3,1] [B]Lawful Good Acolyte[/B] [/table] [/CENTER] [table=2,1][r=1,1][B]STR:[/B] 10/0 [B]DEX:[/B] 18/+4 [B]CON:[/B] 14/+2 [B]INT:[/B] 8/-1 [B]WIS:[/B] 10/0 [B]CHA:[/B] 18/+4 [B]Proficiency Bonus:[/B] +3 [B]Saves:[/B] Charisma, Wisdom [r=2,1] [B]INIT:[/B] +4 [B]Speed:[/B] 30 [B]AC:[/B] 21 [B]HD:[/B] 8d10 [B]Passive Perception:[/B] 13 [B]Languages:[/B] Common, Elf, Celestial, Abyssal [B]Proficiencies:[/B] Pipe Organ [B]Background Feature:[/B] [OOC=Shelter of the Faithful]As an acolyte, you command the respect of those who share your faith, and you can perform the religious ceremonies of your deity. You and your adventuring companions can expect to receive free healing and care at a temple, shrine, or other established presence of your faith, though you must provide any material components needed for spells. Those who share your religion will support you (but only you) at a modest lifestyle. You might also have ties to a specific temple dedicated to your chosen deity or pantheon, and you have a residence there. This could be the temple where you used to serve, if you remain on good terms with it, or a temple where you have found a new home. While near your temple, you can call upon the priests for assistance, provided the assistance you ask for is not hazardous and you remain in good standing with your temple.[/OOC][/table][/spoiler] [spoiler=Abilities and Features][OOC=Divine Sense]The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell. You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses.[/OOC] [OOC=Lay on Hands]Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your paladin level × 5. As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool. Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one. This feature has no effect on undead and constructs.[/OOC] [OOC=Divine Smite]Starting at 2nd level, when you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend, to a maximum of 6d8.[/OOC] [OOC=Fighting Style - Defense]Fighting Style At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take the same Fighting Style option more than once, even if you get to choose again. Defense While you are wearing armor, you gain a +1 bonus to AC.[/OOC] [OOC=Spellcasting]Spellcasting By 2nd level, you have learned to draw on divine magic through meditation and prayer to cast spells as a cleric does. See chapter 10 for the general rules of spellcasting and chapter 11 for the paladin spell list. Preparing and Casting Spells The Paladin table shows how many spell slots you have to cast your paladin spells. To cast one of your paladin spells of 1st level or higher, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. You prepare the list of paladin spells that are available for you to cast, choosing from the paladin spell list. When you do so, choose a number of paladin spells equal to your Charisma modifier + half your paladin level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots. For example, if you are a 5th-level paladin, you have four 1st-level and two 2nd-level spell slots. With a Charisma of 14, your list of prepared spells can include four spells of 1st or 2nd-level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells. You can change your list of prepared spells when you finish a long rest. Preparing a new list of paladin spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list. Spellcasting Ability Charisma is your spellcasting ability for your paladin spells, since their power derives from the strength of your convictions. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a paladin spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus + your Charisma modifier Spell attack modifier = your proficiency bonus + your Charisma modifier Spellcasting Focus You can use a holy symbol as a spellcasting focus for your paladin spells.[/OOC] [OOC=Divine Health]By 3rd level, the divine magic flowing through you makes you immune to disease.[/OOC] [OOC=Sacred Oath - Channel Divinity]Sacred Oath When you reach 3rd level, you swear the oath that binds you as a paladin forever. Up to this time you have been in a preparatory stage, committed to the path but not yet sworn to it. Now you choose from the list of available oaths. Your choice grants you features at 3rd level and again at 7th, 15th, and 20th level. Those features include oath spells and the Channel Divinity feature. Oath Spells Each oath has a list of associated spells. You gain access to these spells at the levels specified in the oath description. Once you gain access to an oath spell, you always have it prepared. Oath spells don't count against the number of spells you can prepare each day. If you gain an oath spell that doesn't appear on the paladin spell list, the spell is nonetheless a paladin spell for you. Channel Divinity Your oath allows you to channel divine energy to fuel magical effects. Each Channel Divinity option provided by your oath explains how to use it. When you use your Channel Divinity, you choose which option to use. You must then finish a short or long rest to use your Channel Divinity again. Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your paladin spell save DC. Channel Divinity: Harness Divine Power 3rd-level paladin optional feature 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: 3rd level, once; 7th level, twice; and 15th level, thrice. You regain all expended uses when you finish a long rest. Breaking Your Oath A paladin tries to hold to the highest standards of conduct, but even the most virtuous paladin is fallible. Sometimes the right path proves too demanding, sometimes a situation calls for the lesser of two evils, and sometimes the heat of emotion causes a paladin to transgress his or her oath. A paladin who has broken a vow typically seeks absolution from a cleric who shares his or her faith or from another paladin of the same order. The paladin might spend an all-night vigil in prayer as a sign of penitence, or undertake a fast or similar act of self-denial. After a rite of confession and forgiveness, the paladin starts fresh. If a paladin willfully violates his or her oath and shows no sign of repentance, the consequences can be more serious. At the DM's discretion, an impenitent paladin might be forced to abandon this class and adopt another, or perhaps to take the Oathbreaker paladin option that appears in the Dungeon Master's Guide.[/OOC] [OOC=Oath of Devotion]The Oath of Devotion binds a paladin to the loftiest ideals of justice, virtue, and order. Sometimes called cavaliers, white knights, or holy warriors, these paladins meet the ideal of the knight in shining armor, acting with honor in pursuit of justice and the greater good. They hold themselves to the highest standards of conduct, and some, for better or worse, hold the rest of the world to the same standards. Many who swear this oath are devoted to gods of law and good and use their gods' tenets as the measure of their devotion. They hold angels—the perfect servants of good—as their ideals, and incorporate images of angelic wings into their helmets or coats of arms. Tenets of Devotion Though the exact words and strictures of the Oath of Devotion vary, paladins of this oath share these tenets. Honesty. Don't lie or cheat. Let your word be your promise. Courage. Never fear to act, though caution is wise. Compassion. Aid others, protect the weak, and punish those who threaten them. Show mercy to your foes, but temper it with wisdom. Honor. Treat others with fairness, and let your honorable deeds be an example to them. Do as much good as possible while causing the least amount of harm. Duty. Be responsible for your actions and their consequences, protect those entrusted to your care, and obey those who have just authority over you. Oath Spells You gain oath spells at the paladin levels listed. Oath of Devotion SpellsPaladin Level Spells 3rd protection from evil and good, sanctuary 5th lesser restoration, zone of truth 9th beacon of hope, dispel magic 13th freedom of movement, guardian of faith 17th commune, flame strike[/OOC] [OOC=Channel Divinity - Sacred Weapon]As an action, you can imbue one weapon that you are holding with positive energy, using your Channel Divinity. For 1 minute, you add your Charisma modifier to attack rolls made with that weapon (with a minimum bonus of +1). The weapon also emits bright light in a 20-foot radius and dim light 20 feet beyond that. If the weapon is not already magical, it becomes magical for the duration. You can end this effect on your turn as part of any other action. If you are no longer holding or carrying this weapon, or if you fall unconscious, this effect ends.[/OOC] [OOC=Channel Divinity - Turn the Unholy]As an action, you present your holy symbol and speak a prayer censuring fiends and undead, using your Channel Divinity. Each fiend or 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 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.[/OOC] [OOC=ASI - +2 Charisma]When you reach 4th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. If your DM allows the use of feats, you may instead take a feat.[/OOC] [OOC=Extra Attack]Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.[/OOC] [OOC=Aura of Protection]Starting at 6th level, whenever you or a friendly creature within 10 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma modifier (with a minimum bonus of +1). You must be conscious to grant this bonus. At 18th level, the range of this aura increases to 30 feet.[/OOC] [OOC=Aura of Devotion]Starting at 7th level, you and friendly creatures within 10 feet of you can't be charmed while you are conscious. At 18th level, the range of this aura increases to 30 feet.[/OOC] [OOC=ASI +2 Dex]When you reach 8th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. If your DM allows the use of feats, you may instead take a feat.[/OOC] [OOC=Feat - Defensive Duelist]When you are wielding a finesse weapon with which you are proficient and another creature hits you with a melee attack, you can use your reaction to add your proficiency bonus to your AC for that attack, potentially causing the attack to miss you.[/OOC] [OOC=Darkvision]Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.[/OOC] [OOC=Keen Senses]You have proficiency in the Perception skill.[/OOC] [OOC=Fey Ancestry]You have advantage on saving throws against being charmed, and magic can't put you to sleep.[/OOC] [OOC=Trance]Elves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is "trance.") While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep. If you meditate during a long rest, you finish the rest after only 4 hours. You otherwise obey all the rules for a long rest; only the duration is changed.[/OOC] [OOC=Elf Weapon Training]You have proficiency with the longsword, shortsword, shortbow, and longbow.[/OOC] [OOC=Cantrip - Minor Illusion]You know one cantrip of your choice from the wizard spell list. Intelligence is your spellcasting ability for it.[/OOC] [OOC=Background Feature - Shelter of the Faithful]As an acolyte, you command the respect of those who share your faith, and you can perform the religious ceremonies of your deity. You and your adventuring companions can expect to receive free healing and care at a temple, shrine, or other established presence of your faith, though you must provide any material components needed for spells. Those who share your religion will support you (but only you) at a modest lifestyle. You might also have ties to a specific temple dedicated to your chosen deity or pantheon, and you have a residence there. This could be the temple where you used to serve, if you remain on good terms with it, or a temple where you have found a new home. While near your temple, you can call upon the priests for assistance, provided the assistance you ask for is not hazardous and you remain in good standing with your temple.[/OOC][/spoiler] [spoiler=Combat] [noparse] [roll=Initiative]1d20+4z[/roll] [roll=Alundair]1d20+10z 1d8+7z[/roll] [roll=Rapier]1d20+7z 1d8+4z[/roll] [roll=Hit Dice]1d10+2z[/roll] [/noparse] [/spoiler] [spoiler=Saves] [noparse] [roll=STR Save]1d20+4z[/roll] [roll=DEX Save]1d20+8z[/roll] [roll=CON Save]1d20+6z[/roll] [roll=INT Save]1d20+3z[/roll] [roll=WIS Save]1d20+7z[/roll] [roll=CHA Save]1d20+11z[/roll] [/noparse] [/spoiler] [spoiler=Skills] [noparse] [roll=Acrobatics (Dex)]1d20+4z[/roll] [roll=Animal Handling (Wis)]1d20z[/roll] [roll=Arcana (Int)]1d20-1z[/roll] [roll=Athletics (Str)]1d20+3z[/roll] [roll=Deception (Cha)]1d20+4z[/roll] [roll=History (Int)]1d20-1z[/roll] [roll=Insight (Wis)]1d20z[/roll] [roll=Intimidation (Cha)]1d20+4z[/roll] [roll=Investigation (Int)]1d20-1z[/roll] [roll=Medicine (Wis)]1d20z[/roll] [roll=Nature (Int)]1d20-1z[/roll] [roll=Perception (Wis)]1d20+3z[/roll] [roll=Performance (Cha)]1d20+7z[/roll] [roll=Persuasion (Cha)]1d20+7z[/roll] [roll=Religion (Int)]1d20+2z[/roll] [roll=Sleight of Hand (Dex)]1d20+4z[/roll] [roll=Stealth (Dex)]1d20+4z[/roll] [roll=Survival (Wis)]1d20z[/roll] [/noparse] [/spoiler] [spoiler="Magic"][spoiler="Spellcasting"]By 2nd level, you have learned to draw on divine magic through meditation and prayer to cast spells as a cleric does. See chapter 10 for the general rules of spellcasting and chapter 11 for the paladin spell list. Preparing and Casting Spells The Paladin table shows how many spell slots you have to cast your paladin spells. To cast one of your paladin spells of 1st level or higher, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. You prepare the list of paladin spells that are available for you to cast, choosing from the paladin spell list. When you do so, choose a number of paladin spells equal to your Charisma modifier + half your paladin level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots. For example, if you are a 5th-level paladin, you have four 1st-level and two 2nd-level spell slots. With a Charisma of 14, your list of prepared spells can include four spells of 1st or 2nd-level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells. You can change your list of prepared spells when you finish a long rest. Preparing a new list of paladin spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list. Spellcasting Ability Charisma is your spellcasting ability for your paladin spells, since their power derives from the strength of your convictions. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a paladin spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus + your Charisma modifier Spell attack modifier = your proficiency bonus + your Charisma modifier Spellcasting Focus You can use a holy symbol as a spellcasting focus for your paladin spells.[/spoiler] [B]Spell Save DC: [/B] 8 + Prof Bonus + Ability Modifier = 15 [B]Spell Attack Modifier: [/B] Prof Bonus + Ability Modifier = 7 [b]Cantrips[/b] Minor Illusion 1st-level: Shield of Faith, Bless, Command, Divine Favor, Detect Magic, Ceremony, Protection from Evil and Good, Sanctuary 2nd-level: Find Steed , Prayer of Healing , Lesser Restoration , Zone of Truth [OOC=Minor Illusion]Illusion cantrip Casting Time: 1 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. The illusion also ends if you dismiss it as an action or cast this spell again. 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. 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, because things can pass through it. If a creature uses its 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.[/OOC] [OOC=Shield of Faith]1st-level abjuration Casting Time: 1 bonus action Range: 60 feet Components: V, S, M (a small parchment with a bit of holy text written on it) Duration: Concentration, up to 10 minutes A shimmering field appears and surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration.[/OOC] [OOC=Bless]1st-level enchantment Casting Time: 1 action Range: 30 feet Components: V, S, M (a sprinkling of holy water) Duration: Concentration, up to 1 minute You bless up to three creatures of your choice within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.[/OOC] [OOC=Command]1st-level enchantment Casting Time: 1 action Range: 60 feet Components: V Duration: 1 round You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. The spell has no effect if the target is undead, if it doesn't understand your language, or if your command is directly harmful to it. Some typical commands and their effects follow. You might issue a command other than one described here. If you do so, the DM determines how the target behaves. If the target can't follow your command, the spell ends. Approach. The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you. Drop. The target drops whatever it is holding and then ends its turn. Flee. The target spends its turn moving away from you by the fastest available means. Grovel. The target falls prone and then ends its turn. Halt. The target doesn't move and takes no actions. A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.[/OOC] [OOC=Divine Favor]1st-level evocation Casting Time: 1 bonus action Range: Self Components: V, S Duration: Concentration, up to 1 minute Your prayer empowers you with divine radiance. Until the spell ends, your weapon attacks deal an extra 1d4 radiant damage on a hit.[/OOC] [OOC=Detect Magic]1st-level divination (ritual) Casting Time: 1 action Range: Self Components: V, S Duration: Concentration, up to 10 minutes For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any. The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.[/OOC] [OOC=Ceremony]1st-level abjuration (ritual) Casting Time: 1 hour Range: Touch Components: V, S, M (25 gp worth of powdered silver, which the spell consumes) Duration: Instantaneous You perform a special religious ceremony that is infused with magic. When you cast the spell, choose one of the following rites, the target of which must be within 10 feet of you throughout the casting. Atonement. You touch one willing creature whose alignment has changed, and you make a DC 20 Wisdom (Insight) check. On a successful check, you restore the target to its original alignment. Bless Water. You touch one vial of water and cause it to become holy water. Coming of Age. You touch one humanoid who is a young adult. For the next 24 hours, whenever the target makes an ability check, it can roll a d4 and add the number rolled to the ability check. A creature can benefit from this rite only once. Dedication. You touch one humanoid who wishes to be dedicated to your god's service. For the next 24 hours, whenever the target makes a saving throw, it can roll a d4 and add the number rolled to the save. A creature can benefit from this rite only once. Funeral Rite. You touch one corpse, and for the next 7 days, the target can't become undead by any means short of a wish spell. Wedding. You touch adult humanoids willing to be bonded together in marriage. For the next 7 days, each target gains a +2 bonus to AC while they are within 30 feet of each other. A creature can benefit from this rite again only if widowed.[/OOC] [OOC=Protection from Evil and Good]1st-level abjuration Casting Time: 1 action Range: Touch Components: V, S, M (holy water or powdered silver and iron, which the spell consumes) Duration: Concentration, up to 10 minutes Until the spell ends, one willing creature you touch is protected against certain types of creatures: aberrations, celestials, elementals, fey, fiends, and undead. The protection grants several benefits. Creatures of those types have disadvantage on attack rolls against the target. The target also can't be charmed, frightened, or possessed by them. If the target is already charmed, frightened, or possessed by such a creature, the target has advantage on any new saving throw against the relevant effect.[/OOC] [OOC=Sanctuary]1st-level abjuration Casting Time: 1 bonus action Range: 30 feet Components: V, S, M (a small silver mirror) Duration: 1 minute You ward a creature within range against attack. Until the spell ends, any creature who targets the warded creature with an attack or a harmful spell must first make a Wisdom saving throw. On a failed save, the creature must choose a new target or lose the attack or spell. This spell doesn't protect the warded creature from area effects, such as the explosion of a fireball. If the warded creature makes an attack, casts a spell that affects an enemy, or deals damage to another creature, this spell ends.[/OOC] [OOC=Find Steed]2nd-level conjuration Casting Time: 10 minutes Range: 30 feet Components: V, S Duration: Instantaneous You summon a spirit that assumes the form of an unusually intelligent, strong, and loyal steed, creating a long-lasting bond with it. Appearing in an unoccupied space within range, the steed takes on a form that you choose: a warhorse, a pony, a camel, an elk, or a mastiff. (Your DM might allow other animals to be summoned as steeds.) The steed has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of its normal type. Additionally, if your steed has an Intelligence of 5 or less, its Intelligence becomes 6, and it gains the ability to understand one language of your choice that you speak. Your steed serves you as a mount, both in combat and out, and you have an instinctive bond with it that allows you to fight as a seamless unit. While mounted on your steed, you can make any spell you cast that targets only you also target your steed. When the steed drops to 0 hit points, it disappears, leaving behind no physical form. You can also dismiss your steed at any time as an action, causing it to disappear. In either case, casting this spell again summons the same steed, restored to its hit point maximum. While your steed is within 1 mile of you, you can communicate with each other telepathically. You can't have more than one steed bonded by this spell at a time. As an action, you can release the steed from its bond at any time, causing it to disappear.[/OOC] [OOC=Lesser Restoration]2nd-level conjuration Casting Time: 10 minutes Range: 30 feet Components: V, S Duration: Instantaneous You summon a spirit that assumes the form of an unusually intelligent, strong, and loyal steed, creating a long-lasting bond with it. Appearing in an unoccupied space within range, the steed takes on a form that you choose: a warhorse, a pony, a camel, an elk, or a mastiff. (Your DM might allow other animals to be summoned as steeds.) The steed has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of its normal type. Additionally, if your steed has an Intelligence of 5 or less, its Intelligence becomes 6, and it gains the ability to understand one language of your choice that you speak. Your steed serves you as a mount, both in combat and out, and you have an instinctive bond with it that allows you to fight as a seamless unit. While mounted on your steed, you can make any spell you cast that targets only you also target your steed. When the steed drops to 0 hit points, it disappears, leaving behind no physical form. You can also dismiss your steed at any time as an action, causing it to disappear. In either case, casting this spell again summons the same steed, restored to its hit point maximum. While your steed is within 1 mile of you, you can communicate with each other telepathically. You can't have more than one steed bonded by this spell at a time. As an action, you can release the steed from its bond at any time, causing it to disappear.[/OOC] [OOC=Zone of Truth]2nd-level enchantment Casting Time: 1 action Range: 60 feet Components: V, S Duration: 10 minutes You create a magical zone that guards against deception in a 15-foot-radius sphere centered on a point of your choice within range. Until the spell ends, a creature that enters the spell's area for the first time on a turn or starts its turn there must make a Charisma saving throw. On a failed save, a creature can't speak a deliberate lie while in the radius. You know whether each creature succeeds or fails on its saving throw. An affected creature is aware of the spell and can thus avoid answering questions to which it would normally respond with a lie. Such creatures can be evasive in its answers as long as it remains within the boundaries of the truth.[/OOC] [OOC=Prayer of Healing]2nd-level evocation Casting Time: 10 minutes Range: 30 feet Components: V Duration: Instantaneous Up to six creatures of your choice that you can see within range each regain hit points equal to 2d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the healing increases by 1d8 for each slot level above 2nd.[/OOC][/spoiler] [SPOILER=Equipment]Rapier Shield Bow and arrows Explorer's Pack Chainmail Holy Symbol Holy Symbol Prayer Book Incense Vestments Common Clothes [OOC=Alundair - Holy Avenger Rapier] Weapon (rapier), legendary (requires attunement by a Paladin) You gain a +3 bonus to attack and damage rolls made with this magic weapon. When you hit a fiend or an undead with it, that creature takes an extra 2d10 radiant damage. While you hold the drawn sword, it creates an aura in a 10-foot radius around you. You and all creatures friendly to you in the aura have advantage on saving throws against spells and other magical effects. If you have 17 or more levels in the paladin class, the radius of the aura increases to 30 feet. Proficiency with a rapier allows you to add your proficiency bonus to the attack roll for any attack you make with it.[/OOC] [OOC=Mithral Plate]Mithral is a light, flexible metal. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn't. Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body.[/OOC] 115 GP[/SPOILER][/spoiler][/fieldset] Seladriel Aurelia Dulac High Elf Devotion Paladin 8 HP: 68/68 HD: 8/8d10 AC: 21 Divine Sense: 5/5 LR Lay on Hands: 40/40 LR Spell Slots: 4/4 L1 3/3 L2 LR Spell Save DC: 15 Status: Normal and Healthy Statblock and Rolls Statblock Female Elf Paladin 8 Lawful Good Acolyte STR: 10/0 DEX: 18/+4 CON: 14/+2 INT: 8/-1 WIS: 10/0 CHA: 18/+4 Proficiency Bonus: +3 Saves: Charisma, Wisdom INIT: +4 Speed: 30 AC: 21 HD: 8d10 Passive Perception: 13 Languages: Common, Elf, Celestial, Abyssal Proficiencies: Pipe Organ Background Feature: Shelter of the FaithfulAs an acolyte, you command the respect of those who share your faith, and you can perform the religious ceremonies of your deity. You and your adventuring companions can expect to receive free healing and care at a temple, shrine, or other established presence of your faith, though you must provide any material components needed for spells. Those who share your religion will support you (but only you) at a modest lifestyle. You might also have ties to a specific temple dedicated to your chosen deity or pantheon, and you have a residence there. This could be the temple where you used to serve, if you remain on good terms with it, or a temple where you have found a new home. While near your temple, you can call upon the priests for assistance, provided the assistance you ask for is not hazardous and you remain in good standing with your temple. Abilities and Features Divine SenseThe presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell. You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses. Lay on HandsYour blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your paladin level × 5. As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool. Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one. This feature has no effect on undead and constructs. Divine SmiteStarting at 2nd level, when you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend, to a maximum of 6d8. Fighting Style - DefenseFighting Style At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take the same Fighting Style option more than once, even if you get to choose again. Defense While you are wearing armor, you gain a +1 bonus to AC. SpellcastingSpellcasting By 2nd level, you have learned to draw on divine magic through meditation and prayer to cast spells as a cleric does. See chapter 10 for the general rules of spellcasting and chapter 11 for the paladin spell list. Preparing and Casting Spells The Paladin table shows how many spell slots you have to cast your paladin spells. To cast one of your paladin spells of 1st level or higher, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. You prepare the list of paladin spells that are available for you to cast, choosing from the paladin spell list. When you do so, choose a number of paladin spells equal to your Charisma modifier + half your paladin level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots. For example, if you are a 5th-level paladin, you have four 1st-level and two 2nd-level spell slots. With a Charisma of 14, your list of prepared spells can include four spells of 1st or 2nd-level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells. You can change your list of prepared spells when you finish a long rest. Preparing a new list of paladin spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list. Spellcasting Ability Charisma is your spellcasting ability for your paladin spells, since their power derives from the strength of your convictions. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a paladin spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus + your Charisma modifier Spell attack modifier = your proficiency bonus + your Charisma modifier Spellcasting Focus You can use a holy symbol as a spellcasting focus for your paladin spells. Divine HealthBy 3rd level, the divine magic flowing through you makes you immune to disease. Sacred Oath - Channel DivinitySacred Oath When you reach 3rd level, you swear the oath that binds you as a paladin forever. Up to this time you have been in a preparatory stage, committed to the path but not yet sworn to it. Now you choose from the list of available oaths. Your choice grants you features at 3rd level and again at 7th, 15th, and 20th level. Those features include oath spells and the Channel Divinity feature. Oath Spells Each oath has a list of associated spells. You gain access to these spells at the levels specified in the oath description. Once you gain access to an oath spell, you always have it prepared. Oath spells don't count against the number of spells you can prepare each day. If you gain an oath spell that doesn't appear on the paladin spell list, the spell is nonetheless a paladin spell for you. Channel Divinity Your oath allows you to channel divine energy to fuel magical effects. Each Channel Divinity option provided by your oath explains how to use it. When you use your Channel Divinity, you choose which option to use. You must then finish a short or long rest to use your Channel Divinity again. Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your paladin spell save DC. Channel Divinity: Harness Divine Power 3rd-level paladin optional feature 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: 3rd level, once; 7th level, twice; and 15th level, thrice. You regain all expended uses when you finish a long rest. Breaking Your Oath A paladin tries to hold to the highest standards of conduct, but even the most virtuous paladin is fallible. Sometimes the right path proves too demanding, sometimes a situation calls for the lesser of two evils, and sometimes the heat of emotion causes a paladin to transgress his or her oath. A paladin who has broken a vow typically seeks absolution from a cleric who shares his or her faith or from another paladin of the same order. The paladin might spend an all-night vigil in prayer as a sign of penitence, or undertake a fast or similar act of self-denial. After a rite of confession and forgiveness, the paladin starts fresh. If a paladin willfully violates his or her oath and shows no sign of repentance, the consequences can be more serious. At the DM's discretion, an impenitent paladin might be forced to abandon this class and adopt another, or perhaps to take the Oathbreaker paladin option that appears in the Dungeon Master's Guide. Oath of DevotionThe Oath of Devotion binds a paladin to the loftiest ideals of justice, virtue, and order. Sometimes called cavaliers, white knights, or holy warriors, these paladins meet the ideal of the knight in shining armor, acting with honor in pursuit of justice and the greater good. They hold themselves to the highest standards of conduct, and some, for better or worse, hold the rest of the world to the same standards. Many who swear this oath are devoted to gods of law and good and use their gods' tenets as the measure of their devotion. They hold angels—the perfect servants of good—as their ideals, and incorporate images of angelic wings into their helmets or coats of arms. Tenets of Devotion Though the exact words and strictures of the Oath of Devotion vary, paladins of this oath share these tenets. Honesty. Don't lie or cheat. Let your word be your promise. Courage. Never fear to act, though caution is wise. Compassion. Aid others, protect the weak, and punish those who threaten them. Show mercy to your foes, but temper it with wisdom. Honor. Treat others with fairness, and let your honorable deeds be an example to them. Do as much good as possible while causing the least amount of harm. Duty. Be responsible for your actions and their consequences, protect those entrusted to your care, and obey those who have just authority over you. Oath Spells You gain oath spells at the paladin levels listed. Oath of Devotion SpellsPaladin Level Spells 3rd protection from evil and good, sanctuary 5th lesser restoration, zone of truth 9th beacon of hope, dispel magic 13th freedom of movement, guardian of faith 17th commune, flame strike Channel Divinity - Sacred WeaponAs an action, you can imbue one weapon that you are holding with positive energy, using your Channel Divinity. For 1 minute, you add your Charisma modifier to attack rolls made with that weapon (with a minimum bonus of +1). The weapon also emits bright light in a 20-foot radius and dim light 20 feet beyond that. If the weapon is not already magical, it becomes magical for the duration. You can end this effect on your turn as part of any other action. If you are no longer holding or carrying this weapon, or if you fall unconscious, this effect ends. Channel Divinity - Turn the UnholyAs an action, you present your holy symbol and speak a prayer censuring fiends and undead, using your Channel Divinity. Each fiend or 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 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. ASI - +2 CharismaWhen you reach 4th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. If your DM allows the use of feats, you may instead take a feat. Extra AttackBeginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Aura of ProtectionStarting at 6th level, whenever you or a friendly creature within 10 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma modifier (with a minimum bonus of +1). You must be conscious to grant this bonus. At 18th level, the range of this aura increases to 30 feet. Aura of DevotionStarting at 7th level, you and friendly creatures within 10 feet of you can't be charmed while you are conscious. At 18th level, the range of this aura increases to 30 feet. ASI +2 DexWhen you reach 8th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. If your DM allows the use of feats, you may instead take a feat. Feat - Defensive DuelistWhen you are wielding a finesse weapon with which you are proficient and another creature hits you with a melee attack, you can use your reaction to add your proficiency bonus to your AC for that attack, potentially causing the attack to miss you. DarkvisionAccustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. Keen SensesYou have proficiency in the Perception skill. Fey AncestryYou have advantage on saving throws against being charmed, and magic can't put you to sleep. TranceElves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is "trance.") While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep. If you meditate during a long rest, you finish the rest after only 4 hours. You otherwise obey all the rules for a long rest; only the duration is changed. Elf Weapon TrainingYou have proficiency with the longsword, shortsword, shortbow, and longbow. Cantrip - Minor IllusionYou know one cantrip of your choice from the wizard spell list. Intelligence is your spellcasting ability for it. Background Feature - Shelter of the FaithfulAs an acolyte, you command the respect of those who share your faith, and you can perform the religious ceremonies of your deity. You and your adventuring companions can expect to receive free healing and care at a temple, shrine, or other established presence of your faith, though you must provide any material components needed for spells. Those who share your religion will support you (but only you) at a modest lifestyle. You might also have ties to a specific temple dedicated to your chosen deity or pantheon, and you have a residence there. This could be the temple where you used to serve, if you remain on good terms with it, or a temple where you have found a new home. While near your temple, you can call upon the priests for assistance, provided the assistance you ask for is not hazardous and you remain in good standing with your temple. Combat [roll=Initiative]1d20+4z[/roll] [roll=Alundair]1d20+10z 1d8+7z[/roll] [roll=Rapier]1d20+7z 1d8+4z[/roll] [roll=Hit Dice]1d10+2z[/roll] Saves [roll=STR Save]1d20+4z[/roll] [roll=DEX Save]1d20+8z[/roll] [roll=CON Save]1d20+6z[/roll] [roll=INT Save]1d20+3z[/roll] [roll=WIS Save]1d20+7z[/roll] [roll=CHA Save]1d20+11z[/roll] Skills [roll=Acrobatics (Dex)]1d20+4z[/roll] [roll=Animal Handling (Wis)]1d20z[/roll] [roll=Arcana (Int)]1d20-1z[/roll] [roll=Athletics (Str)]1d20+3z[/roll] [roll=Deception (Cha)]1d20+4z[/roll] [roll=History (Int)]1d20-1z[/roll] [roll=Insight (Wis)]1d20z[/roll] [roll=Intimidation (Cha)]1d20+4z[/roll] [roll=Investigation (Int)]1d20-1z[/roll] [roll=Medicine (Wis)]1d20z[/roll] [roll=Nature (Int)]1d20-1z[/roll] [roll=Perception (Wis)]1d20+3z[/roll] [roll=Performance (Cha)]1d20+7z[/roll] [roll=Persuasion (Cha)]1d20+7z[/roll] [roll=Religion (Int)]1d20+2z[/roll] [roll=Sleight of Hand (Dex)]1d20+4z[/roll] [roll=Stealth (Dex)]1d20+4z[/roll] [roll=Survival (Wis)]1d20z[/roll] "Magic" "Spellcasting" By 2nd level, you have learned to draw on divine magic through meditation and prayer to cast spells as a cleric does. See chapter 10 for the general rules of spellcasting and chapter 11 for the paladin spell list. Preparing and Casting Spells The Paladin table shows how many spell slots you have to cast your paladin spells. To cast one of your paladin spells of 1st level or higher, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. You prepare the list of paladin spells that are available for you to cast, choosing from the paladin spell list. When you do so, choose a number of paladin spells equal to your Charisma modifier + half your paladin level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots. For example, if you are a 5th-level paladin, you have four 1st-level and two 2nd-level spell slots. With a Charisma of 14, your list of prepared spells can include four spells of 1st or 2nd-level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells. You can change your list of prepared spells when you finish a long rest. Preparing a new list of paladin spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list. Spellcasting Ability Charisma is your spellcasting ability for your paladin spells, since their power derives from the strength of your convictions. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a paladin spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus + your Charisma modifier Spell attack modifier = your proficiency bonus + your Charisma modifier Spellcasting Focus You can use a holy symbol as a spellcasting focus for your paladin spells. Spell Save DC: 8 + Prof Bonus + Ability Modifier = 15 Spell Attack Modifier: Prof Bonus + Ability Modifier = 7 Cantrips Minor Illusion 1st-level: Shield of Faith, Bless, Command, Divine Favor, Detect Magic, Ceremony, Protection from Evil and Good, Sanctuary 2nd-level: Find Steed , Prayer of Healing , Lesser Restoration , Zone of Truth Minor IllusionIllusion cantrip Casting Time: 1 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. The illusion also ends if you dismiss it as an action or cast this spell again. 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. 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, because things can pass through it. If a creature uses its 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. Shield of Faith1st-level abjuration Casting Time: 1 bonus action Range: 60 feet Components: V, S, M (a small parchment with a bit of holy text written on it) Duration: Concentration, up to 10 minutes A shimmering field appears and surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration. Bless1st-level enchantment Casting Time: 1 action Range: 30 feet Components: V, S, M (a sprinkling of holy water) Duration: Concentration, up to 1 minute You bless up to three creatures of your choice within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. Command1st-level enchantment Casting Time: 1 action Range: 60 feet Components: V Duration: 1 round You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. The spell has no effect if the target is undead, if it doesn't understand your language, or if your command is directly harmful to it. Some typical commands and their effects follow. You might issue a command other than one described here. If you do so, the DM determines how the target behaves. If the target can't follow your command, the spell ends. Approach. The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you. Drop. The target drops whatever it is holding and then ends its turn. Flee. The target spends its turn moving away from you by the fastest available means. Grovel. The target falls prone and then ends its turn. Halt. The target doesn't move and takes no actions. A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them. Divine Favor1st-level evocation Casting Time: 1 bonus action Range: Self Components: V, S Duration: Concentration, up to 1 minute Your prayer empowers you with divine radiance. Until the spell ends, your weapon attacks deal an extra 1d4 radiant damage on a hit. Detect Magic1st-level divination (ritual) Casting Time: 1 action Range: Self Components: V, S Duration: Concentration, up to 10 minutes For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any. The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt. Ceremony1st-level abjuration (ritual) Casting Time: 1 hour Range: Touch Components: V, S, M (25 gp worth of powdered silver, which the spell consumes) Duration: Instantaneous You perform a special religious ceremony that is infused with magic. When you cast the spell, choose one of the following rites, the target of which must be within 10 feet of you throughout the casting. Atonement. You touch one willing creature whose alignment has changed, and you make a DC 20 Wisdom (Insight) check. On a successful check, you restore the target to its original alignment. Bless Water. You touch one vial of water and cause it to become holy water. Coming of Age. You touch one humanoid who is a young adult. For the next 24 hours, whenever the target makes an ability check, it can roll a d4 and add the number rolled to the ability check. A creature can benefit from this rite only once. Dedication. You touch one humanoid who wishes to be dedicated to your god's service. For the next 24 hours, whenever the target makes a saving throw, it can roll a d4 and add the number rolled to the save. A creature can benefit from this rite only once. Funeral Rite. You touch one corpse, and for the next 7 days, the target can't become undead by any means short of a wish spell. Wedding. You touch adult humanoids willing to be bonded together in marriage. For the next 7 days, each target gains a +2 bonus to AC while they are within 30 feet of each other. A creature can benefit from this rite again only if widowed. Protection from Evil and Good1st-level abjuration Casting Time: 1 action Range: Touch Components: V, S, M (holy water or powdered silver and iron, which the spell consumes) Duration: Concentration, up to 10 minutes Until the spell ends, one willing creature you touch is protected against certain types of creatures: aberrations, celestials, elementals, fey, fiends, and undead. The protection grants several benefits. Creatures of those types have disadvantage on attack rolls against the target. The target also can't be charmed, frightened, or possessed by them. If the target is already charmed, frightened, or possessed by such a creature, the target has advantage on any new saving throw against the relevant effect. Sanctuary1st-level abjuration Casting Time: 1 bonus action Range: 30 feet Components: V, S, M (a small silver mirror) Duration: 1 minute You ward a creature within range against attack. Until the spell ends, any creature who targets the warded creature with an attack or a harmful spell must first make a Wisdom saving throw. On a failed save, the creature must choose a new target or lose the attack or spell. This spell doesn't protect the warded creature from area effects, such as the explosion of a fireball. If the warded creature makes an attack, casts a spell that affects an enemy, or deals damage to another creature, this spell ends. Find Steed2nd-level conjuration Casting Time: 10 minutes Range: 30 feet Components: V, S Duration: Instantaneous You summon a spirit that assumes the form of an unusually intelligent, strong, and loyal steed, creating a long-lasting bond with it. Appearing in an unoccupied space within range, the steed takes on a form that you choose: a warhorse, a pony, a camel, an elk, or a mastiff. (Your DM might allow other animals to be summoned as steeds.) The steed has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of its normal type. Additionally, if your steed has an Intelligence of 5 or less, its Intelligence becomes 6, and it gains the ability to understand one language of your choice that you speak. Your steed serves you as a mount, both in combat and out, and you have an instinctive bond with it that allows you to fight as a seamless unit. While mounted on your steed, you can make any spell you cast that targets only you also target your steed. When the steed drops to 0 hit points, it disappears, leaving behind no physical form. You can also dismiss your steed at any time as an action, causing it to disappear. In either case, casting this spell again summons the same steed, restored to its hit point maximum. While your steed is within 1 mile of you, you can communicate with each other telepathically. You can't have more than one steed bonded by this spell at a time. As an action, you can release the steed from its bond at any time, causing it to disappear. Lesser Restoration2nd-level conjuration Casting Time: 10 minutes Range: 30 feet Components: V, S Duration: Instantaneous You summon a spirit that assumes the form of an unusually intelligent, strong, and loyal steed, creating a long-lasting bond with it. Appearing in an unoccupied space within range, the steed takes on a form that you choose: a warhorse, a pony, a camel, an elk, or a mastiff. (Your DM might allow other animals to be summoned as steeds.) The steed has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of its normal type. Additionally, if your steed has an Intelligence of 5 or less, its Intelligence becomes 6, and it gains the ability to understand one language of your choice that you speak. Your steed serves you as a mount, both in combat and out, and you have an instinctive bond with it that allows you to fight as a seamless unit. While mounted on your steed, you can make any spell you cast that targets only you also target your steed. When the steed drops to 0 hit points, it disappears, leaving behind no physical form. You can also dismiss your steed at any time as an action, causing it to disappear. In either case, casting this spell again summons the same steed, restored to its hit point maximum. While your steed is within 1 mile of you, you can communicate with each other telepathically. You can't have more than one steed bonded by this spell at a time. As an action, you can release the steed from its bond at any time, causing it to disappear. Zone of Truth2nd-level enchantment Casting Time: 1 action Range: 60 feet Components: V, S Duration: 10 minutes You create a magical zone that guards against deception in a 15-foot-radius sphere centered on a point of your choice within range. Until the spell ends, a creature that enters the spell's area for the first time on a turn or starts its turn there must make a Charisma saving throw. On a failed save, a creature can't speak a deliberate lie while in the radius. You know whether each creature succeeds or fails on its saving throw. An affected creature is aware of the spell and can thus avoid answering questions to which it would normally respond with a lie. Such creatures can be evasive in its answers as long as it remains within the boundaries of the truth. Prayer of Healing2nd-level evocation Casting Time: 10 minutes Range: 30 feet Components: V Duration: Instantaneous Up to six creatures of your choice that you can see within range each regain hit points equal to 2d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the healing increases by 1d8 for each slot level above 2nd. Equipment Rapier Shield Bow and arrows Explorer's Pack Chainmail Holy Symbol Holy Symbol Prayer Book Incense Vestments Common Clothes Alundair - Holy Avenger Rapier Weapon (rapier), legendary (requires attunement by a Paladin) You gain a +3 bonus to attack and damage rolls made with this magic weapon. When you hit a fiend or an undead with it, that creature takes an extra 2d10 radiant damage. While you hold the drawn sword, it creates an aura in a 10-foot radius around you. You and all creatures friendly to you in the aura have advantage on saving throws against spells and other magical effects. If you have 17 or more levels in the paladin class, the radius of the aura increases to 30 feet. Proficiency with a rapier allows you to add your proficiency bonus to the attack roll for any attack you make with it. Mithral PlateMithral is a light, flexible metal. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn't. Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body. 115 GP It is good that they have that bit of warmth, those stories as they passed the river... and Callie's little joy to help them over as they look upon the mounting desolation of the place where their journey will end, the place where she made her sacrifice... the place where evil so terrible spread so that still no life reigns upon here. Aurelia summons her steed again from the spiritual world now that they are on this shore "Two hours to Merridy's place. We can take our time and the march. To gaze upon the desolation in the wake of the evil She stood against"
  4. Jacoby's eyes light up, clearly surprised that Callie actually said yes. "Oh wow! I didn't think you'd say yes." And with his curse, he can't help but lay it out. "Well, all right then. I guess... well, I've a few things to take care of, but... well, when you all get back just use the flag post set up over there, and I'll make my way over. Will tell the others I've got it." Sure enough as they start to arrive, there is an old, wooden flagpole set up, with a bright yellow flag tied to the bottom of it. Clearly when Merridy needs to come over to the town, it's her way to call a boat over. "I'm very excited. I mean, I know it's just a date, but I'm still excited... and the creeping fear of saying too much is comin back." He shakes his head, but the happiness outweighs the nervousness. "But all right! Glad the Dockmaster sent you all to me. Glad my raft was just big enough. Glad you all are taking this journey." It's with that they land on the other side. "I think Merridy's place is maybe an hour or two walk. Just follow the trail." As they land, there is no dock, just a place of land jutting out into the river a little bit. There is a rough, unkept path in front of them. As they begin to step off, the feel a slightly cold wind blow across them, with the scent of heavy earth and something a bit burnt. It sinks in to them all that the remainder of their journey is through these badlands, a place that has not recovered in a thousand years, one that has never been settled since She sacrificed herself.
  5. AC: 16 | HP: 51/51 | HD: 8/8 Animal Friendship: 1/1 | Misty Step: 1/1 Callie had seen the question coming; she wasn't stupid. And she'd been intending to decline. The Mother Abbess' story had been a keen reminder of what happened when two people were called to different homes. And it was not entirely coincidence that Callie's own story had ended with just another of her ties to the temple at Vanaris. Perhaps it was Jacoby's profession that had made her assume he'd bound to the river, or perhaps it was his profession. But is he was willing to travel, and he'd said so... Well, he'd already know how to assuage the first of Callie's concerns. It's a moment before she meets his eyes, but when she does so, it's with a smile on her face. "I think I'd like that. Perhaps you can regale me with a story or two of yours."
  6. Human Cleric of Peace AC 19 HP 67 HD 8/8d8 Channel Divinity: 2/2 Spell Slots 1st: 4/4 2nd: 3/3 3rd: 3/3 4th: 2/2 Skills-1 Athletics +2 Acrobatics +2 Sleight of Hand +5 Stealth +0 Arcana +0 History +0 Investigation +0 Nature +3 Religion +5 A. Handling +8 Insight +5 Medicine +8 Perception +8 Survival +1 Deception +1 Intimidation +1 Performance +7 Persuasion | Saves Saving Throws Strength: -1 Dexterity: +2 Constitution: +6 Intelligence: +0 Wisdom: +8 Charisma: +4 | SpellsCantrips: Guidance, Light, Sacred Flame, Toll the Dead 1st: heroism*, sanctuary*, bless, command, healing word 2nd: aid*, warding bond*, hold person, lesser restoration, silence, spiritual weapon 3rd: beacon of hope*, sending*, dispel magic, revivify, spirit guardians 4th: aura of purity*, Otiluke's resilient sphere*, banishment, death ward, stone shape Calar blushes at Jacoby's bold words and has no problem helping the Abbess on the shore to avoid the situation herself. He grabs something to unload from the raft mainly because it makes him feel more productive. He's eager to be ANYWHERE but on that raft. Tabletop
  7. [fieldset=Seladriel Aurelia Dulac][table=2,1] [r=1,1][img2=150]https://cdn.donmai.us/original/b9/28/__grey_knight_julia_pixiv_fantasia_and_1_more_drawn_by_ryuuzaki_ichi__b9281d68c6dc6c29cb85c2666ff425e4.jpg[/img2] [r=2,1][center][b][url=https://test.myth-weavers.com/sheets/?id=2784929][font=palatino linotype][size=4][color=Silver]Seladriel Aurelia Dulac[/color][/size][/font][/url][/b] [I]High Elf Devotion Paladin 8[/I] [b]HP:[/b] 68/68 [b]HD:[/b] 8/8d10 [b]AC:[/b] 21 [b]Divine Sense:[/b] 5/5 LR [b]Lay on Hands:[/b] 40/40 LR [b]Spell Slots:[/b] 4/4 L1 3/3 L2 LR [b]Spell Save DC:[/b] 15 [b]Status:[/b] Normal and Healthy [/center][/table][spoiler=Statblock and Rolls][spoiler=Statblock][CENTER][table=3,1][r=1,1][URL="https://test.myth-weavers.com/sheets/?id=2784929"][size="4"][b]Seladriel Aurelia Dulac[/b][/size][/URL] [r=2,1] [B]Female Elf Paladin 8[/B] [r=3,1] [B]Lawful Good Acolyte[/B] [/table] [/CENTER] [table=2,1][r=1,1][B]STR:[/B] 10/0 [B]DEX:[/B] 18/+4 [B]CON:[/B] 14/+2 [B]INT:[/B] 8/-1 [B]WIS:[/B] 10/0 [B]CHA:[/B] 18/+4 [B]Proficiency Bonus:[/B] +3 [B]Saves:[/B] Charisma, Wisdom [r=2,1] [B]INIT:[/B] +4 [B]Speed:[/B] 30 [B]AC:[/B] 21 [B]HD:[/B] 8d10 [B]Passive Perception:[/B] 13 [B]Languages:[/B] Common, Elf, Celestial, Abyssal [B]Proficiencies:[/B] Pipe Organ [B]Background Feature:[/B] [OOC=Shelter of the Faithful]As an acolyte, you command the respect of those who share your faith, and you can perform the religious ceremonies of your deity. You and your adventuring companions can expect to receive free healing and care at a temple, shrine, or other established presence of your faith, though you must provide any material components needed for spells. Those who share your religion will support you (but only you) at a modest lifestyle. You might also have ties to a specific temple dedicated to your chosen deity or pantheon, and you have a residence there. This could be the temple where you used to serve, if you remain on good terms with it, or a temple where you have found a new home. While near your temple, you can call upon the priests for assistance, provided the assistance you ask for is not hazardous and you remain in good standing with your temple.[/OOC][/table][/spoiler] [spoiler=Abilities and Features][OOC=Divine Sense]The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell. You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses.[/OOC] [OOC=Lay on Hands]Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your paladin level × 5. As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool. Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one. This feature has no effect on undead and constructs.[/OOC] [OOC=Divine Smite]Starting at 2nd level, when you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend, to a maximum of 6d8.[/OOC] [OOC=Fighting Style - Defense]Fighting Style At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take the same Fighting Style option more than once, even if you get to choose again. Defense While you are wearing armor, you gain a +1 bonus to AC.[/OOC] [OOC=Spellcasting]Spellcasting By 2nd level, you have learned to draw on divine magic through meditation and prayer to cast spells as a cleric does. See chapter 10 for the general rules of spellcasting and chapter 11 for the paladin spell list. Preparing and Casting Spells The Paladin table shows how many spell slots you have to cast your paladin spells. To cast one of your paladin spells of 1st level or higher, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. You prepare the list of paladin spells that are available for you to cast, choosing from the paladin spell list. When you do so, choose a number of paladin spells equal to your Charisma modifier + half your paladin level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots. For example, if you are a 5th-level paladin, you have four 1st-level and two 2nd-level spell slots. With a Charisma of 14, your list of prepared spells can include four spells of 1st or 2nd-level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells. You can change your list of prepared spells when you finish a long rest. Preparing a new list of paladin spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list. Spellcasting Ability Charisma is your spellcasting ability for your paladin spells, since their power derives from the strength of your convictions. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a paladin spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus + your Charisma modifier Spell attack modifier = your proficiency bonus + your Charisma modifier Spellcasting Focus You can use a holy symbol as a spellcasting focus for your paladin spells.[/OOC] [OOC=Divine Health]By 3rd level, the divine magic flowing through you makes you immune to disease.[/OOC] [OOC=Sacred Oath - Channel Divinity]Sacred Oath When you reach 3rd level, you swear the oath that binds you as a paladin forever. Up to this time you have been in a preparatory stage, committed to the path but not yet sworn to it. Now you choose from the list of available oaths. Your choice grants you features at 3rd level and again at 7th, 15th, and 20th level. Those features include oath spells and the Channel Divinity feature. Oath Spells Each oath has a list of associated spells. You gain access to these spells at the levels specified in the oath description. Once you gain access to an oath spell, you always have it prepared. Oath spells don't count against the number of spells you can prepare each day. If you gain an oath spell that doesn't appear on the paladin spell list, the spell is nonetheless a paladin spell for you. Channel Divinity Your oath allows you to channel divine energy to fuel magical effects. Each Channel Divinity option provided by your oath explains how to use it. When you use your Channel Divinity, you choose which option to use. You must then finish a short or long rest to use your Channel Divinity again. Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your paladin spell save DC. Channel Divinity: Harness Divine Power 3rd-level paladin optional feature 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: 3rd level, once; 7th level, twice; and 15th level, thrice. You regain all expended uses when you finish a long rest. Breaking Your Oath A paladin tries to hold to the highest standards of conduct, but even the most virtuous paladin is fallible. Sometimes the right path proves too demanding, sometimes a situation calls for the lesser of two evils, and sometimes the heat of emotion causes a paladin to transgress his or her oath. A paladin who has broken a vow typically seeks absolution from a cleric who shares his or her faith or from another paladin of the same order. The paladin might spend an all-night vigil in prayer as a sign of penitence, or undertake a fast or similar act of self-denial. After a rite of confession and forgiveness, the paladin starts fresh. If a paladin willfully violates his or her oath and shows no sign of repentance, the consequences can be more serious. At the DM's discretion, an impenitent paladin might be forced to abandon this class and adopt another, or perhaps to take the Oathbreaker paladin option that appears in the Dungeon Master's Guide.[/OOC] [OOC=Oath of Devotion]The Oath of Devotion binds a paladin to the loftiest ideals of justice, virtue, and order. Sometimes called cavaliers, white knights, or holy warriors, these paladins meet the ideal of the knight in shining armor, acting with honor in pursuit of justice and the greater good. They hold themselves to the highest standards of conduct, and some, for better or worse, hold the rest of the world to the same standards. Many who swear this oath are devoted to gods of law and good and use their gods' tenets as the measure of their devotion. They hold angels—the perfect servants of good—as their ideals, and incorporate images of angelic wings into their helmets or coats of arms. Tenets of Devotion Though the exact words and strictures of the Oath of Devotion vary, paladins of this oath share these tenets. Honesty. Don't lie or cheat. Let your word be your promise. Courage. Never fear to act, though caution is wise. Compassion. Aid others, protect the weak, and punish those who threaten them. Show mercy to your foes, but temper it with wisdom. Honor. Treat others with fairness, and let your honorable deeds be an example to them. Do as much good as possible while causing the least amount of harm. Duty. Be responsible for your actions and their consequences, protect those entrusted to your care, and obey those who have just authority over you. Oath Spells You gain oath spells at the paladin levels listed. Oath of Devotion SpellsPaladin Level Spells 3rd protection from evil and good, sanctuary 5th lesser restoration, zone of truth 9th beacon of hope, dispel magic 13th freedom of movement, guardian of faith 17th commune, flame strike[/OOC] [OOC=Channel Divinity - Sacred Weapon]As an action, you can imbue one weapon that you are holding with positive energy, using your Channel Divinity. For 1 minute, you add your Charisma modifier to attack rolls made with that weapon (with a minimum bonus of +1). The weapon also emits bright light in a 20-foot radius and dim light 20 feet beyond that. If the weapon is not already magical, it becomes magical for the duration. You can end this effect on your turn as part of any other action. If you are no longer holding or carrying this weapon, or if you fall unconscious, this effect ends.[/OOC] [OOC=Channel Divinity - Turn the Unholy]As an action, you present your holy symbol and speak a prayer censuring fiends and undead, using your Channel Divinity. Each fiend or 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 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.[/OOC] [OOC=ASI - +2 Charisma]When you reach 4th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. If your DM allows the use of feats, you may instead take a feat.[/OOC] [OOC=Extra Attack]Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.[/OOC] [OOC=Aura of Protection]Starting at 6th level, whenever you or a friendly creature within 10 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma modifier (with a minimum bonus of +1). You must be conscious to grant this bonus. At 18th level, the range of this aura increases to 30 feet.[/OOC] [OOC=Aura of Devotion]Starting at 7th level, you and friendly creatures within 10 feet of you can't be charmed while you are conscious. At 18th level, the range of this aura increases to 30 feet.[/OOC] [OOC=ASI +2 Dex]When you reach 8th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. If your DM allows the use of feats, you may instead take a feat.[/OOC] [OOC=Feat - Defensive Duelist]When you are wielding a finesse weapon with which you are proficient and another creature hits you with a melee attack, you can use your reaction to add your proficiency bonus to your AC for that attack, potentially causing the attack to miss you.[/OOC] [OOC=Darkvision]Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.[/OOC] [OOC=Keen Senses]You have proficiency in the Perception skill.[/OOC] [OOC=Fey Ancestry]You have advantage on saving throws against being charmed, and magic can't put you to sleep.[/OOC] [OOC=Trance]Elves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is "trance.") While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep. If you meditate during a long rest, you finish the rest after only 4 hours. You otherwise obey all the rules for a long rest; only the duration is changed.[/OOC] [OOC=Elf Weapon Training]You have proficiency with the longsword, shortsword, shortbow, and longbow.[/OOC] [OOC=Cantrip - Minor Illusion]You know one cantrip of your choice from the wizard spell list. Intelligence is your spellcasting ability for it.[/OOC] [OOC=Background Feature - Shelter of the Faithful]As an acolyte, you command the respect of those who share your faith, and you can perform the religious ceremonies of your deity. You and your adventuring companions can expect to receive free healing and care at a temple, shrine, or other established presence of your faith, though you must provide any material components needed for spells. Those who share your religion will support you (but only you) at a modest lifestyle. You might also have ties to a specific temple dedicated to your chosen deity or pantheon, and you have a residence there. This could be the temple where you used to serve, if you remain on good terms with it, or a temple where you have found a new home. While near your temple, you can call upon the priests for assistance, provided the assistance you ask for is not hazardous and you remain in good standing with your temple.[/OOC][/spoiler] [spoiler=Combat] [noparse] [roll=Initiative]1d20+4z[/roll] [roll=Alundair]1d20+10z 1d8+7z[/roll] [roll=Rapier]1d20+7z 1d8+4z[/roll] [roll=Hit Dice]1d10+2z[/roll] [/noparse] [/spoiler] [spoiler=Saves] [noparse] [roll=STR Save]1d20+4z[/roll] [roll=DEX Save]1d20+8z[/roll] [roll=CON Save]1d20+6z[/roll] [roll=INT Save]1d20+3z[/roll] [roll=WIS Save]1d20+7z[/roll] [roll=CHA Save]1d20+11z[/roll] [/noparse] [/spoiler] [spoiler=Skills] [noparse] [roll=Acrobatics (Dex)]1d20+4z[/roll] [roll=Animal Handling (Wis)]1d20z[/roll] [roll=Arcana (Int)]1d20-1z[/roll] [roll=Athletics (Str)]1d20+3z[/roll] [roll=Deception (Cha)]1d20+4z[/roll] [roll=History (Int)]1d20-1z[/roll] [roll=Insight (Wis)]1d20z[/roll] [roll=Intimidation (Cha)]1d20+4z[/roll] [roll=Investigation (Int)]1d20-1z[/roll] [roll=Medicine (Wis)]1d20z[/roll] [roll=Nature (Int)]1d20-1z[/roll] [roll=Perception (Wis)]1d20+3z[/roll] [roll=Performance (Cha)]1d20+7z[/roll] [roll=Persuasion (Cha)]1d20+7z[/roll] [roll=Religion (Int)]1d20+2z[/roll] [roll=Sleight of Hand (Dex)]1d20+4z[/roll] [roll=Stealth (Dex)]1d20+4z[/roll] [roll=Survival (Wis)]1d20z[/roll] [/noparse] [/spoiler] [spoiler="Magic"][spoiler="Spellcasting"]By 2nd level, you have learned to draw on divine magic through meditation and prayer to cast spells as a cleric does. See chapter 10 for the general rules of spellcasting and chapter 11 for the paladin spell list. Preparing and Casting Spells The Paladin table shows how many spell slots you have to cast your paladin spells. To cast one of your paladin spells of 1st level or higher, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. You prepare the list of paladin spells that are available for you to cast, choosing from the paladin spell list. When you do so, choose a number of paladin spells equal to your Charisma modifier + half your paladin level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots. For example, if you are a 5th-level paladin, you have four 1st-level and two 2nd-level spell slots. With a Charisma of 14, your list of prepared spells can include four spells of 1st or 2nd-level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells. You can change your list of prepared spells when you finish a long rest. Preparing a new list of paladin spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list. Spellcasting Ability Charisma is your spellcasting ability for your paladin spells, since their power derives from the strength of your convictions. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a paladin spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus + your Charisma modifier Spell attack modifier = your proficiency bonus + your Charisma modifier Spellcasting Focus You can use a holy symbol as a spellcasting focus for your paladin spells.[/spoiler] [B]Spell Save DC: [/B] 8 + Prof Bonus + Ability Modifier = 15 [B]Spell Attack Modifier: [/B] Prof Bonus + Ability Modifier = 7 [b]Cantrips[/b] Minor Illusion 1st-level: Shield of Faith, Bless, Command, Divine Favor, Detect Magic, Ceremony, Protection from Evil and Good, Sanctuary 2nd-level: Find Steed , Prayer of Healing , Lesser Restoration , Zone of Truth [OOC=Minor Illusion]Illusion cantrip Casting Time: 1 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. The illusion also ends if you dismiss it as an action or cast this spell again. 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. 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, because things can pass through it. If a creature uses its 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.[/OOC] [OOC=Shield of Faith]1st-level abjuration Casting Time: 1 bonus action Range: 60 feet Components: V, S, M (a small parchment with a bit of holy text written on it) Duration: Concentration, up to 10 minutes A shimmering field appears and surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration.[/OOC] [OOC=Bless]1st-level enchantment Casting Time: 1 action Range: 30 feet Components: V, S, M (a sprinkling of holy water) Duration: Concentration, up to 1 minute You bless up to three creatures of your choice within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.[/OOC] [OOC=Command]1st-level enchantment Casting Time: 1 action Range: 60 feet Components: V Duration: 1 round You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. The spell has no effect if the target is undead, if it doesn't understand your language, or if your command is directly harmful to it. Some typical commands and their effects follow. You might issue a command other than one described here. If you do so, the DM determines how the target behaves. If the target can't follow your command, the spell ends. Approach. The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you. Drop. The target drops whatever it is holding and then ends its turn. Flee. The target spends its turn moving away from you by the fastest available means. Grovel. The target falls prone and then ends its turn. Halt. The target doesn't move and takes no actions. A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.[/OOC] [OOC=Divine Favor]1st-level evocation Casting Time: 1 bonus action Range: Self Components: V, S Duration: Concentration, up to 1 minute Your prayer empowers you with divine radiance. Until the spell ends, your weapon attacks deal an extra 1d4 radiant damage on a hit.[/OOC] [OOC=Detect Magic]1st-level divination (ritual) Casting Time: 1 action Range: Self Components: V, S Duration: Concentration, up to 10 minutes For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any. The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.[/OOC] [OOC=Ceremony]1st-level abjuration (ritual) Casting Time: 1 hour Range: Touch Components: V, S, M (25 gp worth of powdered silver, which the spell consumes) Duration: Instantaneous You perform a special religious ceremony that is infused with magic. When you cast the spell, choose one of the following rites, the target of which must be within 10 feet of you throughout the casting. Atonement. You touch one willing creature whose alignment has changed, and you make a DC 20 Wisdom (Insight) check. On a successful check, you restore the target to its original alignment. Bless Water. You touch one vial of water and cause it to become holy water. Coming of Age. You touch one humanoid who is a young adult. For the next 24 hours, whenever the target makes an ability check, it can roll a d4 and add the number rolled to the ability check. A creature can benefit from this rite only once. Dedication. You touch one humanoid who wishes to be dedicated to your god's service. For the next 24 hours, whenever the target makes a saving throw, it can roll a d4 and add the number rolled to the save. A creature can benefit from this rite only once. Funeral Rite. You touch one corpse, and for the next 7 days, the target can't become undead by any means short of a wish spell. Wedding. You touch adult humanoids willing to be bonded together in marriage. For the next 7 days, each target gains a +2 bonus to AC while they are within 30 feet of each other. A creature can benefit from this rite again only if widowed.[/OOC] [OOC=Protection from Evil and Good]1st-level abjuration Casting Time: 1 action Range: Touch Components: V, S, M (holy water or powdered silver and iron, which the spell consumes) Duration: Concentration, up to 10 minutes Until the spell ends, one willing creature you touch is protected against certain types of creatures: aberrations, celestials, elementals, fey, fiends, and undead. The protection grants several benefits. Creatures of those types have disadvantage on attack rolls against the target. The target also can't be charmed, frightened, or possessed by them. If the target is already charmed, frightened, or possessed by such a creature, the target has advantage on any new saving throw against the relevant effect.[/OOC] [OOC=Sanctuary]1st-level abjuration Casting Time: 1 bonus action Range: 30 feet Components: V, S, M (a small silver mirror) Duration: 1 minute You ward a creature within range against attack. Until the spell ends, any creature who targets the warded creature with an attack or a harmful spell must first make a Wisdom saving throw. On a failed save, the creature must choose a new target or lose the attack or spell. This spell doesn't protect the warded creature from area effects, such as the explosion of a fireball. If the warded creature makes an attack, casts a spell that affects an enemy, or deals damage to another creature, this spell ends.[/OOC] [OOC=Find Steed]2nd-level conjuration Casting Time: 10 minutes Range: 30 feet Components: V, S Duration: Instantaneous You summon a spirit that assumes the form of an unusually intelligent, strong, and loyal steed, creating a long-lasting bond with it. Appearing in an unoccupied space within range, the steed takes on a form that you choose: a warhorse, a pony, a camel, an elk, or a mastiff. (Your DM might allow other animals to be summoned as steeds.) The steed has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of its normal type. Additionally, if your steed has an Intelligence of 5 or less, its Intelligence becomes 6, and it gains the ability to understand one language of your choice that you speak. Your steed serves you as a mount, both in combat and out, and you have an instinctive bond with it that allows you to fight as a seamless unit. While mounted on your steed, you can make any spell you cast that targets only you also target your steed. When the steed drops to 0 hit points, it disappears, leaving behind no physical form. You can also dismiss your steed at any time as an action, causing it to disappear. In either case, casting this spell again summons the same steed, restored to its hit point maximum. While your steed is within 1 mile of you, you can communicate with each other telepathically. You can't have more than one steed bonded by this spell at a time. As an action, you can release the steed from its bond at any time, causing it to disappear.[/OOC] [OOC=Lesser Restoration]2nd-level conjuration Casting Time: 10 minutes Range: 30 feet Components: V, S Duration: Instantaneous You summon a spirit that assumes the form of an unusually intelligent, strong, and loyal steed, creating a long-lasting bond with it. Appearing in an unoccupied space within range, the steed takes on a form that you choose: a warhorse, a pony, a camel, an elk, or a mastiff. (Your DM might allow other animals to be summoned as steeds.) The steed has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of its normal type. Additionally, if your steed has an Intelligence of 5 or less, its Intelligence becomes 6, and it gains the ability to understand one language of your choice that you speak. Your steed serves you as a mount, both in combat and out, and you have an instinctive bond with it that allows you to fight as a seamless unit. While mounted on your steed, you can make any spell you cast that targets only you also target your steed. When the steed drops to 0 hit points, it disappears, leaving behind no physical form. You can also dismiss your steed at any time as an action, causing it to disappear. In either case, casting this spell again summons the same steed, restored to its hit point maximum. While your steed is within 1 mile of you, you can communicate with each other telepathically. You can't have more than one steed bonded by this spell at a time. As an action, you can release the steed from its bond at any time, causing it to disappear.[/OOC] [OOC=Zone of Truth]2nd-level enchantment Casting Time: 1 action Range: 60 feet Components: V, S Duration: 10 minutes You create a magical zone that guards against deception in a 15-foot-radius sphere centered on a point of your choice within range. Until the spell ends, a creature that enters the spell's area for the first time on a turn or starts its turn there must make a Charisma saving throw. On a failed save, a creature can't speak a deliberate lie while in the radius. You know whether each creature succeeds or fails on its saving throw. An affected creature is aware of the spell and can thus avoid answering questions to which it would normally respond with a lie. Such creatures can be evasive in its answers as long as it remains within the boundaries of the truth.[/OOC] [OOC=Prayer of Healing]2nd-level evocation Casting Time: 10 minutes Range: 30 feet Components: V Duration: Instantaneous Up to six creatures of your choice that you can see within range each regain hit points equal to 2d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the healing increases by 1d8 for each slot level above 2nd.[/OOC][/spoiler] [SPOILER=Equipment]Rapier Shield Bow and arrows Explorer's Pack Chainmail Holy Symbol Holy Symbol Prayer Book Incense Vestments Common Clothes [OOC=Alundair - Holy Avenger Rapier] Weapon (rapier), legendary (requires attunement by a Paladin) You gain a +3 bonus to attack and damage rolls made with this magic weapon. When you hit a fiend or an undead with it, that creature takes an extra 2d10 radiant damage. While you hold the drawn sword, it creates an aura in a 10-foot radius around you. You and all creatures friendly to you in the aura have advantage on saving throws against spells and other magical effects. If you have 17 or more levels in the paladin class, the radius of the aura increases to 30 feet. Proficiency with a rapier allows you to add your proficiency bonus to the attack roll for any attack you make with it.[/OOC] [OOC=Mithral Plate]Mithral is a light, flexible metal. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn't. Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body.[/OOC] 115 GP[/SPOILER][/spoiler][/fieldset] Seladriel Aurelia Dulac High Elf Devotion Paladin 8 HP: 68/68 HD: 8/8d10 AC: 21 Divine Sense: 5/5 LR Lay on Hands: 40/40 LR Spell Slots: 4/4 L1 3/3 L2 LR Spell Save DC: 15 Status: Normal and Healthy Statblock and Rolls Statblock Female Elf Paladin 8 Lawful Good Acolyte STR: 10/0 DEX: 18/+4 CON: 14/+2 INT: 8/-1 WIS: 10/0 CHA: 18/+4 Proficiency Bonus: +3 Saves: Charisma, Wisdom INIT: +4 Speed: 30 AC: 21 HD: 8d10 Passive Perception: 13 Languages: Common, Elf, Celestial, Abyssal Proficiencies: Pipe Organ Background Feature: Shelter of the FaithfulAs an acolyte, you command the respect of those who share your faith, and you can perform the religious ceremonies of your deity. You and your adventuring companions can expect to receive free healing and care at a temple, shrine, or other established presence of your faith, though you must provide any material components needed for spells. Those who share your religion will support you (but only you) at a modest lifestyle. You might also have ties to a specific temple dedicated to your chosen deity or pantheon, and you have a residence there. This could be the temple where you used to serve, if you remain on good terms with it, or a temple where you have found a new home. While near your temple, you can call upon the priests for assistance, provided the assistance you ask for is not hazardous and you remain in good standing with your temple. Abilities and Features Divine SenseThe presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell. You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses. Lay on HandsYour blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your paladin level × 5. As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool. Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one. This feature has no effect on undead and constructs. Divine SmiteStarting at 2nd level, when you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend, to a maximum of 6d8. Fighting Style - DefenseFighting Style At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take the same Fighting Style option more than once, even if you get to choose again. Defense While you are wearing armor, you gain a +1 bonus to AC. SpellcastingSpellcasting By 2nd level, you have learned to draw on divine magic through meditation and prayer to cast spells as a cleric does. See chapter 10 for the general rules of spellcasting and chapter 11 for the paladin spell list. Preparing and Casting Spells The Paladin table shows how many spell slots you have to cast your paladin spells. To cast one of your paladin spells of 1st level or higher, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. You prepare the list of paladin spells that are available for you to cast, choosing from the paladin spell list. When you do so, choose a number of paladin spells equal to your Charisma modifier + half your paladin level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots. For example, if you are a 5th-level paladin, you have four 1st-level and two 2nd-level spell slots. With a Charisma of 14, your list of prepared spells can include four spells of 1st or 2nd-level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells. You can change your list of prepared spells when you finish a long rest. Preparing a new list of paladin spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list. Spellcasting Ability Charisma is your spellcasting ability for your paladin spells, since their power derives from the strength of your convictions. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a paladin spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus + your Charisma modifier Spell attack modifier = your proficiency bonus + your Charisma modifier Spellcasting Focus You can use a holy symbol as a spellcasting focus for your paladin spells. Divine HealthBy 3rd level, the divine magic flowing through you makes you immune to disease. Sacred Oath - Channel DivinitySacred Oath When you reach 3rd level, you swear the oath that binds you as a paladin forever. Up to this time you have been in a preparatory stage, committed to the path but not yet sworn to it. Now you choose from the list of available oaths. Your choice grants you features at 3rd level and again at 7th, 15th, and 20th level. Those features include oath spells and the Channel Divinity feature. Oath Spells Each oath has a list of associated spells. You gain access to these spells at the levels specified in the oath description. Once you gain access to an oath spell, you always have it prepared. Oath spells don't count against the number of spells you can prepare each day. If you gain an oath spell that doesn't appear on the paladin spell list, the spell is nonetheless a paladin spell for you. Channel Divinity Your oath allows you to channel divine energy to fuel magical effects. Each Channel Divinity option provided by your oath explains how to use it. When you use your Channel Divinity, you choose which option to use. You must then finish a short or long rest to use your Channel Divinity again. Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your paladin spell save DC. Channel Divinity: Harness Divine Power 3rd-level paladin optional feature 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: 3rd level, once; 7th level, twice; and 15th level, thrice. You regain all expended uses when you finish a long rest. Breaking Your Oath A paladin tries to hold to the highest standards of conduct, but even the most virtuous paladin is fallible. Sometimes the right path proves too demanding, sometimes a situation calls for the lesser of two evils, and sometimes the heat of emotion causes a paladin to transgress his or her oath. A paladin who has broken a vow typically seeks absolution from a cleric who shares his or her faith or from another paladin of the same order. The paladin might spend an all-night vigil in prayer as a sign of penitence, or undertake a fast or similar act of self-denial. After a rite of confession and forgiveness, the paladin starts fresh. If a paladin willfully violates his or her oath and shows no sign of repentance, the consequences can be more serious. At the DM's discretion, an impenitent paladin might be forced to abandon this class and adopt another, or perhaps to take the Oathbreaker paladin option that appears in the Dungeon Master's Guide. Oath of DevotionThe Oath of Devotion binds a paladin to the loftiest ideals of justice, virtue, and order. Sometimes called cavaliers, white knights, or holy warriors, these paladins meet the ideal of the knight in shining armor, acting with honor in pursuit of justice and the greater good. They hold themselves to the highest standards of conduct, and some, for better or worse, hold the rest of the world to the same standards. Many who swear this oath are devoted to gods of law and good and use their gods' tenets as the measure of their devotion. They hold angels—the perfect servants of good—as their ideals, and incorporate images of angelic wings into their helmets or coats of arms. Tenets of Devotion Though the exact words and strictures of the Oath of Devotion vary, paladins of this oath share these tenets. Honesty. Don't lie or cheat. Let your word be your promise. Courage. Never fear to act, though caution is wise. Compassion. Aid others, protect the weak, and punish those who threaten them. Show mercy to your foes, but temper it with wisdom. Honor. Treat others with fairness, and let your honorable deeds be an example to them. Do as much good as possible while causing the least amount of harm. Duty. Be responsible for your actions and their consequences, protect those entrusted to your care, and obey those who have just authority over you. Oath Spells You gain oath spells at the paladin levels listed. Oath of Devotion SpellsPaladin Level Spells 3rd protection from evil and good, sanctuary 5th lesser restoration, zone of truth 9th beacon of hope, dispel magic 13th freedom of movement, guardian of faith 17th commune, flame strike Channel Divinity - Sacred WeaponAs an action, you can imbue one weapon that you are holding with positive energy, using your Channel Divinity. For 1 minute, you add your Charisma modifier to attack rolls made with that weapon (with a minimum bonus of +1). The weapon also emits bright light in a 20-foot radius and dim light 20 feet beyond that. If the weapon is not already magical, it becomes magical for the duration. You can end this effect on your turn as part of any other action. If you are no longer holding or carrying this weapon, or if you fall unconscious, this effect ends. Channel Divinity - Turn the UnholyAs an action, you present your holy symbol and speak a prayer censuring fiends and undead, using your Channel Divinity. Each fiend or 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 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. ASI - +2 CharismaWhen you reach 4th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. If your DM allows the use of feats, you may instead take a feat. Extra AttackBeginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Aura of ProtectionStarting at 6th level, whenever you or a friendly creature within 10 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma modifier (with a minimum bonus of +1). You must be conscious to grant this bonus. At 18th level, the range of this aura increases to 30 feet. Aura of DevotionStarting at 7th level, you and friendly creatures within 10 feet of you can't be charmed while you are conscious. At 18th level, the range of this aura increases to 30 feet. ASI +2 DexWhen you reach 8th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. If your DM allows the use of feats, you may instead take a feat. Feat - Defensive DuelistWhen you are wielding a finesse weapon with which you are proficient and another creature hits you with a melee attack, you can use your reaction to add your proficiency bonus to your AC for that attack, potentially causing the attack to miss you. DarkvisionAccustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. Keen SensesYou have proficiency in the Perception skill. Fey AncestryYou have advantage on saving throws against being charmed, and magic can't put you to sleep. TranceElves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is "trance.") While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep. If you meditate during a long rest, you finish the rest after only 4 hours. You otherwise obey all the rules for a long rest; only the duration is changed. Elf Weapon TrainingYou have proficiency with the longsword, shortsword, shortbow, and longbow. Cantrip - Minor IllusionYou know one cantrip of your choice from the wizard spell list. Intelligence is your spellcasting ability for it. Background Feature - Shelter of the FaithfulAs an acolyte, you command the respect of those who share your faith, and you can perform the religious ceremonies of your deity. You and your adventuring companions can expect to receive free healing and care at a temple, shrine, or other established presence of your faith, though you must provide any material components needed for spells. Those who share your religion will support you (but only you) at a modest lifestyle. You might also have ties to a specific temple dedicated to your chosen deity or pantheon, and you have a residence there. This could be the temple where you used to serve, if you remain on good terms with it, or a temple where you have found a new home. While near your temple, you can call upon the priests for assistance, provided the assistance you ask for is not hazardous and you remain in good standing with your temple. Combat [roll=Initiative]1d20+4z[/roll] [roll=Alundair]1d20+10z 1d8+7z[/roll] [roll=Rapier]1d20+7z 1d8+4z[/roll] [roll=Hit Dice]1d10+2z[/roll] Saves [roll=STR Save]1d20+4z[/roll] [roll=DEX Save]1d20+8z[/roll] [roll=CON Save]1d20+6z[/roll] [roll=INT Save]1d20+3z[/roll] [roll=WIS Save]1d20+7z[/roll] [roll=CHA Save]1d20+11z[/roll] Skills [roll=Acrobatics (Dex)]1d20+4z[/roll] [roll=Animal Handling (Wis)]1d20z[/roll] [roll=Arcana (Int)]1d20-1z[/roll] [roll=Athletics (Str)]1d20+3z[/roll] [roll=Deception (Cha)]1d20+4z[/roll] [roll=History (Int)]1d20-1z[/roll] [roll=Insight (Wis)]1d20z[/roll] [roll=Intimidation (Cha)]1d20+4z[/roll] [roll=Investigation (Int)]1d20-1z[/roll] [roll=Medicine (Wis)]1d20z[/roll] [roll=Nature (Int)]1d20-1z[/roll] [roll=Perception (Wis)]1d20+3z[/roll] [roll=Performance (Cha)]1d20+7z[/roll] [roll=Persuasion (Cha)]1d20+7z[/roll] [roll=Religion (Int)]1d20+2z[/roll] [roll=Sleight of Hand (Dex)]1d20+4z[/roll] [roll=Stealth (Dex)]1d20+4z[/roll] [roll=Survival (Wis)]1d20z[/roll] "Magic" "Spellcasting" By 2nd level, you have learned to draw on divine magic through meditation and prayer to cast spells as a cleric does. See chapter 10 for the general rules of spellcasting and chapter 11 for the paladin spell list. Preparing and Casting Spells The Paladin table shows how many spell slots you have to cast your paladin spells. To cast one of your paladin spells of 1st level or higher, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. You prepare the list of paladin spells that are available for you to cast, choosing from the paladin spell list. When you do so, choose a number of paladin spells equal to your Charisma modifier + half your paladin level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots. For example, if you are a 5th-level paladin, you have four 1st-level and two 2nd-level spell slots. With a Charisma of 14, your list of prepared spells can include four spells of 1st or 2nd-level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells. You can change your list of prepared spells when you finish a long rest. Preparing a new list of paladin spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list. Spellcasting Ability Charisma is your spellcasting ability for your paladin spells, since their power derives from the strength of your convictions. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a paladin spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus + your Charisma modifier Spell attack modifier = your proficiency bonus + your Charisma modifier Spellcasting Focus You can use a holy symbol as a spellcasting focus for your paladin spells. Spell Save DC: 8 + Prof Bonus + Ability Modifier = 15 Spell Attack Modifier: Prof Bonus + Ability Modifier = 7 Cantrips Minor Illusion 1st-level: Shield of Faith, Bless, Command, Divine Favor, Detect Magic, Ceremony, Protection from Evil and Good, Sanctuary 2nd-level: Find Steed , Prayer of Healing , Lesser Restoration , Zone of Truth Minor IllusionIllusion cantrip Casting Time: 1 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. The illusion also ends if you dismiss it as an action or cast this spell again. 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. 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, because things can pass through it. If a creature uses its 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. Shield of Faith1st-level abjuration Casting Time: 1 bonus action Range: 60 feet Components: V, S, M (a small parchment with a bit of holy text written on it) Duration: Concentration, up to 10 minutes A shimmering field appears and surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration. Bless1st-level enchantment Casting Time: 1 action Range: 30 feet Components: V, S, M (a sprinkling of holy water) Duration: Concentration, up to 1 minute You bless up to three creatures of your choice within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. Command1st-level enchantment Casting Time: 1 action Range: 60 feet Components: V Duration: 1 round You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. The spell has no effect if the target is undead, if it doesn't understand your language, or if your command is directly harmful to it. Some typical commands and their effects follow. You might issue a command other than one described here. If you do so, the DM determines how the target behaves. If the target can't follow your command, the spell ends. Approach. The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you. Drop. The target drops whatever it is holding and then ends its turn. Flee. The target spends its turn moving away from you by the fastest available means. Grovel. The target falls prone and then ends its turn. Halt. The target doesn't move and takes no actions. A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them. Divine Favor1st-level evocation Casting Time: 1 bonus action Range: Self Components: V, S Duration: Concentration, up to 1 minute Your prayer empowers you with divine radiance. Until the spell ends, your weapon attacks deal an extra 1d4 radiant damage on a hit. Detect Magic1st-level divination (ritual) Casting Time: 1 action Range: Self Components: V, S Duration: Concentration, up to 10 minutes For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any. The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt. Ceremony1st-level abjuration (ritual) Casting Time: 1 hour Range: Touch Components: V, S, M (25 gp worth of powdered silver, which the spell consumes) Duration: Instantaneous You perform a special religious ceremony that is infused with magic. When you cast the spell, choose one of the following rites, the target of which must be within 10 feet of you throughout the casting. Atonement. You touch one willing creature whose alignment has changed, and you make a DC 20 Wisdom (Insight) check. On a successful check, you restore the target to its original alignment. Bless Water. You touch one vial of water and cause it to become holy water. Coming of Age. You touch one humanoid who is a young adult. For the next 24 hours, whenever the target makes an ability check, it can roll a d4 and add the number rolled to the ability check. A creature can benefit from this rite only once. Dedication. You touch one humanoid who wishes to be dedicated to your god's service. For the next 24 hours, whenever the target makes a saving throw, it can roll a d4 and add the number rolled to the save. A creature can benefit from this rite only once. Funeral Rite. You touch one corpse, and for the next 7 days, the target can't become undead by any means short of a wish spell. Wedding. You touch adult humanoids willing to be bonded together in marriage. For the next 7 days, each target gains a +2 bonus to AC while they are within 30 feet of each other. A creature can benefit from this rite again only if widowed. Protection from Evil and Good1st-level abjuration Casting Time: 1 action Range: Touch Components: V, S, M (holy water or powdered silver and iron, which the spell consumes) Duration: Concentration, up to 10 minutes Until the spell ends, one willing creature you touch is protected against certain types of creatures: aberrations, celestials, elementals, fey, fiends, and undead. The protection grants several benefits. Creatures of those types have disadvantage on attack rolls against the target. The target also can't be charmed, frightened, or possessed by them. If the target is already charmed, frightened, or possessed by such a creature, the target has advantage on any new saving throw against the relevant effect. Sanctuary1st-level abjuration Casting Time: 1 bonus action Range: 30 feet Components: V, S, M (a small silver mirror) Duration: 1 minute You ward a creature within range against attack. Until the spell ends, any creature who targets the warded creature with an attack or a harmful spell must first make a Wisdom saving throw. On a failed save, the creature must choose a new target or lose the attack or spell. This spell doesn't protect the warded creature from area effects, such as the explosion of a fireball. If the warded creature makes an attack, casts a spell that affects an enemy, or deals damage to another creature, this spell ends. Find Steed2nd-level conjuration Casting Time: 10 minutes Range: 30 feet Components: V, S Duration: Instantaneous You summon a spirit that assumes the form of an unusually intelligent, strong, and loyal steed, creating a long-lasting bond with it. Appearing in an unoccupied space within range, the steed takes on a form that you choose: a warhorse, a pony, a camel, an elk, or a mastiff. (Your DM might allow other animals to be summoned as steeds.) The steed has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of its normal type. Additionally, if your steed has an Intelligence of 5 or less, its Intelligence becomes 6, and it gains the ability to understand one language of your choice that you speak. Your steed serves you as a mount, both in combat and out, and you have an instinctive bond with it that allows you to fight as a seamless unit. While mounted on your steed, you can make any spell you cast that targets only you also target your steed. When the steed drops to 0 hit points, it disappears, leaving behind no physical form. You can also dismiss your steed at any time as an action, causing it to disappear. In either case, casting this spell again summons the same steed, restored to its hit point maximum. While your steed is within 1 mile of you, you can communicate with each other telepathically. You can't have more than one steed bonded by this spell at a time. As an action, you can release the steed from its bond at any time, causing it to disappear. Lesser Restoration2nd-level conjuration Casting Time: 10 minutes Range: 30 feet Components: V, S Duration: Instantaneous You summon a spirit that assumes the form of an unusually intelligent, strong, and loyal steed, creating a long-lasting bond with it. Appearing in an unoccupied space within range, the steed takes on a form that you choose: a warhorse, a pony, a camel, an elk, or a mastiff. (Your DM might allow other animals to be summoned as steeds.) The steed has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of its normal type. Additionally, if your steed has an Intelligence of 5 or less, its Intelligence becomes 6, and it gains the ability to understand one language of your choice that you speak. Your steed serves you as a mount, both in combat and out, and you have an instinctive bond with it that allows you to fight as a seamless unit. While mounted on your steed, you can make any spell you cast that targets only you also target your steed. When the steed drops to 0 hit points, it disappears, leaving behind no physical form. You can also dismiss your steed at any time as an action, causing it to disappear. In either case, casting this spell again summons the same steed, restored to its hit point maximum. While your steed is within 1 mile of you, you can communicate with each other telepathically. You can't have more than one steed bonded by this spell at a time. As an action, you can release the steed from its bond at any time, causing it to disappear. Zone of Truth2nd-level enchantment Casting Time: 1 action Range: 60 feet Components: V, S Duration: 10 minutes You create a magical zone that guards against deception in a 15-foot-radius sphere centered on a point of your choice within range. Until the spell ends, a creature that enters the spell's area for the first time on a turn or starts its turn there must make a Charisma saving throw. On a failed save, a creature can't speak a deliberate lie while in the radius. You know whether each creature succeeds or fails on its saving throw. An affected creature is aware of the spell and can thus avoid answering questions to which it would normally respond with a lie. Such creatures can be evasive in its answers as long as it remains within the boundaries of the truth. Prayer of Healing2nd-level evocation Casting Time: 10 minutes Range: 30 feet Components: V Duration: Instantaneous Up to six creatures of your choice that you can see within range each regain hit points equal to 2d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the healing increases by 1d8 for each slot level above 2nd. Equipment Rapier Shield Bow and arrows Explorer's Pack Chainmail Holy Symbol Holy Symbol Prayer Book Incense Vestments Common Clothes Alundair - Holy Avenger Rapier Weapon (rapier), legendary (requires attunement by a Paladin) You gain a +3 bonus to attack and damage rolls made with this magic weapon. When you hit a fiend or an undead with it, that creature takes an extra 2d10 radiant damage. While you hold the drawn sword, it creates an aura in a 10-foot radius around you. You and all creatures friendly to you in the aura have advantage on saving throws against spells and other magical effects. If you have 17 or more levels in the paladin class, the radius of the aura increases to 30 feet. Proficiency with a rapier allows you to add your proficiency bonus to the attack roll for any attack you make with it. Mithral PlateMithral is a light, flexible metal. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn't. Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body. 115 GP Aurelia for her part decides now is a very good moment to look ahead at the road and pretend her keen elven ears are entirely useless "My good pilgrims, it is good to be back on shore... Men, can you examine with me the road ahead to see how the march looks ahead of us?" she asks, stepping away from the shore and a certain pair.
  8. Jacoby is so focused on Callie's story, on Callie herself, that by the time she finishes the tale, the raft has stopped. It takes a few moments for him to notice, and he quickly pushes them towards the far shore once more. "That is a story, and as far as I'm concerned, it's more than a fair trade for this trip, and the trip back should you need it." There's a pause as he looks down, looking for the words to say. "Um... Callie? I'd prefer to wait for a better time, but don't think there'll be one. Could I... I mean... I'd very much like to take you to a dinner, or some other sort of date after your trip is over. I mean, I could, well... travel as I don't expect you to stay in Salt and all. You're under no obligation, wouldn't refuse service to this group if you say no. I'd be kicking myself a long time if I didn't ask." He pushes himself to get over his embarrassment and look straight at Callie as he finishes.
  9. AC: 16 | HP: 51/51 | HD: 8/8 Animal Friendship: 1/1 | Misty Step: 1/1 Callie isn't looking at Jacoby as he's looking at her. She's gazing at her lap, where she's turning a battered old trowel over in her hands. She's silent for a moment at Jacoby's prompt, meditative, and when she speaks, it's to the others. "Did you ever see Maurice's spiderwort? Behind the temple? It was rather unassuming most of the time, but once each year, for just a day, it bloomed with the most beautiful flowers." She finally looks at Jacoby, to catch him up on the details. "Maurice was our temple gardener, until he passed away a few years ago. His wife, she'd brought the spiderwort from her homeland, a long way away. She... she died young, and they never had any children. He once told me the flower was all he had left of her." "A stallion got out one day. Tore clean free of my grip. I jumped on it, but it took me a couple of minutes to get it under control, and not before it had gone bucking all across the garden. Made a right mess, and... it completely trampled the spiderwort. Turned up that whole section of flowerbed. Maurice never said a word against me for it... he never said a word against anyone. You'd almost think he took it in stride. But I saw his face when he saw what had happened... I had to do something." Callie pauses for a while, taking another glance down at the trowel in her hands. "I remembered the story my brother had told me, of the wise woman who lived in the woods, and how she knew every plant that grew there. She wasn't hard to find. Lived in a small hut, in a clearing. I asked her if there was anything that could be done, and she said she could make a potion that would bring any plant back to lie. She just needed three ingredients. I had to fetch them for her, of course." "The bezoar was the easiest. I managed to pick it up in the market, though it certainly cost a pretty penny." Callie raised one finger, counting the items off. "The toadstone was much trickier. Turns out you don't find those in normal toads, only giant ones. In the stomach. And the first one that I managed to get swallowed by didn't even have one." Callie raises another finger. "But the Tumtum seed was the hardest one. It took me over a month to even find a Tumtum tree, nevermind getting the fruit." Callie pauses, looking awkwardly down at the trowel again, her finger-counting forgotten. "But that's a story for another time." "So I took it all back to the wise woman's hut, and she said she'd need three days to make the potion. I should've guessed that she'd be gone when I came back for it. But I was younger then..." She sighs. "Not a trace of her, or her hut. Just a clearing, covered in grass like it'd been growing there for months." Another sigh. "I hadn't even told Maurice what I'd been up to, and it had been a couple of months by then. Didn't want to get his hopes up. But at that point... I was out of ideas. So I went and told him what I'd done. Thought maybe he'd know where to go next." Unexpectedly, a gentle, nostalgic smile spreads over Callie's face. "He didn't even say anything. Just smiled that wry smile of his and led me behind the temple. And poking out through the soil, right amidst the trampled leaves, was this little green shoot. He'd managed to save one of the seeds, and managed to make it grow. Always could work miracles with the plants, he could." Callie looks up and meets Jacoby's eyes, still with that slightly sad smile on her face. "He hadn't told me he'd been trying it, 'cause he hadn't wanted to get my hopes up. It seemed he was almost more upset by how distressed I was that I'd ruined it. Was kind of funny... kind of silly, neither of us telling the either what we were up to." "That spiderwort's still growing there today, flowering so beautifully every year." She flips the trowel over in one hand, grasping it by the handle as though she were about to stick it into some soil. "And I'm still looking after it." Her eyes break from Jacoby's, linger on the trowel for a couple of seconds, then drift off into the middle distance.
  10. Paths to Resolution I've put in a few posts here about conflict resolution, debates, arguments, etc. One thing I've hinted at, but haven't be explicit about, is the underlying philosophy. The problem that many of us run into is when there is a disagreement, when there is a problem, we focus on the wrong questions, we lean into the wrong goals. Then we get confused and annoyed when it doesn't feel like we've been heard, or when even if the GM and/or players rule in our favor it doesn't feel satisfying. It's because we've been having the wrong conversation. For the most part, in TTRPG the resolution should be "we continue to play/go back to playing a fun collaborative storytelling game". That's the whole point. To play in a game, that is collaborative and storytelling in natures, whether it leans towards one of these aspects or is shared equally among game - collaborative - storytelling. Being "right" or "correct" usually has little to do with the game, and more with a player or GM's own ego. Too often our ego gets intertwined with our fun in the game, and though it's not an automatic killer to a game, it does set up conditions that could, if our ego gets too wounded, can indeed ruin the game. This is probably the root of a lot of what has worked well for me as a GM, and even as a players. It's not that I don't make mistakes or offend anyone. It's that when someone calls me out, I aim to resolve it, which is never to get into a debate. On the rare occasion I really feel like someone's roleplaying is a problem, one more the goal isn't to debate them, isn't to tear them down, but to resolve the specific issue(s). Personal attacks true or not, harsh or mild are not just petty, but ineffective. So long as "how do we reach a resolution?" is front of mind, it's hard not to be genuine. There's two things I think are worth keeping in mind with this. The first is discipline. It's one thing to say to focus on resolutions, to work things out, to admit we're wrong, or just let it go when someone else is, it's another to put it into practice. We all get frustrated. We all get annoyed. We all at some point wished someone else would've done something differently in a game at it's bothersome. Part of it is to keep in mind that's real life too, why should our roleplaying games be any different? Part of it is to resist the temptation to get sidetracked. Cause it's tempting. What's tempting will be different for each of us. For some, it's tempting to get into that flame war, for others it's tempting to step onto the soapbox with alignment and morality, and for others still it's tempting to try to take control of a situation that's not ours to take the reigns for. Step back, eye on the prize, course correct. The other thing is priority. The death of games is when having a fun time, of putting in energy and care falls too far down on the priority list. As said, roleplaying games shouldn't be someone's top priority. Even for professional DMs, there's still loved ones and other life stuff too to put higher up on the list. Just as when someone just can't post any more, can't sit down for 15-45 minutes to knock out a post, the game is essentially over, so too is it the case when the priority is to focus and fuel some sort of problem. Whether it's hating a fellow player, whether it's being mad at the trajectory of a story, or a rule decision, or anything else, the more effort we put into being upset pushing resolution further and further away, and it isn't sustainable. As always, maybe a problem is too big, and the game is ruined for us. It happens. At that point, the resolution is to walk away.
  11. Jacoby is smiling as Aurelia finishes. "Have to admit I didn't have high hopes for the stories. Reputation of your faith is well... it's kind of old fashioned, all work, no play. Glad the rumors are wrong. Sounds like you lot have plenty of interesting things going on. Fights, dealing with criminal underbellies, mysteries, even romance. You know, you can save the two gold, these tales are plenty good enough. Well, assuming Miss Callie here has a good one of her own. I'd be surprised if she didn't." He's been looking away, focusing on his work moving the raft. He finally does look over straight to Callie, a very strong expression of interest in what she has to say written all over his face.
  12. [fieldset=Seladriel Aurelia Dulac][table=2,1] [r=1,1][img2=150]https://cdn.donmai.us/original/b9/28/__grey_knight_julia_pixiv_fantasia_and_1_more_drawn_by_ryuuzaki_ichi__b9281d68c6dc6c29cb85c2666ff425e4.jpg[/img2] [r=2,1][center][b][url=https://test.myth-weavers.com/sheets/?id=2784929][font=palatino linotype][size=4][color=Silver]Seladriel Aurelia Dulac[/color][/size][/font][/url][/b] [I]High Elf Devotion Paladin 8[/I] [b]HP:[/b] 68/68 [b]HD:[/b] 8/8d10 [b]AC:[/b] 21 [b]Divine Sense:[/b] 5/5 LR [b]Lay on Hands:[/b] 40/40 LR [b]Spell Slots:[/b] 4/4 L1 3/3 L2 LR [b]Spell Save DC:[/b] 15 [b]Status:[/b] Normal and Healthy [/center][/table][spoiler=Statblock and Rolls][spoiler=Statblock][CENTER][table=3,1][r=1,1][URL="https://test.myth-weavers.com/sheets/?id=2784929"][size="4"][b]Seladriel Aurelia Dulac[/b][/size][/URL] [r=2,1] [B]Female Elf Paladin 8[/B] [r=3,1] [B]Lawful Good Acolyte[/B] [/table] [/CENTER] [table=2,1][r=1,1][B]STR:[/B] 10/0 [B]DEX:[/B] 18/+4 [B]CON:[/B] 14/+2 [B]INT:[/B] 8/-1 [B]WIS:[/B] 10/0 [B]CHA:[/B] 18/+4 [B]Proficiency Bonus:[/B] +3 [B]Saves:[/B] Charisma, Wisdom [r=2,1] [B]INIT:[/B] +4 [B]Speed:[/B] 30 [B]AC:[/B] 21 [B]HD:[/B] 8d10 [B]Passive Perception:[/B] 13 [B]Languages:[/B] Common, Elf, Celestial, Abyssal [B]Proficiencies:[/B] Pipe Organ [B]Background Feature:[/B] [OOC=Shelter of the Faithful]As an acolyte, you command the respect of those who share your faith, and you can perform the religious ceremonies of your deity. You and your adventuring companions can expect to receive free healing and care at a temple, shrine, or other established presence of your faith, though you must provide any material components needed for spells. Those who share your religion will support you (but only you) at a modest lifestyle. You might also have ties to a specific temple dedicated to your chosen deity or pantheon, and you have a residence there. This could be the temple where you used to serve, if you remain on good terms with it, or a temple where you have found a new home. While near your temple, you can call upon the priests for assistance, provided the assistance you ask for is not hazardous and you remain in good standing with your temple.[/OOC][/table][/spoiler] [spoiler=Abilities and Features][OOC=Divine Sense]The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell. You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses.[/OOC] [OOC=Lay on Hands]Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your paladin level × 5. As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool. Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one. This feature has no effect on undead and constructs.[/OOC] [OOC=Divine Smite]Starting at 2nd level, when you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend, to a maximum of 6d8.[/OOC] [OOC=Fighting Style - Defense]Fighting Style At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take the same Fighting Style option more than once, even if you get to choose again. Defense While you are wearing armor, you gain a +1 bonus to AC.[/OOC] [OOC=Spellcasting]Spellcasting By 2nd level, you have learned to draw on divine magic through meditation and prayer to cast spells as a cleric does. See chapter 10 for the general rules of spellcasting and chapter 11 for the paladin spell list. Preparing and Casting Spells The Paladin table shows how many spell slots you have to cast your paladin spells. To cast one of your paladin spells of 1st level or higher, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. You prepare the list of paladin spells that are available for you to cast, choosing from the paladin spell list. When you do so, choose a number of paladin spells equal to your Charisma modifier + half your paladin level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots. For example, if you are a 5th-level paladin, you have four 1st-level and two 2nd-level spell slots. With a Charisma of 14, your list of prepared spells can include four spells of 1st or 2nd-level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells. You can change your list of prepared spells when you finish a long rest. Preparing a new list of paladin spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list. Spellcasting Ability Charisma is your spellcasting ability for your paladin spells, since their power derives from the strength of your convictions. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a paladin spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus + your Charisma modifier Spell attack modifier = your proficiency bonus + your Charisma modifier Spellcasting Focus You can use a holy symbol as a spellcasting focus for your paladin spells.[/OOC] [OOC=Divine Health]By 3rd level, the divine magic flowing through you makes you immune to disease.[/OOC] [OOC=Sacred Oath - Channel Divinity]Sacred Oath When you reach 3rd level, you swear the oath that binds you as a paladin forever. Up to this time you have been in a preparatory stage, committed to the path but not yet sworn to it. Now you choose from the list of available oaths. Your choice grants you features at 3rd level and again at 7th, 15th, and 20th level. Those features include oath spells and the Channel Divinity feature. Oath Spells Each oath has a list of associated spells. You gain access to these spells at the levels specified in the oath description. Once you gain access to an oath spell, you always have it prepared. Oath spells don't count against the number of spells you can prepare each day. If you gain an oath spell that doesn't appear on the paladin spell list, the spell is nonetheless a paladin spell for you. Channel Divinity Your oath allows you to channel divine energy to fuel magical effects. Each Channel Divinity option provided by your oath explains how to use it. When you use your Channel Divinity, you choose which option to use. You must then finish a short or long rest to use your Channel Divinity again. Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your paladin spell save DC. Channel Divinity: Harness Divine Power 3rd-level paladin optional feature 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: 3rd level, once; 7th level, twice; and 15th level, thrice. You regain all expended uses when you finish a long rest. Breaking Your Oath A paladin tries to hold to the highest standards of conduct, but even the most virtuous paladin is fallible. Sometimes the right path proves too demanding, sometimes a situation calls for the lesser of two evils, and sometimes the heat of emotion causes a paladin to transgress his or her oath. A paladin who has broken a vow typically seeks absolution from a cleric who shares his or her faith or from another paladin of the same order. The paladin might spend an all-night vigil in prayer as a sign of penitence, or undertake a fast or similar act of self-denial. After a rite of confession and forgiveness, the paladin starts fresh. If a paladin willfully violates his or her oath and shows no sign of repentance, the consequences can be more serious. At the DM's discretion, an impenitent paladin might be forced to abandon this class and adopt another, or perhaps to take the Oathbreaker paladin option that appears in the Dungeon Master's Guide.[/OOC] [OOC=Oath of Devotion]The Oath of Devotion binds a paladin to the loftiest ideals of justice, virtue, and order. Sometimes called cavaliers, white knights, or holy warriors, these paladins meet the ideal of the knight in shining armor, acting with honor in pursuit of justice and the greater good. They hold themselves to the highest standards of conduct, and some, for better or worse, hold the rest of the world to the same standards. Many who swear this oath are devoted to gods of law and good and use their gods' tenets as the measure of their devotion. They hold angels—the perfect servants of good—as their ideals, and incorporate images of angelic wings into their helmets or coats of arms. Tenets of Devotion Though the exact words and strictures of the Oath of Devotion vary, paladins of this oath share these tenets. Honesty. Don't lie or cheat. Let your word be your promise. Courage. Never fear to act, though caution is wise. Compassion. Aid others, protect the weak, and punish those who threaten them. Show mercy to your foes, but temper it with wisdom. Honor. Treat others with fairness, and let your honorable deeds be an example to them. Do as much good as possible while causing the least amount of harm. Duty. Be responsible for your actions and their consequences, protect those entrusted to your care, and obey those who have just authority over you. Oath Spells You gain oath spells at the paladin levels listed. Oath of Devotion SpellsPaladin Level Spells 3rd protection from evil and good, sanctuary 5th lesser restoration, zone of truth 9th beacon of hope, dispel magic 13th freedom of movement, guardian of faith 17th commune, flame strike[/OOC] [OOC=Channel Divinity - Sacred Weapon]As an action, you can imbue one weapon that you are holding with positive energy, using your Channel Divinity. For 1 minute, you add your Charisma modifier to attack rolls made with that weapon (with a minimum bonus of +1). The weapon also emits bright light in a 20-foot radius and dim light 20 feet beyond that. If the weapon is not already magical, it becomes magical for the duration. You can end this effect on your turn as part of any other action. If you are no longer holding or carrying this weapon, or if you fall unconscious, this effect ends.[/OOC] [OOC=Channel Divinity - Turn the Unholy]As an action, you present your holy symbol and speak a prayer censuring fiends and undead, using your Channel Divinity. Each fiend or 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 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.[/OOC] [OOC=ASI - +2 Charisma]When you reach 4th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. If your DM allows the use of feats, you may instead take a feat.[/OOC] [OOC=Extra Attack]Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.[/OOC] [OOC=Aura of Protection]Starting at 6th level, whenever you or a friendly creature within 10 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma modifier (with a minimum bonus of +1). You must be conscious to grant this bonus. At 18th level, the range of this aura increases to 30 feet.[/OOC] [OOC=Aura of Devotion]Starting at 7th level, you and friendly creatures within 10 feet of you can't be charmed while you are conscious. At 18th level, the range of this aura increases to 30 feet.[/OOC] [OOC=ASI +2 Dex]When you reach 8th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. If your DM allows the use of feats, you may instead take a feat.[/OOC] [OOC=Feat - Defensive Duelist]When you are wielding a finesse weapon with which you are proficient and another creature hits you with a melee attack, you can use your reaction to add your proficiency bonus to your AC for that attack, potentially causing the attack to miss you.[/OOC] [OOC=Darkvision]Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.[/OOC] [OOC=Keen Senses]You have proficiency in the Perception skill.[/OOC] [OOC=Fey Ancestry]You have advantage on saving throws against being charmed, and magic can't put you to sleep.[/OOC] [OOC=Trance]Elves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is "trance.") While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep. If you meditate during a long rest, you finish the rest after only 4 hours. You otherwise obey all the rules for a long rest; only the duration is changed.[/OOC] [OOC=Elf Weapon Training]You have proficiency with the longsword, shortsword, shortbow, and longbow.[/OOC] [OOC=Cantrip - Minor Illusion]You know one cantrip of your choice from the wizard spell list. Intelligence is your spellcasting ability for it.[/OOC] [OOC=Background Feature - Shelter of the Faithful]As an acolyte, you command the respect of those who share your faith, and you can perform the religious ceremonies of your deity. You and your adventuring companions can expect to receive free healing and care at a temple, shrine, or other established presence of your faith, though you must provide any material components needed for spells. Those who share your religion will support you (but only you) at a modest lifestyle. You might also have ties to a specific temple dedicated to your chosen deity or pantheon, and you have a residence there. This could be the temple where you used to serve, if you remain on good terms with it, or a temple where you have found a new home. While near your temple, you can call upon the priests for assistance, provided the assistance you ask for is not hazardous and you remain in good standing with your temple.[/OOC][/spoiler] [spoiler=Combat] [noparse] [roll=Initiative]1d20+4z[/roll] [roll=Alundair]1d20+10z 1d8+7z[/roll] [roll=Rapier]1d20+7z 1d8+4z[/roll] [roll=Hit Dice]1d10+2z[/roll] [/noparse] [/spoiler] [spoiler=Saves] [noparse] [roll=STR Save]1d20+4z[/roll] [roll=DEX Save]1d20+8z[/roll] [roll=CON Save]1d20+6z[/roll] [roll=INT Save]1d20+3z[/roll] [roll=WIS Save]1d20+7z[/roll] [roll=CHA Save]1d20+11z[/roll] [/noparse] [/spoiler] [spoiler=Skills] [noparse] [roll=Acrobatics (Dex)]1d20+4z[/roll] [roll=Animal Handling (Wis)]1d20z[/roll] [roll=Arcana (Int)]1d20-1z[/roll] [roll=Athletics (Str)]1d20+3z[/roll] [roll=Deception (Cha)]1d20+4z[/roll] [roll=History (Int)]1d20-1z[/roll] [roll=Insight (Wis)]1d20z[/roll] [roll=Intimidation (Cha)]1d20+4z[/roll] [roll=Investigation (Int)]1d20-1z[/roll] [roll=Medicine (Wis)]1d20z[/roll] [roll=Nature (Int)]1d20-1z[/roll] [roll=Perception (Wis)]1d20+3z[/roll] [roll=Performance (Cha)]1d20+7z[/roll] [roll=Persuasion (Cha)]1d20+7z[/roll] [roll=Religion (Int)]1d20+2z[/roll] [roll=Sleight of Hand (Dex)]1d20+4z[/roll] [roll=Stealth (Dex)]1d20+4z[/roll] [roll=Survival (Wis)]1d20z[/roll] [/noparse] [/spoiler] [spoiler="Magic"][spoiler="Spellcasting"]By 2nd level, you have learned to draw on divine magic through meditation and prayer to cast spells as a cleric does. See chapter 10 for the general rules of spellcasting and chapter 11 for the paladin spell list. Preparing and Casting Spells The Paladin table shows how many spell slots you have to cast your paladin spells. To cast one of your paladin spells of 1st level or higher, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. You prepare the list of paladin spells that are available for you to cast, choosing from the paladin spell list. When you do so, choose a number of paladin spells equal to your Charisma modifier + half your paladin level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots. For example, if you are a 5th-level paladin, you have four 1st-level and two 2nd-level spell slots. With a Charisma of 14, your list of prepared spells can include four spells of 1st or 2nd-level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells. You can change your list of prepared spells when you finish a long rest. Preparing a new list of paladin spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list. Spellcasting Ability Charisma is your spellcasting ability for your paladin spells, since their power derives from the strength of your convictions. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a paladin spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus + your Charisma modifier Spell attack modifier = your proficiency bonus + your Charisma modifier Spellcasting Focus You can use a holy symbol as a spellcasting focus for your paladin spells.[/spoiler] [B]Spell Save DC: [/B] 8 + Prof Bonus + Ability Modifier = 15 [B]Spell Attack Modifier: [/B] Prof Bonus + Ability Modifier = 7 [b]Cantrips[/b] Minor Illusion 1st-level: Shield of Faith, Bless, Command, Divine Favor, Detect Magic, Ceremony, Protection from Evil and Good, Sanctuary 2nd-level: Find Steed , Prayer of Healing , Lesser Restoration , Zone of Truth [OOC=Minor Illusion]Illusion cantrip Casting Time: 1 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. The illusion also ends if you dismiss it as an action or cast this spell again. 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. 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, because things can pass through it. If a creature uses its 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.[/OOC] [OOC=Shield of Faith]1st-level abjuration Casting Time: 1 bonus action Range: 60 feet Components: V, S, M (a small parchment with a bit of holy text written on it) Duration: Concentration, up to 10 minutes A shimmering field appears and surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration.[/OOC] [OOC=Bless]1st-level enchantment Casting Time: 1 action Range: 30 feet Components: V, S, M (a sprinkling of holy water) Duration: Concentration, up to 1 minute You bless up to three creatures of your choice within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.[/OOC] [OOC=Command]1st-level enchantment Casting Time: 1 action Range: 60 feet Components: V Duration: 1 round You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. The spell has no effect if the target is undead, if it doesn't understand your language, or if your command is directly harmful to it. Some typical commands and their effects follow. You might issue a command other than one described here. If you do so, the DM determines how the target behaves. If the target can't follow your command, the spell ends. Approach. The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you. Drop. The target drops whatever it is holding and then ends its turn. Flee. The target spends its turn moving away from you by the fastest available means. Grovel. The target falls prone and then ends its turn. Halt. The target doesn't move and takes no actions. A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.[/OOC] [OOC=Divine Favor]1st-level evocation Casting Time: 1 bonus action Range: Self Components: V, S Duration: Concentration, up to 1 minute Your prayer empowers you with divine radiance. Until the spell ends, your weapon attacks deal an extra 1d4 radiant damage on a hit.[/OOC] [OOC=Detect Magic]1st-level divination (ritual) Casting Time: 1 action Range: Self Components: V, S Duration: Concentration, up to 10 minutes For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any. The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.[/OOC] [OOC=Ceremony]1st-level abjuration (ritual) Casting Time: 1 hour Range: Touch Components: V, S, M (25 gp worth of powdered silver, which the spell consumes) Duration: Instantaneous You perform a special religious ceremony that is infused with magic. When you cast the spell, choose one of the following rites, the target of which must be within 10 feet of you throughout the casting. Atonement. You touch one willing creature whose alignment has changed, and you make a DC 20 Wisdom (Insight) check. On a successful check, you restore the target to its original alignment. Bless Water. You touch one vial of water and cause it to become holy water. Coming of Age. You touch one humanoid who is a young adult. For the next 24 hours, whenever the target makes an ability check, it can roll a d4 and add the number rolled to the ability check. A creature can benefit from this rite only once. Dedication. You touch one humanoid who wishes to be dedicated to your god's service. For the next 24 hours, whenever the target makes a saving throw, it can roll a d4 and add the number rolled to the save. A creature can benefit from this rite only once. Funeral Rite. You touch one corpse, and for the next 7 days, the target can't become undead by any means short of a wish spell. Wedding. You touch adult humanoids willing to be bonded together in marriage. For the next 7 days, each target gains a +2 bonus to AC while they are within 30 feet of each other. A creature can benefit from this rite again only if widowed.[/OOC] [OOC=Protection from Evil and Good]1st-level abjuration Casting Time: 1 action Range: Touch Components: V, S, M (holy water or powdered silver and iron, which the spell consumes) Duration: Concentration, up to 10 minutes Until the spell ends, one willing creature you touch is protected against certain types of creatures: aberrations, celestials, elementals, fey, fiends, and undead. The protection grants several benefits. Creatures of those types have disadvantage on attack rolls against the target. The target also can't be charmed, frightened, or possessed by them. If the target is already charmed, frightened, or possessed by such a creature, the target has advantage on any new saving throw against the relevant effect.[/OOC] [OOC=Sanctuary]1st-level abjuration Casting Time: 1 bonus action Range: 30 feet Components: V, S, M (a small silver mirror) Duration: 1 minute You ward a creature within range against attack. Until the spell ends, any creature who targets the warded creature with an attack or a harmful spell must first make a Wisdom saving throw. On a failed save, the creature must choose a new target or lose the attack or spell. This spell doesn't protect the warded creature from area effects, such as the explosion of a fireball. If the warded creature makes an attack, casts a spell that affects an enemy, or deals damage to another creature, this spell ends.[/OOC] [OOC=Find Steed]2nd-level conjuration Casting Time: 10 minutes Range: 30 feet Components: V, S Duration: Instantaneous You summon a spirit that assumes the form of an unusually intelligent, strong, and loyal steed, creating a long-lasting bond with it. Appearing in an unoccupied space within range, the steed takes on a form that you choose: a warhorse, a pony, a camel, an elk, or a mastiff. (Your DM might allow other animals to be summoned as steeds.) The steed has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of its normal type. Additionally, if your steed has an Intelligence of 5 or less, its Intelligence becomes 6, and it gains the ability to understand one language of your choice that you speak. Your steed serves you as a mount, both in combat and out, and you have an instinctive bond with it that allows you to fight as a seamless unit. While mounted on your steed, you can make any spell you cast that targets only you also target your steed. When the steed drops to 0 hit points, it disappears, leaving behind no physical form. You can also dismiss your steed at any time as an action, causing it to disappear. In either case, casting this spell again summons the same steed, restored to its hit point maximum. While your steed is within 1 mile of you, you can communicate with each other telepathically. You can't have more than one steed bonded by this spell at a time. As an action, you can release the steed from its bond at any time, causing it to disappear.[/OOC] [OOC=Lesser Restoration]2nd-level conjuration Casting Time: 10 minutes Range: 30 feet Components: V, S Duration: Instantaneous You summon a spirit that assumes the form of an unusually intelligent, strong, and loyal steed, creating a long-lasting bond with it. Appearing in an unoccupied space within range, the steed takes on a form that you choose: a warhorse, a pony, a camel, an elk, or a mastiff. (Your DM might allow other animals to be summoned as steeds.) The steed has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of its normal type. Additionally, if your steed has an Intelligence of 5 or less, its Intelligence becomes 6, and it gains the ability to understand one language of your choice that you speak. Your steed serves you as a mount, both in combat and out, and you have an instinctive bond with it that allows you to fight as a seamless unit. While mounted on your steed, you can make any spell you cast that targets only you also target your steed. When the steed drops to 0 hit points, it disappears, leaving behind no physical form. You can also dismiss your steed at any time as an action, causing it to disappear. In either case, casting this spell again summons the same steed, restored to its hit point maximum. While your steed is within 1 mile of you, you can communicate with each other telepathically. You can't have more than one steed bonded by this spell at a time. As an action, you can release the steed from its bond at any time, causing it to disappear.[/OOC] [OOC=Zone of Truth]2nd-level enchantment Casting Time: 1 action Range: 60 feet Components: V, S Duration: 10 minutes You create a magical zone that guards against deception in a 15-foot-radius sphere centered on a point of your choice within range. Until the spell ends, a creature that enters the spell's area for the first time on a turn or starts its turn there must make a Charisma saving throw. On a failed save, a creature can't speak a deliberate lie while in the radius. You know whether each creature succeeds or fails on its saving throw. An affected creature is aware of the spell and can thus avoid answering questions to which it would normally respond with a lie. Such creatures can be evasive in its answers as long as it remains within the boundaries of the truth.[/OOC] [OOC=Prayer of Healing]2nd-level evocation Casting Time: 10 minutes Range: 30 feet Components: V Duration: Instantaneous Up to six creatures of your choice that you can see within range each regain hit points equal to 2d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the healing increases by 1d8 for each slot level above 2nd.[/OOC][/spoiler] [SPOILER=Equipment]Rapier Shield Bow and arrows Explorer's Pack Chainmail Holy Symbol Holy Symbol Prayer Book Incense Vestments Common Clothes [OOC=Alundair - Holy Avenger Rapier] Weapon (rapier), legendary (requires attunement by a Paladin) You gain a +3 bonus to attack and damage rolls made with this magic weapon. When you hit a fiend or an undead with it, that creature takes an extra 2d10 radiant damage. While you hold the drawn sword, it creates an aura in a 10-foot radius around you. You and all creatures friendly to you in the aura have advantage on saving throws against spells and other magical effects. If you have 17 or more levels in the paladin class, the radius of the aura increases to 30 feet. Proficiency with a rapier allows you to add your proficiency bonus to the attack roll for any attack you make with it.[/OOC] [OOC=Mithral Plate]Mithral is a light, flexible metal. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn't. Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body.[/OOC] 115 GP[/SPOILER][/spoiler][/fieldset] Seladriel Aurelia Dulac High Elf Devotion Paladin 8 HP: 68/68 HD: 8/8d10 AC: 21 Divine Sense: 5/5 LR Lay on Hands: 40/40 LR Spell Slots: 4/4 L1 3/3 L2 LR Spell Save DC: 15 Status: Normal and Healthy Statblock and Rolls Statblock Female Elf Paladin 8 Lawful Good Acolyte STR: 10/0 DEX: 18/+4 CON: 14/+2 INT: 8/-1 WIS: 10/0 CHA: 18/+4 Proficiency Bonus: +3 Saves: Charisma, Wisdom INIT: +4 Speed: 30 AC: 21 HD: 8d10 Passive Perception: 13 Languages: Common, Elf, Celestial, Abyssal Proficiencies: Pipe Organ Background Feature: Shelter of the FaithfulAs an acolyte, you command the respect of those who share your faith, and you can perform the religious ceremonies of your deity. You and your adventuring companions can expect to receive free healing and care at a temple, shrine, or other established presence of your faith, though you must provide any material components needed for spells. Those who share your religion will support you (but only you) at a modest lifestyle. You might also have ties to a specific temple dedicated to your chosen deity or pantheon, and you have a residence there. This could be the temple where you used to serve, if you remain on good terms with it, or a temple where you have found a new home. While near your temple, you can call upon the priests for assistance, provided the assistance you ask for is not hazardous and you remain in good standing with your temple. Abilities and Features Divine SenseThe presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell. You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses. Lay on HandsYour blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your paladin level × 5. As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool. Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one. This feature has no effect on undead and constructs. Divine SmiteStarting at 2nd level, when you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend, to a maximum of 6d8. Fighting Style - DefenseFighting Style At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take the same Fighting Style option more than once, even if you get to choose again. Defense While you are wearing armor, you gain a +1 bonus to AC. SpellcastingSpellcasting By 2nd level, you have learned to draw on divine magic through meditation and prayer to cast spells as a cleric does. See chapter 10 for the general rules of spellcasting and chapter 11 for the paladin spell list. Preparing and Casting Spells The Paladin table shows how many spell slots you have to cast your paladin spells. To cast one of your paladin spells of 1st level or higher, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. You prepare the list of paladin spells that are available for you to cast, choosing from the paladin spell list. When you do so, choose a number of paladin spells equal to your Charisma modifier + half your paladin level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots. For example, if you are a 5th-level paladin, you have four 1st-level and two 2nd-level spell slots. With a Charisma of 14, your list of prepared spells can include four spells of 1st or 2nd-level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells. You can change your list of prepared spells when you finish a long rest. Preparing a new list of paladin spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list. Spellcasting Ability Charisma is your spellcasting ability for your paladin spells, since their power derives from the strength of your convictions. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a paladin spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus + your Charisma modifier Spell attack modifier = your proficiency bonus + your Charisma modifier Spellcasting Focus You can use a holy symbol as a spellcasting focus for your paladin spells. Divine HealthBy 3rd level, the divine magic flowing through you makes you immune to disease. Sacred Oath - Channel DivinitySacred Oath When you reach 3rd level, you swear the oath that binds you as a paladin forever. Up to this time you have been in a preparatory stage, committed to the path but not yet sworn to it. Now you choose from the list of available oaths. Your choice grants you features at 3rd level and again at 7th, 15th, and 20th level. Those features include oath spells and the Channel Divinity feature. Oath Spells Each oath has a list of associated spells. You gain access to these spells at the levels specified in the oath description. Once you gain access to an oath spell, you always have it prepared. Oath spells don't count against the number of spells you can prepare each day. If you gain an oath spell that doesn't appear on the paladin spell list, the spell is nonetheless a paladin spell for you. Channel Divinity Your oath allows you to channel divine energy to fuel magical effects. Each Channel Divinity option provided by your oath explains how to use it. When you use your Channel Divinity, you choose which option to use. You must then finish a short or long rest to use your Channel Divinity again. Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your paladin spell save DC. Channel Divinity: Harness Divine Power 3rd-level paladin optional feature 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: 3rd level, once; 7th level, twice; and 15th level, thrice. You regain all expended uses when you finish a long rest. Breaking Your Oath A paladin tries to hold to the highest standards of conduct, but even the most virtuous paladin is fallible. Sometimes the right path proves too demanding, sometimes a situation calls for the lesser of two evils, and sometimes the heat of emotion causes a paladin to transgress his or her oath. A paladin who has broken a vow typically seeks absolution from a cleric who shares his or her faith or from another paladin of the same order. The paladin might spend an all-night vigil in prayer as a sign of penitence, or undertake a fast or similar act of self-denial. After a rite of confession and forgiveness, the paladin starts fresh. If a paladin willfully violates his or her oath and shows no sign of repentance, the consequences can be more serious. At the DM's discretion, an impenitent paladin might be forced to abandon this class and adopt another, or perhaps to take the Oathbreaker paladin option that appears in the Dungeon Master's Guide. Oath of DevotionThe Oath of Devotion binds a paladin to the loftiest ideals of justice, virtue, and order. Sometimes called cavaliers, white knights, or holy warriors, these paladins meet the ideal of the knight in shining armor, acting with honor in pursuit of justice and the greater good. They hold themselves to the highest standards of conduct, and some, for better or worse, hold the rest of the world to the same standards. Many who swear this oath are devoted to gods of law and good and use their gods' tenets as the measure of their devotion. They hold angels—the perfect servants of good—as their ideals, and incorporate images of angelic wings into their helmets or coats of arms. Tenets of Devotion Though the exact words and strictures of the Oath of Devotion vary, paladins of this oath share these tenets. Honesty. Don't lie or cheat. Let your word be your promise. Courage. Never fear to act, though caution is wise. Compassion. Aid others, protect the weak, and punish those who threaten them. Show mercy to your foes, but temper it with wisdom. Honor. Treat others with fairness, and let your honorable deeds be an example to them. Do as much good as possible while causing the least amount of harm. Duty. Be responsible for your actions and their consequences, protect those entrusted to your care, and obey those who have just authority over you. Oath Spells You gain oath spells at the paladin levels listed. Oath of Devotion SpellsPaladin Level Spells 3rd protection from evil and good, sanctuary 5th lesser restoration, zone of truth 9th beacon of hope, dispel magic 13th freedom of movement, guardian of faith 17th commune, flame strike Channel Divinity - Sacred WeaponAs an action, you can imbue one weapon that you are holding with positive energy, using your Channel Divinity. For 1 minute, you add your Charisma modifier to attack rolls made with that weapon (with a minimum bonus of +1). The weapon also emits bright light in a 20-foot radius and dim light 20 feet beyond that. If the weapon is not already magical, it becomes magical for the duration. You can end this effect on your turn as part of any other action. If you are no longer holding or carrying this weapon, or if you fall unconscious, this effect ends. Channel Divinity - Turn the UnholyAs an action, you present your holy symbol and speak a prayer censuring fiends and undead, using your Channel Divinity. Each fiend or 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 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. ASI - +2 CharismaWhen you reach 4th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. If your DM allows the use of feats, you may instead take a feat. Extra AttackBeginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Aura of ProtectionStarting at 6th level, whenever you or a friendly creature within 10 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma modifier (with a minimum bonus of +1). You must be conscious to grant this bonus. At 18th level, the range of this aura increases to 30 feet. Aura of DevotionStarting at 7th level, you and friendly creatures within 10 feet of you can't be charmed while you are conscious. At 18th level, the range of this aura increases to 30 feet. ASI +2 DexWhen you reach 8th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. If your DM allows the use of feats, you may instead take a feat. Feat - Defensive DuelistWhen you are wielding a finesse weapon with which you are proficient and another creature hits you with a melee attack, you can use your reaction to add your proficiency bonus to your AC for that attack, potentially causing the attack to miss you. DarkvisionAccustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. Keen SensesYou have proficiency in the Perception skill. Fey AncestryYou have advantage on saving throws against being charmed, and magic can't put you to sleep. TranceElves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is "trance.") While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep. If you meditate during a long rest, you finish the rest after only 4 hours. You otherwise obey all the rules for a long rest; only the duration is changed. Elf Weapon TrainingYou have proficiency with the longsword, shortsword, shortbow, and longbow. Cantrip - Minor IllusionYou know one cantrip of your choice from the wizard spell list. Intelligence is your spellcasting ability for it. Background Feature - Shelter of the FaithfulAs an acolyte, you command the respect of those who share your faith, and you can perform the religious ceremonies of your deity. You and your adventuring companions can expect to receive free healing and care at a temple, shrine, or other established presence of your faith, though you must provide any material components needed for spells. Those who share your religion will support you (but only you) at a modest lifestyle. You might also have ties to a specific temple dedicated to your chosen deity or pantheon, and you have a residence there. This could be the temple where you used to serve, if you remain on good terms with it, or a temple where you have found a new home. While near your temple, you can call upon the priests for assistance, provided the assistance you ask for is not hazardous and you remain in good standing with your temple. Combat [roll=Initiative]1d20+4z[/roll] [roll=Alundair]1d20+10z 1d8+7z[/roll] [roll=Rapier]1d20+7z 1d8+4z[/roll] [roll=Hit Dice]1d10+2z[/roll] Saves [roll=STR Save]1d20+4z[/roll] [roll=DEX Save]1d20+8z[/roll] [roll=CON Save]1d20+6z[/roll] [roll=INT Save]1d20+3z[/roll] [roll=WIS Save]1d20+7z[/roll] [roll=CHA Save]1d20+11z[/roll] Skills [roll=Acrobatics (Dex)]1d20+4z[/roll] [roll=Animal Handling (Wis)]1d20z[/roll] [roll=Arcana (Int)]1d20-1z[/roll] [roll=Athletics (Str)]1d20+3z[/roll] [roll=Deception (Cha)]1d20+4z[/roll] [roll=History (Int)]1d20-1z[/roll] [roll=Insight (Wis)]1d20z[/roll] [roll=Intimidation (Cha)]1d20+4z[/roll] [roll=Investigation (Int)]1d20-1z[/roll] [roll=Medicine (Wis)]1d20z[/roll] [roll=Nature (Int)]1d20-1z[/roll] [roll=Perception (Wis)]1d20+3z[/roll] [roll=Performance (Cha)]1d20+7z[/roll] [roll=Persuasion (Cha)]1d20+7z[/roll] [roll=Religion (Int)]1d20+2z[/roll] [roll=Sleight of Hand (Dex)]1d20+4z[/roll] [roll=Stealth (Dex)]1d20+4z[/roll] [roll=Survival (Wis)]1d20z[/roll] "Magic" "Spellcasting" By 2nd level, you have learned to draw on divine magic through meditation and prayer to cast spells as a cleric does. See chapter 10 for the general rules of spellcasting and chapter 11 for the paladin spell list. Preparing and Casting Spells The Paladin table shows how many spell slots you have to cast your paladin spells. To cast one of your paladin spells of 1st level or higher, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. You prepare the list of paladin spells that are available for you to cast, choosing from the paladin spell list. When you do so, choose a number of paladin spells equal to your Charisma modifier + half your paladin level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots. For example, if you are a 5th-level paladin, you have four 1st-level and two 2nd-level spell slots. With a Charisma of 14, your list of prepared spells can include four spells of 1st or 2nd-level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells. You can change your list of prepared spells when you finish a long rest. Preparing a new list of paladin spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list. Spellcasting Ability Charisma is your spellcasting ability for your paladin spells, since their power derives from the strength of your convictions. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a paladin spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus + your Charisma modifier Spell attack modifier = your proficiency bonus + your Charisma modifier Spellcasting Focus You can use a holy symbol as a spellcasting focus for your paladin spells. Spell Save DC: 8 + Prof Bonus + Ability Modifier = 15 Spell Attack Modifier: Prof Bonus + Ability Modifier = 7 Cantrips Minor Illusion 1st-level: Shield of Faith, Bless, Command, Divine Favor, Detect Magic, Ceremony, Protection from Evil and Good, Sanctuary 2nd-level: Find Steed , Prayer of Healing , Lesser Restoration , Zone of Truth Minor IllusionIllusion cantrip Casting Time: 1 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. The illusion also ends if you dismiss it as an action or cast this spell again. 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. 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, because things can pass through it. If a creature uses its 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. Shield of Faith1st-level abjuration Casting Time: 1 bonus action Range: 60 feet Components: V, S, M (a small parchment with a bit of holy text written on it) Duration: Concentration, up to 10 minutes A shimmering field appears and surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration. Bless1st-level enchantment Casting Time: 1 action Range: 30 feet Components: V, S, M (a sprinkling of holy water) Duration: Concentration, up to 1 minute You bless up to three creatures of your choice within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. Command1st-level enchantment Casting Time: 1 action Range: 60 feet Components: V Duration: 1 round You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. The spell has no effect if the target is undead, if it doesn't understand your language, or if your command is directly harmful to it. Some typical commands and their effects follow. You might issue a command other than one described here. If you do so, the DM determines how the target behaves. If the target can't follow your command, the spell ends. Approach. The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you. Drop. The target drops whatever it is holding and then ends its turn. Flee. The target spends its turn moving away from you by the fastest available means. Grovel. The target falls prone and then ends its turn. Halt. The target doesn't move and takes no actions. A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them. Divine Favor1st-level evocation Casting Time: 1 bonus action Range: Self Components: V, S Duration: Concentration, up to 1 minute Your prayer empowers you with divine radiance. Until the spell ends, your weapon attacks deal an extra 1d4 radiant damage on a hit. Detect Magic1st-level divination (ritual) Casting Time: 1 action Range: Self Components: V, S Duration: Concentration, up to 10 minutes For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any. The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt. Ceremony1st-level abjuration (ritual) Casting Time: 1 hour Range: Touch Components: V, S, M (25 gp worth of powdered silver, which the spell consumes) Duration: Instantaneous You perform a special religious ceremony that is infused with magic. When you cast the spell, choose one of the following rites, the target of which must be within 10 feet of you throughout the casting. Atonement. You touch one willing creature whose alignment has changed, and you make a DC 20 Wisdom (Insight) check. On a successful check, you restore the target to its original alignment. Bless Water. You touch one vial of water and cause it to become holy water. Coming of Age. You touch one humanoid who is a young adult. For the next 24 hours, whenever the target makes an ability check, it can roll a d4 and add the number rolled to the ability check. A creature can benefit from this rite only once. Dedication. You touch one humanoid who wishes to be dedicated to your god's service. For the next 24 hours, whenever the target makes a saving throw, it can roll a d4 and add the number rolled to the save. A creature can benefit from this rite only once. Funeral Rite. You touch one corpse, and for the next 7 days, the target can't become undead by any means short of a wish spell. Wedding. You touch adult humanoids willing to be bonded together in marriage. For the next 7 days, each target gains a +2 bonus to AC while they are within 30 feet of each other. A creature can benefit from this rite again only if widowed. Protection from Evil and Good1st-level abjuration Casting Time: 1 action Range: Touch Components: V, S, M (holy water or powdered silver and iron, which the spell consumes) Duration: Concentration, up to 10 minutes Until the spell ends, one willing creature you touch is protected against certain types of creatures: aberrations, celestials, elementals, fey, fiends, and undead. The protection grants several benefits. Creatures of those types have disadvantage on attack rolls against the target. The target also can't be charmed, frightened, or possessed by them. If the target is already charmed, frightened, or possessed by such a creature, the target has advantage on any new saving throw against the relevant effect. Sanctuary1st-level abjuration Casting Time: 1 bonus action Range: 30 feet Components: V, S, M (a small silver mirror) Duration: 1 minute You ward a creature within range against attack. Until the spell ends, any creature who targets the warded creature with an attack or a harmful spell must first make a Wisdom saving throw. On a failed save, the creature must choose a new target or lose the attack or spell. This spell doesn't protect the warded creature from area effects, such as the explosion of a fireball. If the warded creature makes an attack, casts a spell that affects an enemy, or deals damage to another creature, this spell ends. Find Steed2nd-level conjuration Casting Time: 10 minutes Range: 30 feet Components: V, S Duration: Instantaneous You summon a spirit that assumes the form of an unusually intelligent, strong, and loyal steed, creating a long-lasting bond with it. Appearing in an unoccupied space within range, the steed takes on a form that you choose: a warhorse, a pony, a camel, an elk, or a mastiff. (Your DM might allow other animals to be summoned as steeds.) The steed has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of its normal type. Additionally, if your steed has an Intelligence of 5 or less, its Intelligence becomes 6, and it gains the ability to understand one language of your choice that you speak. Your steed serves you as a mount, both in combat and out, and you have an instinctive bond with it that allows you to fight as a seamless unit. While mounted on your steed, you can make any spell you cast that targets only you also target your steed. When the steed drops to 0 hit points, it disappears, leaving behind no physical form. You can also dismiss your steed at any time as an action, causing it to disappear. In either case, casting this spell again summons the same steed, restored to its hit point maximum. While your steed is within 1 mile of you, you can communicate with each other telepathically. You can't have more than one steed bonded by this spell at a time. As an action, you can release the steed from its bond at any time, causing it to disappear. Lesser Restoration2nd-level conjuration Casting Time: 10 minutes Range: 30 feet Components: V, S Duration: Instantaneous You summon a spirit that assumes the form of an unusually intelligent, strong, and loyal steed, creating a long-lasting bond with it. Appearing in an unoccupied space within range, the steed takes on a form that you choose: a warhorse, a pony, a camel, an elk, or a mastiff. (Your DM might allow other animals to be summoned as steeds.) The steed has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of its normal type. Additionally, if your steed has an Intelligence of 5 or less, its Intelligence becomes 6, and it gains the ability to understand one language of your choice that you speak. Your steed serves you as a mount, both in combat and out, and you have an instinctive bond with it that allows you to fight as a seamless unit. While mounted on your steed, you can make any spell you cast that targets only you also target your steed. When the steed drops to 0 hit points, it disappears, leaving behind no physical form. You can also dismiss your steed at any time as an action, causing it to disappear. In either case, casting this spell again summons the same steed, restored to its hit point maximum. While your steed is within 1 mile of you, you can communicate with each other telepathically. You can't have more than one steed bonded by this spell at a time. As an action, you can release the steed from its bond at any time, causing it to disappear. Zone of Truth2nd-level enchantment Casting Time: 1 action Range: 60 feet Components: V, S Duration: 10 minutes You create a magical zone that guards against deception in a 15-foot-radius sphere centered on a point of your choice within range. Until the spell ends, a creature that enters the spell's area for the first time on a turn or starts its turn there must make a Charisma saving throw. On a failed save, a creature can't speak a deliberate lie while in the radius. You know whether each creature succeeds or fails on its saving throw. An affected creature is aware of the spell and can thus avoid answering questions to which it would normally respond with a lie. Such creatures can be evasive in its answers as long as it remains within the boundaries of the truth. Prayer of Healing2nd-level evocation Casting Time: 10 minutes Range: 30 feet Components: V Duration: Instantaneous Up to six creatures of your choice that you can see within range each regain hit points equal to 2d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the healing increases by 1d8 for each slot level above 2nd. Equipment Rapier Shield Bow and arrows Explorer's Pack Chainmail Holy Symbol Holy Symbol Prayer Book Incense Vestments Common Clothes Alundair - Holy Avenger Rapier Weapon (rapier), legendary (requires attunement by a Paladin) You gain a +3 bonus to attack and damage rolls made with this magic weapon. When you hit a fiend or an undead with it, that creature takes an extra 2d10 radiant damage. While you hold the drawn sword, it creates an aura in a 10-foot radius around you. You and all creatures friendly to you in the aura have advantage on saving throws against spells and other magical effects. If you have 17 or more levels in the paladin class, the radius of the aura increases to 30 feet. Proficiency with a rapier allows you to add your proficiency bonus to the attack roll for any attack you make with it. Mithral PlateMithral is a light, flexible metal. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn't. Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body. 115 GP Aurelia nods her head in appreciation of Argus' story. She had been considering for a while what tale to recount. She has plenty of experience to draw from after all... she has spent centuries as a soldier of her faith, she has lived to see a few Saints in the flesh, even a couple from the beginning to the end of their stories. She had faced her decent amount of villains and monsters, nothing like said Saints had to deal with but certainly a colorful bunch. She had witnessed quite a few events. She considers... should she tell the tale of her first Pilgrimage when she was even younger than all the youths assembled here? Should she recount the harrowing night that set her upon the path of Knighthood which first sparked in her the power of a paladin? Should she tell a war tale, when she was a young recruit under this or that saint or hero? Yet, as she considers such tales of glory, she recounts the stories already told... and the people she is traveling with. It has been only a few days and yet, they are all people she trusts. The journey has been meaningful and warm, a path she had not traveled in so long giving her perspective and letting her clear her head from the mess of administrative rot and decay. Must all their tales be of combats and wickedness? She takes a little breath... and conjures from the depths of her soul, memories of when she was a very different person. Warm, bittersweet memories which she has carried with her for so long. Resting her hands upon her knees she looks at her companions and says "If it is not too displeasing to hear from an old, crabby lady... I'll tell you all about my first love" "It was a long time ago... some of you who may like to tease me, would even say it was a long, long, long, loooong time ago. When I was a young acolyte, an assistant sister at the Cathedral of Light in Vanaris. It was a different time, when the city was still a center of art and culture, when the adjoining sisterhood building was full of ladies young and old, even noble daughters were sent to get an education, get piety or an appreciation for the arts. When there was a bloody, painful struggle and competition to join the Choir of Light. Nonetheless, I was a part of it. Young and proud, fearless and a lot more hot headed, I was in the spring time of my life. I was no stranger to affection among my sisters and I delighted in shining as a star among them... yet, I did not know love until she arrived into my life" "A head shorter than me, with hair so dark it seemed as if light just vanished into its depths. So lanky and graceless, hunched over, with eye bags from sleepless nights. She was nearly a misanthrope, moody and melancholic, a loner who cared for nobody else and couldn't read a room. Her favorite verses had demons on them, explaining their cruelty and grudges. She was a poet, constantly keeping herself immersed in whatever books she could borrow. She had this air around her, like she couldn't be happy even if she deigned try it. We couldn't have been more different" "Yet, one night... don't ask me why I was climbing the Petrichor tower... when I heard it. Her viol and its notes, echoing from that deserted for the night sanctum. Mournful tunes, each chord so full of soul... of emotion. It was sad, cathartic... and beautiful beyond measure. I grew obsessed with her viol... and with the sad girl who played it. That was inevitable... however, in my immaturity it is my shame to say I certainly did not approach it in the right way. I approached her shamelessly in my passion to have her play for me, to join the Choir and make music together... only to be painfully rebuffed. I did not take it well... and I must admit my wrongdoing... as from that point, I started to do what amount to just base bullying" "Oh, I had plenty of things to find fault in her with... plenty of reasons to bother her and get in her way. Yet, what bothered me most of all was her detachment... I could not take her ignoring me, who was the center of the world back then. Yet... that world I had clung to, I had become so proud off lost its luster as I wanted her attention. It was a dark and shameful time... and I'd like to say that it stopped when I grew wiser instead of when a lanky girl one head shorter than me had enough, toppled me and shut me down. Never underestimate the capacity for violence in an angry poetress, I suppose" "But after that fight... and embarrassment... we struck on a common cord... and actually could communicate. I learned that she was not interested in playing her viol for any audience... she played only for herself. And yet... eventually, she would let me listen... and then put words to her lament. She let us play together, sing together, deep in the lower levels of the Cathedral were only us and the spirits of old faithful may listen. She was frighteningly smart... fragile and strong all at once. She was the daughter of a northern noble but her home circumstances were beyond fraught... she did not share much, but the heart of it resonated in her poetry and her viol. She let me hear it... and then, let me take her hand... as she took mine" "We spent together four years and two seasons. We made more music and poetry together, just for the two of us. She let me take care of her and in turn, she filled my head with her tales, her intellect and cleverness. She even once accepted to play in the Choir with me... and that performance, I will never forget. We planned to move out of the sisterhood dorms, to share an apartment close to the center of town. Vanaris was yet a center of culture... I'd still work on the Cathedral, but I could dabble in theater together with her. She'd take commissions from nobles, acting as a scribe and poetress for any silly noble girl who needed her letters to have more soul than she'd could naturally produce" "Yet... our plans would never come to be... vivid as they were. She got a letter from home... and not one month after it, an aide came with a carriage to take her home. And as much grief as her home had given her... as full of darkness and pain it made her... nonetheless... you cannot create sorely on a base of spite. The Manse of Geil still had strong enough a place in her heart that she could mourn her time there, that it gave her fertile soil to inspire her poetry and viol. She could not ignore the call to go back. Just as the Cathedral of Light... as Vanaris... was my entire world. I have come to peace with it... yet, even two centuries afterwards I still grieved and anguished at times with my regrets... if we had not felt like two powerless girls... if our attachments to each other could not have been stronger than to our respective homes. Yet... despite our separation, I know my love for her was as strong and true as any other I have felt. Life just... sometimes doesn't go as you'd expect. It was my first experience with loss... and with understanding how big and yet how small the world can be at times" concludes the Mother Abbess... as she reminisces at the memory of her poetress with a warm, fond smile in her face.
  13. Jacoby's eyes go a little wide in surprise as Callie blurts out her name, and then the names of the others. But still, he smiles shortly after. "Thank you, Callie. I was far too self-conscious to ask after the curse had its way with me back there." With a little extra strength he pushes the raft ever forward as Argus begins his tale, a two-parter with both a poem and a personal story. "Now there we are. Poetry, mystery, some things to chew on. Are these ape-men the monsters, or are we? Are they specters in our life or are we drifting by in theirs." He nods approvingly. "I admit, I'd been worried that it'd be nothing by scriptures and stern messages. We don't see too many of your faith, and even Merridy keeps to herself mostly. She's pleasant, but pretty quiet. Only transported her once myself, as I think the giving the story wasn't to her liking. But here we have fighting, dangers, tales even of criminal underbellies. Mark me impressed." The sun continues to rise Salt behind them gets smaller, while the wastes in front begin to draw nearer.
  14. Pacing As mentioned in other posts in this thread, play-by-post games are comparatively slow compared to playing real time. Very, very slow. What may take a few hours in real life can be months of a PbP game. And that's all right. That said, it does take some extra considerations. Levelling up faster, a more condensed story, fewer random encounters, or maybe just being there for a fun game while it lasts and not getting too worked up whether a game has a definitive beginning, middle, and end, all of these are more are valid. For me, I feel the question of pacing is synonymous with investment. How often should we post (and in some cases how much should we put in each post) in order to get the investment that we want from the GM and/or players. As always, it depends. For me, I've found for a game to have a fighting chance at last for awhile and making at least some progress, games need to start with a higher pace. Enough story, enough events, enough hooks need to go into the game. From experience, I've seen about 3ish times a week minimally, up to and including multiple posts a day, usually does the trick. Eventually things slow down. Whether it's two weeks or three months, games do slow. And at that point, it's a question of if people feel invested, if they want to see what happens next? Savvy GMs will place enough plot hooks at the start so even if the party only got through a single fight, they're sold on it. Otherwise, if there's promises that things will get "interesting eventually", the clock is ticking. Even when the game slows down, I've seen that roughly once a week, most weeks, seems to be about as slow as a game can get before it's dwindling. If we think of a game like a house plant, it needs a certain level of water and sunlight to grow, maybe every now and then a quick injection of some house plant fertilizer. Similar, games need a certain level of posts with that occasional really cool moment to get extra life into the story. PCs who post less often end up as more or less dead weight, end up as backup characters. GMs who post less are generally borrowing form the investment and goodwill built by the game so far. And of course this is also acceptable. We get a busy month, season, I've seen games on hiatus for months come back (though usually such games have been running for a couple years or so prior). It is though about not getting into "debt", of not expending more delays, more slowdowns than the interest in the game has built up. Once a week, most weeks, is the minimum though. For anyone that wants a game that is deeper, more epic, getting from level 1 to level 10+ game, the aim should be higher. If that's what we want though. Just as games need investment to last, so too do players (and the GM) need to be able to invest what's being asked for. Most players can't do a post every single day. Most GMs can't either. If the bar is raised too high, although hypothetically could make for a great game, won't be if there's no one to play. With all this said, I think the biggest lessons for a GM is to 1) consider how often we need to post to have the kind of game we want 2) double check that we and our prospective players can post that much or if we're getting in over our heads and 3) communicate it so everyone's on the same page.
  15. "Two colorful and sparkly scarves then, ready for pickup when we return in a few days, if you please." Argus pays in advance and thanks Hester, both for the work she's about to do and for her family's hospitality. ~~~ "It is a pleasure meeting you, Jacoby. A story, eh? Let me think a moment..." Argus ponders a few moments, truth to tell, then begins. "A few days walk from here, on east of Arbormast, in the densest woods of the highlands dwell the abominable ape-men of the mountains. Or so the gnomes say. Accounts vary, and many tell us they are as fearsome as they look. But according to the Lay of Widowheath, they are quite gentle, despite their beastly demeanor." The old fighter's voice goes just a bit higher, in what his companions have learned to recognize as the voice he uses when reciting from memory: Terror then seized Agatheens For ape-men came in sight Their jagged teeth, their feral miens Bristleing hides as black as night. So Agotheens turned then and fled Falling, she thought soon she’d be dead An ape-man lifted her instead She sensed then that all would be right. The ape-men returnd her to health Brought her spring water and fruits Set her free, with no heed of wealth Gave her clean clothing and boots But so fond of them she had grown That she wishèd not to go home But duty made leave them alone She hastened to Widowheath’s disputes. "Odd, isn’t it, how their reputation is so dark, but so little is really known? And the only mention in the bards’ standard repertoire are those two fleeting verses, which contradict the general perception?" Argus returns to his normal gruff speaking voice to reflect, then continues setting up his tale. "Whatever the truth, few indeed who live today can speak firsthand about the ape-men of the highlands. But I? Well, to tell the truth I am not certain." "It was around forty years ago, during the wars, and I was hastening across the highlands alone, carrying urgent dispatches to Arbormast. At one of the rocky heights, I became aware of hoofbeats, someone in pursuit, so I urged my mount to greater speed. An enemy scout? Brigands? A well-intended stranger? I had no desire to find out who followed, nor could I risk the dispatches."" "Evening approached as I rode up the slope toward Misty Pass, and the sun sank behind the tree-clad ridge before me. Unease assailed me at once, for with the shade came a sense of watchful foreboding. Something was out there, marking my movements. I could not help but think of all the whispered tales of the ape-men. I was an exposed target, and I knew it, yet all I could do was to crouch low in the saddle and urge my mount onward, up the pass. Every stride, I expected arrows out of the trees. Or perhaps some deadly cantrip." Argus may not be the most talented tale-teller, but he knows how to build suspense and bring his audience along for the ride. "I wish I could tell you that it was duty that kept me to my steed. And I did indeed keep in mind the importance of those dispatches. But at the same time, I could not think of any safer alternative. Turning back to face my pursuers would be at least as risky. Northward, the Harpy’s Mountain rose in series of ramparts too steep for a horse. South, the very trees from which the sense of menace emanated. All I could do was push forward, urge my faithful steed to greater speed." "I was almost to the summit when I saw the dark figure looming off to my right. Dark and tall, with eyes flashing. And then suddenly I rode high enough to see over Misty Pass, and the rays of the setting sun pierced my eyes, temporarily blinding me and searing that dark figure in my mind. I shook my head to try to clear it, and looked back as we cleared the pass, but there was no sign of that figure. But then, no arrows nor spells came forth from the treeline either, as the horse picked up speed heading downhill once more at last." "I made it to Arbormast before the dusk was through, and delivered the missives, so they were warned of the enemy’s advance. And never again have I seen a figure to match the one I glimpsed so briefly on Misty Pass. On reflection, I think it was very likely one of the ape-men that I saw. That, or a bugbear wearing a hat," he qualifies, a glint in his eye. Statblock [b][url=https://test.myth-weavers.com/sheets/?id=2788524]Argus the Sentinel[/url][/b] [i]Human Fighter 8 LG[/i] [b]AC[/b] 17 [b]HP[/b] 76 [b]Speed[/b] 30ft [b]Str[/b] 18 (4) [b]Dex[/b] 9 (-1) [b]Con[/b] 16 (3) [b]Wis[/b] 14 (2) [b]Int[/b] 12 (1) [b]Cha[/b] 12 (1) [b]Attacks[/b] [b]Glaive +1 (slashing, heavy, reach. 2-hand)[/b] +8 1d10+1 [b]Handaxe (slashing, light, thrown 20/60)[/b] +7 1d6 [b]Crossbow (piercing, ammunition, heavy, loading, 2-hand 100/400)[/b] +2 1d10 [b]Net (special, thrown 5/15)[/b] +3 - [b][/b] Feats: Alert (+5 initiative, can't be surprised while conscious, unseen doesn't grant advantage on attack rolls) Great Weapon Master (On your turn, when you score a critical hit with a melee weapon or reduce a creature to 0 hit points with one, you can make one melee weapon attack as a bonus action. Before you make a melee attack with a heavy weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack's damage.) Fighting Style: Great Weapon Fighting (When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2). Second Wind: On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. 1x per short or long rest. Action Surge: On your turn, you can take one additional action. 1x per short or long rest. Martial Archetype: Battle Master Combat Superiority: 5 d8 superiority dice. Maneuvers: Bait and Switch; Goading Attack; Brace; Commander's Strike; Lunging Attack. Extra Attack: Attack 2x instead of 1x with Attack action. Know Your Enemy (spend at least 1 minute observing another creature out of combat to gain insight about 2 characteristics). Human Fighter 8 LG AC 17 HP 76 Speed 30ft Str 18 (4) Dex 9 (-1) Con 16 (3) Wis 14 (2) Int 12 (1) Cha 12 (1) Attacks Glaive +1 (slashing, heavy, reach. 2-hand) +8 1d10+1 Handaxe (slashing, light, thrown 20/60) +7 1d6 Crossbow (piercing, ammunition, heavy, loading, 2-hand 100/400) +2 1d10 Net (special, thrown 5/15) +3 - Feats: Alert (+5 initiative, can't be surprised while conscious, unseen doesn't grant advantage on attack rolls) Great Weapon Master (On your turn, when you score a critical hit with a melee weapon or reduce a creature to 0 hit points with one, you can make one melee weapon attack as a bonus action. Before you make a melee attack with a heavy weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack's damage.) Fighting Style: Great Weapon Fighting (When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2). Second Wind: On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. 1x per short or long rest. Action Surge: On your turn, you can take one additional action. 1x per short or long rest. Martial Archetype: Battle Master Combat Superiority: 5 d8 superiority dice. Maneuvers: Bait and Switch; Goading Attack; Brace; Commander's Strike; Lunging Attack. Extra Attack: Attack 2x instead of 1x with Attack action. Know Your Enemy (spend at least 1 minute observing another creature out of combat to gain insight about 2 characteristics).
  16. AC: 16 | HP: 51/51 | HD: 8/8 Animal Friendship: 1/1 | Misty Step: 1/1 "Callie." Callie suddenly blurts it out, realising they completely forgot to introduce themselves. "And Argus, and Barris." She gestures to the other two as she says their names. "And... you've already met Aurelia and Calar." Introductions done, Callie doesn't make any immediate move to start her own story, instead looking at Aurelia and Argus. The two of them had surely accrued some fascinating stories in their time, and Callie was herself excited to hear them as well, leaning forward intently in her seat.
  17. "I find myself agreeing with... the young lady." He starts to glance Callie's way, but catches himself before his curse gets him too much carried away again. "That's more like... if I were to tell you all about the kinds of fish you can find in the river. Interesting facts, but not much of a tale." He thinks for a moment. "I'll give that a 'maybe', let some of the others speak, and maybe we'll get an extra good story from someone." By this point they're well into the river by now, and it's clear that Jacoby, and likely most if not all the fisherfolk, are quite strong. Even with the raft floating, it still takes no small effort to continue to push the raft across the river rather than with the flow. He doesn't seem to mind though, the kind of strong that comes with laboring every day. It's still morning, the sun not too hot yet, but it's shine still bounces off the water the same. There are other boats, spread out, of people actually fishing. Some have nets, others setting traps, they can see one woman with a harpoon at the ready, and even a couple with fishing rods. "The thing with a story, is it has a heart to it. Like the priest's story. You don't need to embellish the moment his friend's fell, or they triumphed over the evil, but you can still feel it in here." He taps his heart. "Stories make us laugh, and cry, give us a sense of comfort or unease. Heck, stories lead kingdoms to war sometimes. There's a real power there. Plus, it's just fun to pass the time with. It's my solution to avoid awkward conversations. A good story breaks the ice as good as anything I've ever seen."
  18. AC: 16 | HP: 51/51 | HD: 8/8 Animal Friendship: 1/1 | Misty Step: 1/1 Callie flashes Jacoby a smile when he glances at her, but she's not sure if he catches it with the way he looks away. "Oh c'mon, you skipped the actual story there!" Callie's clearly dissatisfied with Barris' tale, mostly economics as it was. "What'd you do? Get into any good chases with the guard?"
  19. Barris Astelan Human Scribe 8 AC 18 HP 48/48 HD 8/8d6 1st 4/4 2nd 3/3 3rd 2/2 4th 2/2 Condition Normal "I'd heard of the disturbance at Dreykun's Ferry, but I didn't realize..." Barris starts, looking at Calar with surprise. "The full story didn't make it all the way out to the town I was in at the time, but to put it another way, the gist of the story certainly did. I even heard people discussing it in the tavern." Hoping to save Jacoby, Callie, and the rest of the group a second fumble, Barris keeps up his momentum as the conversation moves forward. "A story, is it..." He thinks for a few moments, resting a hand on the book in the sling around his shoulder. "I could read out some finance records from the capital. Guaranteed to make the trip pass in a flash, as I'm sure it'll put you all straight to sleep." He chuckles to himself, but continues. "Well, one thing that comes to mind - ah, and a cautionary tale at that. If you ever have occasion to do business in Alondale, stay away from a trading house called the Ruby Road. For a long time now they've been engaged in price fixing scams, especially on leather goods. Some could argue that's just the privilege afforded by being a large and successful trading house, but in fact it's rooted in exploitation of purchase points and strong-arming the suppliers of hides, which goes beyond simple economics of wholesaling into..." He trails off, looking around, and clears his throat. "In any case, Alondale as a whole is quite under the trading house's thumb and their reach is extensive. And, as it turns out, they have stringent objections to people attempting to disrupt their dirty business, which is why there are warrants for my arrest out across much of the western part of the country." He says this last part with a certain amount of pride, sitting up on the bench and looking rather pleased.
  20. It's a simple enough matter to get everyone on, along with a pony, and potentially a horse depending on Aurelia's choice. It would be less room to move around, but they could all fit with a little extra room. Jacoby listens to the story as he holds a very long pole that he pushes the raft forward with. "Ooh, that's a bittersweet tale to start with. Guess it makes sense for your faith to try to help with things and stop cults. I uh... asked around a bit last night, admit I didn't really know much about the Martyred Radiance besides the name and some stereotypes, so thought I'd wizen up just a bit." He focuses a moment on his steering getting them back on track going across the river instead of with the current. "Seems like that's a common tale though. Feels like a lot of sagas start with separating the ones who rise up as heroes and the ones who end up tragically. One of the reasons I never took to adventuring myself. Plenty of scrapes and scratches with the local beasts, thank you very much. Got cursed just fine without jumping into any dungeons." He nods. "But I thank you for the story. All right, who's next?" He glances to Callie, but looks away quickly, a bit sheepishly after his rough start.
  21. Human Cleric of Peace AC 19 HP 67 HD 8/8d8 Channel Divinity: 2/2 Spell Slots 1st: 4/4 2nd: 3/3 3rd: 3/3 4th: 2/2 Skills-1 Athletics +2 Acrobatics +2 Sleight of Hand +5 Stealth +0 Arcana +0 History +0 Investigation +0 Nature +3 Religion +5 A. Handling +8 Insight +5 Medicine +8 Perception +8 Survival +1 Deception +1 Intimidation +1 Performance +7 Persuasion | Saves Saving Throws Strength: -1 Dexterity: +2 Constitution: +6 Intelligence: +0 Wisdom: +8 Charisma: +4 | SpellsCantrips: Guidance, Light, Sacred Flame, Toll the Dead 1st: heroism*, sanctuary*, bless, command, healing word 2nd: aid*, warding bond*, hold person, lesser restoration, silence, spiritual weapon 3rd: beacon of hope*, sending*, dispel magic, revivify, spirit guardians 4th: aura of purity*, Otiluke's resilient sphere*, banishment, death ward, stone shape Calar stares uncomfortably at the awkward interaction between Callie and Jacoby. It's like watching two newborn foals trying to walk for the first time. There's a lot of face planting. Not that he's an expert by any means, quite the opposite. The cleric is happy to help load the raft with anything that needs to be loaded. He does not shy away from hard work. When they all get aboard, he says, "Well, I can start with the first story." "It started back when I first was getting out of the seminary. I was a ward of the church, so I did most of my growing up around the faith. I will never forget when I got my first request for help. It was a fall day and it was starting to get cold. The Archpriest himself asked me to look into some farmers that were complaining about missing livestock. They told me it was wolves or bandits. I was always good at talking to people, so if it was bandits, they thought I could talk then out of attacking the village. It was a small place called Dreykun's Ferry. Ever heard of it? Anyway, so I rounded up a team of eager heroes to figure out what was happening. There was five of us: Hank, Sheila, Erik, and Preston...but we called him Presto. But when we got there, it wasn't what it seemed." Calar pauses a moment as his mind drifts back to the memory. Their names are forever written into his soul. He continues saying, "We found out later that the animals had been taken alive. Hank figured out that it was goblins by their tracks. They were tricky though and hard to find. When we did find them, they were decidedly NOT interested in negotiating a peace. We found some... disturbing stuff in the goblin lair though. The animals had been sacrificed. It was...yucky. Sheila didn't make it either. Those stupid goblins killed her." "Well, that wasn't the end of the tale though. It turns out the goblins were working for a demonic cult; we found one of them in the lair. Anyway, we had to find THEM next. That was tricky too. They were holed up in an ancient, buried temple that was hidden in the back of an old cavern underground. The cult was small though, but strong. They were looking to summon the demon to this world and needed blood sacrifices to do it. We fought our way to the ritual chamber to corner their high priest. They were the darkest sort of evil with no interest in being saved. It was a epic fight...well, at least it seemed that way when I was seventeen. We managed to stop the high priest, and stop the ritual but at great cost. Only Hank and I survived. But we stopped a sinister evil from killing so many innocent lives." He sighs and says seriously, "It's when I learned that you cannot talk you way out of every situation...which is what I usually do. And that some people are beyond saving or do not want to be saved. I am grateful to Her for the humbling life lesson." Tabletop A bit of a lazy nod to the character names from d&d cartoon. Calar is 19, so this story happened two years ago.
  22. AC: 16 | HP: 51/51 | HD: 8/8 Animal Friendship: 1/1 | Misty Step: 1/1 Callie blushes beet red. But she still smiles. "Oh. Um, thank you. That's very kind of you say." Callie's clearly embarrassed too, shuffling her feet a wee bit. Honestly, the compliment alone she could have taken, but everything else... well, that just made it more awkward. "Um, right. Yes. Best get moving." Callie quickly forces herself to stop shuffling her feet, but still, she's glad for Jacoby to go and put a stop to the embarrassment. Or at least a pause to it, as she suddenly became keenly aware that they'd all be sharing a small raft together soon enough.
  23. The Pilgrims find themselves have a peaceful, quaint night. There are not enough beds, but there are plenty of blankets and the group find themselves sharing a room, all sleeping near one another. It's cozier than the dilapidated temple from Barrow was. Barris finds himself answer questions for the eager elder daughter, wanting to know as much as she can about as much as she can. Argus is able to place an order for an outfit for his niece, to be ready on their journey back. Aurelia is able to help around with the night chores, a sense of satisfaction of doing her part. Calar is able to put his best foot forward promoting the faith, both to little Jessa as well as the rest of the family. And Callie is able to relax, knowing she'll see her friend tomorrow. The morning comes and goes, a nice breakfast, a short time to show Wilsy and Jessa the horse and poney, and then they're off. The full group is able to find Honest Jacoby, his large raft all ready to go, all right next to one of the docks so everyone can easily get on, for the most part at least. "Good morning to you, pilgrims! Hope you've all a story ready to share. Any order you please, though it's always nice to save the best for last. Best is pretty subjective though, and I realize that often times people think their own story is better, brings out a competitiveness. Admittedly it's a trick to try to get each of you to try to top each other with interesting tales." If Aurelia and Calar had warned the others of Jacoby's curse, his words certainly confirmed it. If not... then his honesty is both refreshing and strange at the same time. "So I met two of you, as for you three... oh wow. You're beautiful. I'm embarrassed that I just called you beautiful. But I meant it. But I'm still embarrassed. I'm going to get us ready to launch to get out of this embarrassing situation." It's to Callie that his compliment, and embarrassment, is centered around.
  24. AC: 16 | HP: 51/51 | HD: 8/8 Animal Friendship: 1/1 | Misty Step: 1/1 Callie is a little quiet over dinner, though her smile is broad as she enjoys the food, savouring the seafood once again. She considers trying to entertain people with her "magic" tricks again, as she had in Barrow, but it didn't feel quite appropriate. Hester had actual magic, after all, and Calar seemed to have Jessa well entertained. Instead, she tries to strike up a conversation with Wilsy beside her. "A teacher, eh? You're good with your letters, then? I never had the patience for it myself; never even learned most of the scripture. I'd much rather be working with my hands. But"—she gives the girl a big smile—"it's an important calling. Someone had to teach the kids like me anyway. perhaps you could ask Barris for some advice." She points over at the wizard. "He's a big scholar."
  25. Ludonarrative Not too long ago I was introduced to the term "ludonarrative dissonance", which originally described video games, when the game mechanics pulled someone from the narrative. It can be when an invisible wall prevents a character from going out of a "zone" even when there's nothing in the game world to physically stop them. It can also be when despite the narrative of imminent danger in the main storyline, we can take our time with playful, silly-themed side quests. As games have become more advanced, letting people "choose their own adventure" has become more common, which in some ways gives more ways to sync the game and story elements, and in some ways can offer more ways to break the story as written. My thought on this with D&D as someone who prefers a sense of emotional anchoring to my games, who despite being cool with over-sized weapons, with fantastical, magic geography, still prefer the actual people to act in ways that makes sense, this concept hits close to my own gaming preferences. This is at the root of many of my GM Opinions, such as which elements of anime I'm cool with or not, what kind of characters I like to accept and not, of my thoughts on storytelling. I accept that many great and critically acclaimed stories and movies do seek to be more random, quirky, add strange things, but even the best of those usually are rooted in some form of reality even if it's different than our own. What it does also remind me of is the limits to games like D&D. Occasionally I've seen people who try to use D&D to farm story ideas. I personally think that at best, it should only be done in small doses. D&D games do not, and should not, operate like a novel. Part of the fun of the game is freedom, of the randomness of the dice that can make for unexpected moments that a decent author would not put in the story. Even as I've leaned more towards the "roleplaying" side of roleplaying games, as other posts have shown, I find myself drawn back to the "game" half. Sometimes that appeal is have a character drop to their knees and giving a dramatic scream. Sometimes the appeal is to catch the GM unaware with just the right spell that makes an otherwise dangerous foe slipping and fall on their butt. For my own purposes, my goal is to try to keep both in mind, celebrate both, and to be cool when the game mechanics and player choices sometimes run counter to what a concise, connected, themed story might be. It is trying to expect a narrative that holds some structure, some anchoring for things within our control, and to not overly dwell on those aspects that are outside of it such as that natural 1 or natural 20 rolled. In other words, it's giving myself, and hopefully others a I play with permission to have fun and not to sweat the occasional strangeness in a game, but instead have that as part of the enjoyment.
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