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About This Game

War Comes to Krynn The world has ended, and it’s ending again. Three hundred years ago, the Cataclysm brought ruin to the world of Krynn. In a single day, an age of wonders came to an end. Countless innocents died, the face of the world was reshaped, and the gods themselves faded into legend. Through ages of struggle, the peoples of Krynn survived, but the world isn’t what it was. Those nations that remain linger in the shadows of their ancestors’ wonders. Only slowly have they begun to push back centuries of darkness and rediscover how the world has changed. Then came the Dragon Armies, legions of soldiers devoted to the wicked god Takhisis the Dragon Queen, and the world faces ruin once more. The War of the Lance has begun, and in a conflict between gods and dragons, a wounded world hangs in the balance.

Game System

D&D 5e

Detailed Description

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War Comes to Krynn!

   The world has ended, and it’s ending again.

   Three hundred years ago, the Cataclysm brought ruin to the world of Krynn. In a single day, an age of wonders came to an end. Countless innocents died, the face of the world was reshaped, and the gods themselves faded into legend. Through ages of struggle, the peoples of Krynn survived, but the world isn’t what it was. Those nations that remain linger in the shadows of their ancestors’ wonders. Only slowly have they begun to push back centuries of darkness and rediscover how the world has changed.

   Then came the Dragon Armies, legions of soldiers devoted to the wicked god Takhisis the Dragon Queen, and the world faces ruin once more. The War of the Lance has begun, and in a conflict between gods and dragons, a wounded world hangs in the balance.

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  1. What's new in this game
  2. Merituuli Kaiutin AC: 18 (Breastplate, +2 Shield) | HP: 18/58 (5d10+10+10) | HD: 5/5 | Speed: 30 ft., Swim 30 ft. Senses: passive Perception 20 (Expertise, Darkvision 60 ft.), Insight 17, Investigation 10 Str:Save: +4 Athletics: +4 Carrying Capacity: 180 lb. Lift/Push/Drag: 360 lb. 12 (+1) | Dex:Initiative: +7 (Alert) Save: +5 Acrobatics: +2 Sleight of Hand: +2 Stealth: +2* *Cloak of Elvenkind grants Advantage 14 (+2) | Con:Save: +2 14 (+2) | Int:Save: +0 Arcana: +0 History: +0 Investigation: +0 Nature: +3 Religion: +0 10 (+0) | Wis:Save: +4 Animal Handling: +7 Insight: +7 Medicine: +4 Perception: +10★ Survival: +7 ★Expertise in Perception (Deft Explorer - Canny) 18 (+4) | Cha:Save: -1 Deception: -1 Intimidation: -1 Performance: -1 Persuasion: -1 8 (-1) Languages: Common, Elvish, Kenderspeak, Kharolian, Khur “My words” | ‘My thoughts’ | My actions . . . Tomb of Heroes Merituuli lets out a sigh of relief as Vigdan's arrow pierces through Sarlamir's remains and returns the undead knight to restful death along with his underlings. He gives the man a nod of respect and says, "Nice shot, Vigdan. Don't think I could've taken another hit from that traitorous scum." He leans heavily on the baculite shell, allowing it to support his weight while he catches his breath. He pats Artanis's shoulder when the knight shows his concern, answering, "I'll be fine in a minute. You're one to talk anyway, you're just as busted up." He gives Artanis a grin before adding, "Meant every word of what I said, by the way. You're more of a knight than Sarlamir ever was." Merituuli stays off to the side to recover for a moment, letting the others look through the treasure hoard, until Artanis calls him over and shows him the leaf-scroll. He chuckles at the note tied to it before tentatively pulling at the stem of the leaf. He grins as the leaf unfurls, and his grin only grows wider as he reads the elvish script. "The Kagonesti dialect is a little different, but I think I've got the gist of it." He carefully wraps the leaf around the baculite shell, then says the words to activate its magic - "Har aestar." A rush of wind tinged with the scent of saltwater swirls in the chamber as the leaf glows and merges into the shell. A winding pearl inlay begins to form along the shell's surface, cresting waves and wind currents tied together into a double helix from end to end, glowing a soft white. Merituuli studies the new designs closely for a few moments before holding the shell at arm's length. "Well, time to put it to the test. Here goes... shillelagh!" The pearl inlay glows even brighter as wind and water flow around the shell, following the same path as the new additions. The shell then shudders before the head and arms of a ghostly, squid-like creature emerge from the open end of the shell. The tentacles twist together until they form a straight, swirling, spear-like extension. Merituuli looks curiously at the creature, the baculite's eye glancing back towards him, and muses aloud, "I knew something was still in there. Suppose you need a name... heh, how about I name you after Mother's sea life consultant? That man came up with a name for every creature with a shell he came across. Yes, that works. Welcome to the team, Lamarck." Sanctuary Shattered Merituuli shares what they had learned about Lord Soth's plans and the City of Lost Names with Darrett. "We did what we could, but Soth was five steps ahead the whole time. I also have to wonder who made those recently-carved caves... makes me think there was an agent of Takhisis already here, unfortunately. Can't be too sure on that though." He nods along to Artanis's and Arlo's discussion on the gods, adding, "I know the gods by other names, but I know Abbuku is watching us as well. He's persistence, after all. Even when the odds have been stacked against us, we've found the drive to keep fighting for what we believe in. I'll send a prayer up as well - the more the better, right?" After the discussion has finished, he takes a moment to gather up Vigdan, Fairla, and Arlo and presents the three with two items. One is the dark green Cloak of Elvenkind, and the other is a wand topped with a bejeweled silver spider - the Wand of Web. "I think these are best in your hands, now. I'll let you three decide on who gets what." OOC Alert: Other creatures don't gain advantage on attack rolls against you as a result of being unseen by you. Concentration: — Bonus Action: — Movement: — Action: — Reaction: — Actions & Resources Actions: Attacks Per Action: 2 Baculite Shell (Shillelagh). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 1d8+4 bludgeoning damage. Thorn Whip. Melee Spell Attack: +7 to hit, range 30 ft., one target. Hit: 2d6 piercing damage. Heavy Crossbow (heavy, loading, two-handed). Ranged Weapon Attack: +5 to hit, range 100/400 ft., one target. Hit: 1d10+2 piercing damage. Dagger (finesse, light, thrown). Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 1d4+2 piercing damage. Baculite Shell (Quarterstaff) (versatile). Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1d6+1 bludgeoning damage. Versatile damage: 1d8+1 bludgeoning damage. Net (thrown, special). Ranged Weapon Attack: +5 to hit, range 5/15 ft., one target. Hit: A Large or smaller creature hit by a net is restrained until it is freed. A net has no effect on creatures that are formless, or creatures that are Huge or larger. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the net (AC 10) also frees the creature without harming it, ending the effect and destroying the net. Bonus Actions: Primal Companion: Take Action. As a bonus action on your turn you command your Primal Companion to take another action. That action can be one in its stat block or some other action. You can also sacrifice one of your attacks when you take the Attack action to command the beast to take the Attack action. If you are incapacitated, the beast can take any action of its choice, not just Dodge. Other: Favored Foe. When you hit a creature with an attack roll, you can call on your mystical bond with nature to mark the target as your favored enemy for 1 minute or until you lose your concentration (as if you were concentrating on a spell). The first time on each of your turns that you hit the favored enemy and deal damage to it, including when you mark it, you can increase that damage by 1d4. You can use this feature to mark a favored enemy a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. This feature’s extra damage increases when you reach certain levels in this class: to 1d6 at 6th level and to 1d8 at 14th level. Friend of the Sea. You can communicate simple ideas to any Beast with a swimming speed. It can understand your words but you cannot understand it in return. Ammunition: 19/20 Crossbow Bolts Class Features: 1/3 Favored Foe Marks 3/4 1st Level Spells 2/2 2nd Level Spells
  3. Hunni Ravenwing, of clan Collic AC: 18 (Scale Mail+2 Shield +2 Dex) | HP: 40/40 (THP 4) (hd 5d8) | Speed: 30 ft. Senses: Darkvision, passive Perception 11, Insight 11, Investigation 9 StrSave: -1 Athletics: -1 Carrying Capacity: 120 lb. Lift/Push/Drag: 240 lb.: 8 (-1) | DexSave: +2 Acrobatics: +2 Slight-of-Hand: +2 Stealth: +2☆ ☆ disadvantage on Dexterity (Stealth) checks from Scale Mail Armor. Initiative: +2: 14 (+2) | ConSave: +2: 15 (+2) | IntSave: -1 Arcana: +2 History: +2 Investigation: -1 Nature: +2 Religion: -1: 8 (-1) | WisSave: +4 Animal Handling: +1 Insight: +1 Medicine: +1 Perception: +1 Survival: +4: 12 (+1) | ChaSave: +7 Deception: +7 Intimidation: +4 Performance: +4 Persuasion: +4: 19 (+4) Languages: You can speak, read, and write Common, Gullytalk, Elven, and Dwarven Sanctuary Shattered As Arlo gives vent to his happiness at the gods' return, Hunni shrugs. "That's one opinion," she comments, cryptically. Then, she notices that her new rod seems to share even more with her whip than she previously thought. Perhaps she won't need her shield to hide the rod, after all. "Actually, Coltan, now that I think of it... Could you help me make the shield so that I can sort of juggle my whip without dropping the snake staff? Like, with a hook? Or... Or a way to attach the rod to my belt while I am wielding it, so if I drop it I don't lose it? I never needed to worry about that with just Jezebel, since I can always reform her and her physical form will disappear if I drop it and walk away anyway, but this rod... It is more of a physical feature I don't think will follow me if I leave behind." OOC Armor of Agathys, 4 THP, 15 cold damage to anyone hitting her in melee. Movement: — Action: When we get the chance, she wants to buy a gilded skull worth at least 300 gp from Wyhan, for the material component of Summon Undead. If there is anything I am guessing a black robed mage would sell, it would be components for necromancy spells... Bonus Action: — Reaction: — Actions and Resources Actions Eldritch Blast (cantrip). Ranged Spell Attack: + 7 to hit, 2 beams, range 120 ft, one target. Hit: (1d10 + cha) force damage. Infestation (cantrip). Spell: Constitution Save DC 15, range 30 ft, one target. On failed save: (1d6) poison damage, and target must move 5' in a random direction (d4; 1-North, 2-South, 3-East, 4-West). ☆ Improved Pact Weapon varies, usually whip (+1 to hit, damage, spell focus) ☆Whip (finesse, reach). Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: (1d4 + 5) slashing damage. Battleaxe (versatile). Melee Weapon Attack: reach 5 ft., one target. Hit: (1d8 - 1) slashing damage. Versatile: (1d10 - 1) slashing damage. ☆Staff of the Python (versatile). Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: (1d6 +4) bludgeoning damage. Versatile: (1d8 +4) bludgeoning damage. ☆ Note: With Hex Warrior, can set one weapon to use Charisma instead of Strength or Dexterity for to-hit and damage. Normally Staff of the Python, but also always Pact Weapon. Bonus Actions Hexblade's Curse. Starting at 1st level, you gain the ability to place a baleful curse on someone. As a bonus action, choose one creature you can see within 30 feet of you. The target is cursed for 1 minute. The curse ends early if the target dies, you die, or you are incapacitated. Until the curse ends, you gain the following benefits: You gain a bonus to damage rolls against the cursed target. The bonus equals your proficiency bonus. Any attack roll you make against the cursed target is a critical hit on a roll of 19 or 20 on the d20. If the cursed target dies, you regain hit points equal to your warlock level + your Charisma modifier (minimum of 1 hit point). You can’t use this feature again until you finish a short or long rest. Grovel, Cower, and Beg (Reskinned Draconic Cry). As a bonus action, you let out a cry at your enemies within 10 feet of you. Until the start of your next turn, you and your allies have advantage on attack rolls against any of those enemies who could hear you. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. Spellcasting Spell Slots: 0 / 2, cast at 3rd level, refreshed at short rest Free Spells from Feats: 1/long rest - Hex, Dissonant Whispers, Suggestion Hunni is a spellcaster. Her spell slots are at 3rd level. She has 2 spell slots. Her spellcasting attribute is Charisma. Spell Save DC 15. Spell Attack Modifier +7. She can use an arcane focus as a spellcasting focus. Cantrips: Eldritch Blast, Infestation, Prestidigitation, Minor Illusion Spells Known: Armor of Agathys, Wrathful Smite ©, Hex © (feat), Dissonant Whispers (feat), Unseen Servant, Blur ©, Misty Step, Suggestion © (feat), Hunger of Hadar © Invocations: Improved Pact Weapon, Agonizing Blast, Thirsting Blade Life Channel. You can channel your life force into the power of your magic. When a creature you can see within 60 feet of you fails a saving throw against a spell that deals damage that you cast, you can expend a number of Hit Dice equal to the level of the spell. Roll the expended Hit Dice and add them together. The damage that the creature takes increases by an amount equal to that total. Amulet of Proof against Detection and Location. While wearing this amulet, you are hidden from divination magic. You can't be targeted by such magic or perceived through magical scrying sensors.
  4. Kender Entertainer Arcane Trickster Rogue AC: 16 (Studded Leather) | HP: 48/48 | Speed: 40 ft. Senses: passive Perception 18, Insight 15, Investigation 16 StrSave: +0 Athletics: +0 Carrying Capacity: 120 lb. Lift/Push/Drag: 240 lb.: 8 (-1) | DexSave: +8 Acrobatics: +8 Sleight of Hand*: +11 Stealth: +8 *expertise: 18 (+4) | ConSave: +3: 14 (+2) | IntSave: +6 Arcana: +6 History: +3 Investigation: +6 Religion: +3 Nature: +3: 14 (+2) | WisSave: +2 Animal Handling: +2 Insight: +5 Medicine: +2 Perception*: +8 Survival: +2 *Expertise: 12 (+1) | ChaSave: +1 Deception: +1 Intimidation: +1 Performance: +4 Persuasion: +1: 10 (+0) Languages: You can speak, read, and write Common, Kenderpseak, and Thieves' Cant Sanctuary Shattered Arlo's eyes go wide and his mouth opens into an "o" as Artanis tells him that the dirty old spearhead is one of the legendary dragonlances. He stares at it for a moment and then hands it back to Artanis. "Well, if you dropped it, Artanis, I think you should be more careful. It's a good thing I found it for you. I won't always be around. I think this is too important to lose," he says. He pauses for a moment, considering his friend's words about the gods. "I don't know nearly as much about the gods as Coltan does, but I'm glad they're back. I don't think they'd come back to abandon us again. Branchala wouldn't do that, at least. I know he's not one of the knightly gods, like Paladine or Kiri-Jolith, but I like to think that Branchala is watching out for us too. It may seem silly to hope that the god of music is with us right now, but Branchala's song is the song of life. It's... it's hope. And even if things don't seem great right now, since Lord Soth is back and Caradoc killed all those important people and Takhisis is back with armies of dragons, that makes hope even more important. As long as we hold on to hope, that means Takhisis can't win, not really. People underestimate Branchala, just like they underestimate us kender. I know I can be silly. There are lots of things that you big folk talk about that I don't understand. But I do understand hope. Hope is knowing that there is something amazing on the other side of the locked door. Hope is knowing that they'll eventually let you out of jail. And hope is being there for your friends when they need you. And if we can be there for our friends, then Branchala can be there for us too." He closes Artanis' larger fingers around the remains of the dragonlance and holds on to the knight's hand for a moment. Arlo's hand almost looks like a child's in comparison to Artanis' hand. He smiles up at his friend. "I'll say a prayer to Branchala to fix the dragonlance. I don't think Paladine would mind if he did that. I think you should go on hoping that the gods will change their minds and make the lance work again. If we stop believing and hoping, then Takhisis and all the bad guys will have won." OOC Action: Move: Bonus Action: Taunt: 2/3 Spell Slots: 3/3 1st Level Pipes of the Sewers: 3/3
  5. Human Knight of Solamnia AC: 21 (Plate, Shield +1) | HP: 11/38 (0 THP) | HD: 5/5 | Speed: 30 ft. Senses: passive Perception 11, Insight 14, Investigation 9 StrSave: +4 Athletics: +7 Carrying Capacity: 270 lb. Lift/Push/Drag: 540 lb.: 18 (+4) | DexInitiative: +2★ Save: −1 Acrobatics: −1 Slight-of-Hand: −1 Stealth: −1☆ ★ Add Cha to Initiative (class feature) ☆ disadvantage on Dexterity (Stealth) checks from Plate Armor.: 8 (–1) | ConSave: +1: 13 (+1) | IntSave: -1 Arcana: -1 History: -1 Investigation: -1 Nature: -1 Religion: -1: 8 (-1) | WisSave: +4 Animal Handling: +4 Insight: +4 Medicine: +1 Perception: +1 Survival: +4: 12 (+1) | ChaSave: +6 Deception: +3 Intimidation: +6 Performance: +3 Persuasion: +9*: 16 (+3) Languages: You can speak, read, and write Common and Solamnic DR3 vs nonmagical bludgeoning, slashing, piercing. Brooch of ShieldingWhile wearing this brooch, you have resistance to force damage, and you have immunity to damage from the magic missile spell.. Force all attacks targeted at mount to target Artanis instead. Mount has EvasionIf your mount is subjected to an effect that allows it to make Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. “My words,” | ‘My thoughts,’ | My actions . . . Inside the catacombs Artanis looks at Fairla's offered sack. "Huh, that certainly saves a lot of time," he says with a touch of amazement. Back upstairs, Artanis relates the bulk of the story regarding Lord Soth's fall and betrayal with a mixture of anger and sadness - when coming to the ongoing treachery and commitment to evil that both the former knight and Sarlamir showed, it changes solely to anger. "Caradoc, the foul creature pretending to be a knight that executed this massacre, did at least not hold any Oath, unlike Soth and Sarlamir. Not only did they betray everything the Order stood for and their own word, but for their souls to continue to do so in death? They remain a stain upon this world that it is the duty of every Knight to expunge." He nods at the wisdom from the two dwarves. "I agree - perhaps we need to better strike at the root of the darkness. When Sarlamir died in the tomb, so did all those other undead knights. Perhaps if we journey to this City of Lost Names and undo Lord Soth's soul all those bound to his evil will also falter. That may at least let the army fight on only one front," he suggests to both the party and audience at large. "Hunni, Fairla, the two of you are most familiar with this sort of thing, do you think that might work? Cut the head off the snake?" When Arlo pulls out the rusted head of the dragonlance Artanis' brow furrows in confusion, and he pats down his pouches - riding them predictably empty. "Hm," he mutters quietly, "I must have dropped it." He steps forward to beside the little Kender. "Well it certainly once was - it's the last remnant of the dragonlance the spirit told us about. I recognise it from the storybooks. Except Sarlamir betrayed his honour again and used it to slay one of Palantine's own, and thus it crumbled. I was hoping that putting it to the use of good again might restore it." He shrugs. "Perhaps it's just a childish hope, but if it can be destroyed by divine judgement then surely it can be restored by such again. The Gods are moving in the world once more." He glances towards Vigdan, having noticed his offering before Kiri-Jolith in the tomb, but offers no further comment. OOC Action: - Bonus Action: - Movement: - Reaction: — Object Interaction: — Mount Action: — Mount Movement: — Actions & Resources Actions: Longsword +1 (versatile). Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 7) slashing damage. Versatile damage: 9 (1d10 + 5) slashing damage. Javelin (range, thrown) [0]. Thrown Weapon Attack: +7 to hit, ranged 30/120 ft., one target. Hit: 7 (1d6 + 4) piercing damage. RDA Javelin (range, thrown) [12]. Thrown Weapon Attack: +7 to hit, ranged 30/120 ft., one target. Hit: 7 (1d6 + 4) piercing damage, 1d4 fire damage. Lance (special). Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 12 (1d12 + 6) piercing damage, 1d4 Fire damage. Battlefield Presence.When you take the Attack action, in place of making an attack, you can use your Battlefield Presence to grant a friendly creature that can see or hear you an additional attack the next time they take the Attack action during their turn. Any additional attacks granted that are unused at the start of your next turn are lost. A friendly creature can only gain one additional attack from this feature per round from this feature. Bonus Actions: Rallying Mark As a bonus action, you can expend a number of Leadership Dice (up to your per turn limit) to rally your allies to attack a hostile creature within 60 feet of you. The next time damage is rolled against that target by an allied creature before the start of your next turn, they can add the Leadership Dice to the damage roll, and the attacking creature regains hit points equal to the amount rolled on the Leadership Dice. Urgent Orders As a bonus action, you can expend a number of Leadership Dice (up to your per turn limit) to guide your allies in expeditious action. Target an allied creature within 60 feet of you that can see or hear you, that creature can immediately use its reaction to move up to its movement speed (up to a maximum of 30 feet) without provoking opportunity attacks. Roll the leadership dice expended, the target gains temporary hit points equal to the value rolled. Helpful Word As a bonus action, you can spend a Leadership Die to take the Help action. When you use the Help action to aid an ally in attacking a creature, the target of that attack can be within 30 feet of you, rather than within 5 feet of you, if your ally can see or hear you. Commanding Rally As a bonus action, you can command one ally within 30 feet of yourself to attack. If that ally can see or hear you, they can immediately make one weapon attack as a reaction. If the attack hits, the ally can roll a d8 and add the number rolled as a bonus to the attack's damage roll. You can use this bonus action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. 1/3 (Long Rest) Class Features: Precise StrikeOnce per turn, when you make a weapon attack roll against a creature, you can cause the attack roll to have advantage. If the attack hits, you roll a d8 and add the number rolled as a bonus to the attack’s damage roll. You can use this benefit a number of times equal to your proficiency bonus, but a use is expended only if the attack hits. You regain all expended uses when you finish a long rest.. 2/3 (Long Rest) Leadership Dice (d6). 1/5 (Short Rest, 1/turn) Lead the Charge. When you roll initiative you gain temporary hit points equal to your Charisma modifier + your proficiency bonus (6 THP).
  6. Coltan Bluetemper AC: 21 (Splint +Cloak +Soul +2 Shield) | HP: 61/61 (6d8+18+6) | Speed: 30 ft. Senses: Darkvision 60 ft., Passive Perception 17, Insight 14, Investigation 13 StrSave: +3 Athletics: +6 Carrying Capacity: 210 lb. Lift/Push/Drag: 420 lb.: 14 (+2) | DexInitiative: −1 Save: +0 Acrobatics: −1 Slight-of-Hand: −1 Stealth: −1☆ ☆ Splint mail gives disadvantage: 8 (–1) | ConSave: +4: 16 (+3) | IntSave: +1 Arcana: +0 History: +0 Investigation: +3 Nature: +0 Religion: +3: 10 (+0) | WisSave: +8 Animal Handling: +7 Insight: +4 Medicine: +4 Perception: +7 Survival: +7: 18 (+4) | ChaSave: +4 Deception: +0 Intimidation: +0 Performance: +0 Persuasion: +3: 10 (+0) Magic: +7 DC 15 | ChannelTurn Undead Harness Divine Power 0 / 1 per Long Artisan's Blessing 2/2 | Cantrips1. Sacred Flame VS 2. Word of Radiance VM 3. Light VM 4. Mending VSM minute | 1stD. Identify VSM Ritual D. Searing Smite V Bonus 1. Bless VSM 2. Detect Magic VS Concentration, Ritual 3. Healing Word V Bonus 4. Cure Wounds VS 5. Guiding Bolt VS 4/4 | 2ndD. Heat Metal VSM Concentration D. Magic Weapon VS Concentration 6. Lesser Restoration VS 7. Spiritual Weapon VS Bonus 3/3 | 3rdD. Elemental Weapon VS Concentration D. Protection from Energy VS Concentration 8. Dispel Magic VS 9. Mass x6 Healing Word V, Bonus 10. Spirit Guardians VSM Concentration 2/2 Languages: Speak, read, and write Common and Dwarvish Sanctuary Shattered Coltan is a bit surprised with Hunni's question but tries not to show it. "Sure Hunni. We can take a look at it after we finish here." OOC I think Hunni needs to keep the rod in her hand. Her hexblades can sprout from the rod, I think. GM call of course. Either way, it would be a great experience for Hunni and Coltan to bond... Bonus Action: — Movement: — Action: — Reaction: — Use Object: — Concentration: — Actions and Resources Actions +1 Holy Warhammer (versatile). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1d8 + 3 magic, fire damage. Versatile damage: 1d10 + 3 magic, fire damage. Warhammer (versatile). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1d8 + 2 bludgeoning damage. Versatile damage: 1d10 + 2 bludgeoning damage. Handaxe (light, thrown). Melee & Ranged Weapon Attack: +4 to hit, ranged 20/60 ft., one target. Hit: 1d6 + 2 slashing damage. Dagger (light, thrown). Melee & Ranged Weapon Attack: +4 to hit, ranged 20/60 ft., one target. Hit: 1d4 + 2 piercing damage. Spell-casting: +7 or DC 15 | 1st 4/4 | 2nd 3/3 | 3rd 3/3 Cantrips Sacred Flame (V, S). Spell Attack: Dex DC 13, ranged 60 ft., one target. Fail: 1d8 radiant damage. Word of Radiance (V, M). Spell Attack: Con DC 13, ranged 5 ft., each creature of your choice. Fail: 1d6 radiant damage. Light (V,M). You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action. If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell. Mending (V,S,M). This spell repairs a single break or tear in an object you touch, such as broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage. This spell can physically repair a magic item or construct, but the spell can't restore magic to such an object. 1st level spells prepared Forge Domain: Identify (V,S,M) Ritual. You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it. If you instead touch a creature throughout the casting, you learn what spells, if any, are currently affecting it. Forge Domain: Searing Smite (V). The next time you hit a creature with a melee weapon attack during the spell's duration, your weapon flares with white-hot intensity, and the attack deals an extra 1d6 fire damage to the target and causes the target to ignite in flames. At the start of each of its turns until the spell ends, the target must make a Constitution saving throw. On a failed save, it takes 1d6 fire damage. On a successful save, the spell ends. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames (such as the target being submerged in water), the spell ends. Bless (V,S,M). You bless up to three creatures of your choice within 30 ft. 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. Concentration up to 1 minute. Cure Wounds (V,S). A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs. Detect Magic (V,S) Concentration, Ritual. 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. Concentration up to 10 minutes. Healing Word (V) Bonus. A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs. Guiding Bolt (V,S). Make a ranged spell attack against the target within 120 feet. On a hit, the target takes 4d6 radiant damage, and the next attack roll made against this target before the end of your next turn has advantage 2nd-Level Spells Prepared Forge Domain: Heat Metal (V,S,M) Concentration. Choose a manufactured metal object, such as a metal weapon or a suit of heavy or medium metal armor, that you can see within range. You cause the object to glow red-hot. Any creature in physical contact with the object takes 2d8 fire damage when you cast the spell. Until the spell ends, you can use a bonus action on each of your subsequent turns to cause this damage again. If a creature is holding or wearing the object and takes the damage from it, the creature must succeed on a Constitution saving throw or drop the object if it can. If it doesn't drop the object, it has disadvantage on attack rolls and ability checks until the start of your next turn. Forge Domain: Magic Weapon (V,S) Concentration. You touch a nonmagical weapon. Until the spell ends, that weapon becomes a magic weapon with a +1 bonus to attack rolls and damage rolls. 6. Spiritual Weapon (V,S) Bonus. When you cast the spell, you can make a melee spell attack against a creature within 5 feet of the weapon. On a hit, the target takes force damage equal to 1d8 + your spellcasting ability modifier. As a bonus action on your turn, you can move the weapon up to 20 feet and repeat the attack against a creature within 5 feet of it. 7. Lesser Restoration (V,S). You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned. 3rd-Level Spells Prepared Forge Domain: Elemental Weapon (V,S) Concentration. A nonmagical weapon you touch becomes a magic weapon. Choose one of the following damage types: acid, cold, fire, lightning, or thunder. For the duration, the weapon has a +1 bonus to attack rolls and deals an extra 1d4 damage of the chosen type when it hits. Forge Domain: Protection from Energy (V,S) Concentration. For the duration, the willing creature you touch has resistance to one damage type of your choice: acid, cold, fire, lightning, or thunder. 8. Dispel Magic: (V,S). Choose one creature, object, or magical effect within range. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a successful check, the spell ends. 9. Mass Healing Word: (V) Bonus. As you call out words of restoration, up to six creatures of your choice that you can see within range regain hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs. 10. Spirit Guardians: (V,S,M) Concentration. You call forth angelic spirits to protect you. They flit around you to a distance of 15 feet for the duration. When you cast this spell, you can designate any number of creatures you can see to be unaffected by it. An affected creature's speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Wisdom saving throw. On a failed save, the creature takes 3d8 radiant damage. On a successful save, the creature takes half as much damage. Channel Divinity: 2/2 short rest Turn Undead. Expend a use of your Channel Divinity as an action to make each undead that can see or hear you within 30 feet of you to make a Wisdom DC 13. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage. Starting at 5th level, when an undead of CR 1/2 or lower fails its saving throw against your Turn Undead feature, the creature is instantly destroyed. Harness Divine Power. As a bonus action, expend a use of your Channel Divinity to regain one expended spell slot, the level of which can be no higher than half your proficiency bonus (rounded up). Artisan's Blessing. You conduct an hour-long ritual that crafts a nonmagical item that must include some metal: a simple or martial weapon, a suit of armor, ten pieces of ammunition, a set of tools, or another metal object (see chapter 5, "Equipment," in the Player's Handbook for examples of these items). The creation is completed at the end of the hour, coalescing in an unoccupied space of your choice on a surface within 5 feet of you. The thing you create can be something that is worth no more than 100 gp. As part of this ritual, you must lay out metal, which can include coins, with a value equal to the creation. The metal irretrievably coalesces and transforms into the creation at the ritual's end, magically forming even nonmetal parts of the creation. The ritual can create a duplicate of a nonmagical item that contains metal, such as a key, if you possess the original during the ritual. War Caster You have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage. You can perform the somatic components of spells even when you have weapons or a shield in one or both hands. When a hostile creature's movement provokes an opportunity attack from you, you can use your reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature Soul of the Forge You gain resistance to fire damage. While wearing heavy armor, you gain a +1 bonus to AC.
  7. Hunni Ravenwing, of clan Collic AC: 18 (Scale Mail+2 Shield +2 Dex) | HP: 40/40 (THP 4) (hd 5d8) | Speed: 30 ft. Senses: Darkvision, passive Perception 11, Insight 11, Investigation 9 StrSave: -1 Athletics: -1 Carrying Capacity: 120 lb. Lift/Push/Drag: 240 lb.: 8 (-1) | DexSave: +2 Acrobatics: +2 Slight-of-Hand: +2 Stealth: +2☆ ☆ disadvantage on Dexterity (Stealth) checks from Scale Mail Armor. Initiative: +2: 14 (+2) | ConSave: +2: 15 (+2) | IntSave: -1 Arcana: +2 History: +2 Investigation: -1 Nature: +2 Religion: -1: 8 (-1) | WisSave: +4 Animal Handling: +1 Insight: +1 Medicine: +1 Perception: +1 Survival: +4: 12 (+1) | ChaSave: +7 Deception: +7 Intimidation: +4 Performance: +4 Persuasion: +4: 19 (+4) Languages: You can speak, read, and write Common, Gullytalk, Elven, and Dwarven Sanctuary Shattered While they are giving their report, Hunni seems distracted. She approaches Coltan during a lull in the conversation to ask "Coltan? Do you think you could do something to modify my shield? I am wondering if it would be possible to move this strap here, and possibly attach the Rod here, so I could grip it to hold the shield in place?" She points to the strap she holds on to secure the shield, indicating that she would like some way to attach the rod to the shield, so she could hold both at once by gripping the rod. Otherwise, she doesn't have much more to add to the reports. Hunni spends some time humming to herself, and gazing off into space, as new spells and powers are slowly being understood. Even her whip seems to be forming itself of more sturdy shadow-stuff. At some point, she takes some time to consult with Wyhan; the more experienced black robe would certainly have what she suddenly feels she needs. OOC Armor of Agathys, 4 THP, 15 cold damage to anyone hitting her in melee. Movement: — Action: When we get the chance, she wants to buy a gilded skull worth at least 300 gp from Wyhan, for the material component of Summon Undead. If there is anything I am guessing a black robed mage would sell, it would be components for necromancy spells... Bonus Action: — Reaction: — Actions and Resources Actions Eldritch Blast (cantrip). Ranged Spell Attack: + 7 to hit, 2 beams, range 120 ft, one target. Hit: (1d10 + cha) force damage. Infestation (cantrip). Spell: Constitution Save DC 15, range 30 ft, one target. On failed save: (1d6) poison damage, and target must move 5' in a random direction (d4; 1-North, 2-South, 3-East, 4-West). ☆ Improved Pact Weapon varies, usually whip (+1 to hit, damage, spell focus) ☆Whip (finesse, reach). Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: (1d4 + 5) slashing damage. Battleaxe (versatile). Melee Weapon Attack: reach 5 ft., one target. Hit: (1d8 - 1) slashing damage. Versatile: (1d10 - 1) slashing damage. ☆Staff of the Python (versatile). Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: (1d6 +4) bludgeoning damage. Versatile: (1d8 +4) bludgeoning damage. ☆ Note: With Hex Warrior, can set one weapon to use Charisma instead of Strength or Dexterity for to-hit and damage. Normally Staff of the Python, but also always Pact Weapon. Bonus Actions Hexblade's Curse. Starting at 1st level, you gain the ability to place a baleful curse on someone. As a bonus action, choose one creature you can see within 30 feet of you. The target is cursed for 1 minute. The curse ends early if the target dies, you die, or you are incapacitated. Until the curse ends, you gain the following benefits: You gain a bonus to damage rolls against the cursed target. The bonus equals your proficiency bonus. Any attack roll you make against the cursed target is a critical hit on a roll of 19 or 20 on the d20. If the cursed target dies, you regain hit points equal to your warlock level + your Charisma modifier (minimum of 1 hit point). You can’t use this feature again until you finish a short or long rest. Grovel, Cower, and Beg (Reskinned Draconic Cry). As a bonus action, you let out a cry at your enemies within 10 feet of you. Until the start of your next turn, you and your allies have advantage on attack rolls against any of those enemies who could hear you. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. Spellcasting Spell Slots: 0 / 2, cast at 3rd level, refreshed at short rest Free Spells from Feats: 1/long rest - Hex, Dissonant Whispers, Suggestion Hunni is a spellcaster. Her spell slots are at 3rd level. She has 2 spell slots. Her spellcasting attribute is Charisma. Spell Save DC 15. Spell Attack Modifier +7. She can use an arcane focus as a spellcasting focus. Cantrips: Eldritch Blast, Infestation, Prestidigitation, Minor Illusion Spells Known: Armor of Agathys, Wrathful Smite ©, Hex © (feat), Dissonant Whispers (feat), Unseen Servant, Blur ©, Misty Step, Suggestion © (feat), Hunger of Hadar © Invocations: Improved Pact Weapon, Agonizing Blast, Thirsting Blade Life Channel. You can channel your life force into the power of your magic. When a creature you can see within 60 feet of you fails a saving throw against a spell that deals damage that you cast, you can expend a number of Hit Dice equal to the level of the spell. Roll the expended Hit Dice and add them together. The damage that the creature takes increases by an amount equal to that total. Amulet of Proof against Detection and Location. While wearing this amulet, you are hidden from divination magic. You can't be targeted by such magic or perceived through magical scrying sensors.
  8. Level 6 Gains: 1 New Spell: Fly Retrained spell Unseen Servant --> Summon Undead Level 6 HP: Rolled 7, +2 con, total 9. HP from 40 --> 49 Level 6 - Otherworldly Patron Feature - Accursed Specter Starting at 6th level, you can curse the soul of a person you slay, temporarily binding it in your service. When you slay a humanoid, you can cause its spirit to rise from its corpse as a specter. When the specter appears, it gains temporary hit points equal to half your warlock level. Roll initiative for the specter, which has its own turns. It obeys your verbal commands, and it gains a special bonus to its attack rolls equal to your Charisma modifier (minimum of +0). The specter remains in your service until the end of your next long rest, at which point it vanishes to the afterlife. Once you bind a specter with this feature, you can't use the feature again until you finish a long rest.
  9. Kender Entertainer Arcane Trickster Rogue AC: 16 (Studded Leather) | HP: 48/48 | Speed: 40 ft. Senses: passive Perception 18, Insight 15, Investigation 16 StrSave: +0 Athletics: +0 Carrying Capacity: 120 lb. Lift/Push/Drag: 240 lb.: 8 (-1) | DexSave: +8 Acrobatics: +8 Sleight of Hand*: +11 Stealth: +8 *expertise: 18 (+4) | ConSave: +3: 14 (+2) | IntSave: +6 Arcana: +6 History: +3 Investigation: +6 Religion: +3 Nature: +3: 14 (+2) | WisSave: +2 Animal Handling: +2 Insight: +5 Medicine: +2 Perception*: +8 Survival: +2 *Expertise: 12 (+1) | ChaSave: +1 Deception: +1 Intimidation: +1 Performance: +4 Persuasion: +1: 10 (+0) Languages: You can speak, read, and write Common, Kenderpseak, and Thieves' Cant Tomb of Heroes Arlo shouts with glee as Vigdan's arrow ends Sarlamir's life... unlife... undeath? Whatever it is that animates gross undead things. "Great job, Vigdan! You're so awesome with a bow!" he shouts. As the others begin investigating the tomb, Arlo starts to root through the treasure in the two stone boxes. He grabs a zircon and holds it up to his eye. He giggles as it tinges the world around him blue-green. "Oh Fairla, you look so silly when I do this!" he chuckles as he turns his head to the wizard who is inspecting the treasure for magic. He drops the gem into her magic bag when she suggests that they use it to carry the treasure up to the city above. As he's dropping gems and coins into the bag of holding (and a few pretty gems absentmindedly into his pouches), his small hand closes around a wooden wand. "I wonder what this does?" he asks, waving it above his head. A magic missile shoots out of the end of the wand, colliding harmlessly into the ceiling above and dislodging a few shards of rock. His eyes go wide with awe. "Please tell me I can keep this. It's amazing!" Sanctuary Shattered As the others tell the story of what they discovered below, Arlo interrupts with "helpful" clarifications. As the others begin to talk about the City of Lost Names, the conversation makes Arlo feel sad. How could a city lose its name? he wonders. At some point, he pulls a rusty spearhead out of one of his pouches. "Do you think this could be important?" he asks. "I found it in Sarlamir's tomb, when the rest of you were busy looking at everything else. It seems like it should be important. Otherwise, why would they bury it with Sarlamir? Humans bury important stuff with people, right? Kender give away important stuff so it stays useful and important for all our friends and relations. It doesn't look very useful, though." OOC Action: Move: Bonus Action: Taunt: 2/3 Spell Slots: 3/3 1st Level Pipes of the Sewers: 3/3
  10. Level 6 Hit Points: 48 + 5 (1d8 average) + 2 (Con) + 2 (Tough) = 57 Expertise - At 6th level, choose two more of your skill proficiencies, or one more of your skill proficiencies and your proficiency with thieves' tools. Your proficiency bonus is doubled for any ability check you make that uses either of these proficiencies. Stealth, Investigation
  11. Vigdan 'The Dog' Luchen Variant Human Smuggler Scout Rogue AC: 16 (Studded Leather, +4 Dex) | HP: 53/53 | Speed: 40 ft. Senses: passive Perception 15, Insight 15, Investigation 12 Str: 8 (-1) | Dex: 18 (+4) | Con: 12 (+1) | Int: 14 (+2) | Wis: 14 (+2) | Cha: 10 (+0) Languages: You can speak, read, and write Common, Solamnic and Thieves' Cant “My words,” Vigdan Luchen said. | ‘My thoughts’ Vigdan Luchen thought. | My actions . . . OOC Action: Bonus Action: Movement: Reaction: Arrows: 8/20 OOC:
  12. Level 6 Hit Points: 43+8+1(Con)+2 (Tough) = 54 Expertise - At 6th level, choose two more of your skill proficiencies, or one more of your skill proficiencies and your proficiency with thieves' tools. Your proficiency bonus is doubled for any ability check you make that uses either of these proficiencies. Thieves' Tools, Stealth
  13. Vigdan 'The Dog' Luchen Variant Human Smuggler Scout Rogue AC: 16 (Studded Leather, +4 Dex) | HP: 33/43 | Speed: 40 ft. Senses: passive Perception 15, Insight 15, Investigation 12 Str: 8 (-1) | Dex: 18 (+4) | Con: 12 (+1) | Int: 14 (+2) | Wis: 14 (+2) | Cha: 10 (+0) Languages: You can speak, read, and write Common, Solamnic and Thieves' Cant “My words,” Vigdan said. | ‘My thoughts’ Vigdan thought. | My actions . . . Tomb of Heroes Vigdan gathers with the others to check their wounds and to make sure they're all ok. Although his chest still aches from where the horse hit him, he considers himself lucky that he didn't take a hit from Sarlamir like Merituuli and Artanis. Sifting through the treasure, the vastness of which is overwhelming to him, they find a pair of leather bracers of a type that an archer would wear. Fairla suspects they are magical and they are passed to him. He had never used bracers, instead he just wrapped his arm in cloth to protect them. He unwraps the cloth from his arm and puts them on. Before they leave the tomb, Vigdan plucks the arrow that dropped Sarlamir from the still skeletal corpse and carries it with him through the halls until they reach the statue of Kiri-Jolith near the entrance of the catacombs. He places the arrow at the feet of the statue and bows his head briefly. Sanctuary Shattered Vigdan keeps close to the others. He is glad that the carnage in the council room is being attended to and is gladdened further when Darrett, Marshall Vendri and the military show up a few hours later. Kalaman is safe for now. OOC Action: Bonus Action: Movement: Reaction: Arrows: 8/20 OOC:
  14. HP New, Level 6 Max HP: 46 New Class Features 1 additional Leadership Die. Prepare for Battle Starting at 6th level, you can spend a minute preparing creatures for combat. You can expend a number of Leadership Dice up to your per turn limit, rolling them and causing five your creatures of your choice (potentially including yourself) to gain temporary hit points equal to the number rolled. Allies that have benefited from this ability can expend a number of hit dice equal to the number of Leadership Dice you expended, using them as they would during a short rest. Any temporary hit points gained from this last until you complete a short or long rest. Leadership dice limit increase (2)
  15. Hill Dwarf Outlander Wild Magic Barbarian AC: 18 (+1Dex + 4Con + 3Shield ) | HP: 93/93 | HD: 6d12/6d12 | Speed: 25' Senses: passive Perception 11, Insight 11, Investigation 10 StrSave: +6 Athletics: +6 Carrying Capacity: 240 lb. Lift/Push/Drag: 480 lb.: 16 (+3) | DexSave: +1 Acrobatics: +1 Slight-of-Hand: +1 Stealth: +1: 13 (+1) | ConSave: +7: 18 (+4) | IntSave: +0 Arcana: +0 History: +0 Investigation: +0 Nature: +3 Religion: +0: 10 (+0) | WisSave: +1 Animal Handling: +4 Insight: +1 Medicine: +1 Perception: +1 Survival: +4: 12 (+1) | ChaSave: -1 Deception: -1 Intimidation: +2 Performance: -1 Persuasion: -1: 8 (-1) Languages: You can speak, read, and write Common, Dwarvish, Elvish Wild Surge Rages: 4/4 | Magic Awareness: 3/3 | Bolstering MagicBeginning at 6th level, you can harness your wild magic to bolster yourself or a companion. As an action, you can touch one creature (which can be yourself) and confer one of the following benefits of your choice to that creature: For 10 minutes, the creature can roll a d3 whenever making an attack roll or an ability check and add the number rolled to the d20 roll. Roll a d3. The creature regains one expended spell slot, the level of which equals the number rolled or lower (the creature’s choice). Once a creature receives this benefit, that creature can’t receive it again until after a long rest. You can take this action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.: 3/3 Darkvision 60' | Dwarven ResilienceYou have advantage on saving throws against poison, and you have resistance against poison damage. | StonecunningWhenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus. | Unarmored DefenseWhile you are not wearing any armor, your armor class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit. | Danger SenseAt 2nd level, you gain an uncanny sense of when things nearby aren't as they should be, giving you an edge when you dodge away from danger. You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can't be blinded, deafened, or incapacitated. | Reckless AttackStarting at 2nd level, you can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn. | Extra Attack | Fast MovementStarting at 5th level, your speed increases by 10 feet while you aren't wearing heavy armor. | +1 Red Dragonnel Shield+1 shield that offers resistance to fire damage | Bloodrage BattleaxeWeapon (battleaxe), uncommon; Martial weapon, melee weapon; 7 lb.; 1d8 slashing - versatile; You gain a +2 bonus to attack and damage rolls made with this magic battleaxe while you have half your hit points or fewer. Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack. “My words,” Modri said. | ‘My thoughts,’ Modri thought. | My actions . . . Raided Catacombs Modri is in a grim mood, even as the finish off Sarlamir and are surrounded by treasures. As they sift through it all, they uncover the battleaxe. It is a moment for the Dwarf reflecting on how far his warhammer has taken him, from years before this all started, to first coming across the magical dragon soldiers, to now. He is practical to the core, and ties his warhammer to the side, gripping hard onto his new weapon. The fight against Sarlamir proved two things that have been itching away at him for some time. The first is that there truly are many dangerous things out there far stronger than him. It's not that he thought himself the strongest, more that he's experiencing just how small he is directly. And second, he's seeing the depths of how much he wants to live. Too much. Far too much. Sanctuary Shattered "It's a right mess Darrett. Our lot's done good against this Red Dragon Army, but we can't be everywhere at once. Feels like every time we turn our back one way they strike. Makes for winning battles, and losing a war." He shakes his head regrettably. OOC I don’t always put OOC content in my posts, but when I do, I put it in here.
  16. Kalasääski Level 6 Beast of the Sky AC: 16 (Natural Armor) | HP: 28/28 (6d6+6) | Speed: 10 ft., fly 60 ft. Senses: passive Perception 15 (Darkvision 60 ft.) Str:Save: +1 Athletics: +1 6 (-2) | Dex:Save: +6 Acrobatics: +6 Sleight of Hand: +6 Stealth: +6 16 (+3) | Con:Save: +4 13 (+1) | Int:Save: +2 Arcana: +2 History: +2 Investigation: +2 Nature: +2 Religion: +2 8 (-1) | Wis:Save: +5 Animal Handling: +5 Insight: +5 Medicine: +5 Perception: +5 Survival: +5 14 (+2) | Cha:Save: +3 Deception: +3 Intimidation: +3 Performance: +3 Persuasion: +3 11 (+0) Languages: understands the languages Merituuli speaks Bird is the word. OOC Action: — Bonus Action: — Movement: — Reaction: — Actions & Resources Actions: Shred. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 1d4+6 slashing damage. Other: Flyby. The beast doesn't provoke opportunity attacks when it flies out of an enemy's reach. Primal Bond. You can add your proficiency bonus to any ability check or saving throw that the beast makes.
  17. Merituuli Kaiutin AC: 18 (Breastplate, +2 Shield) | HP: 68/68 (6d10+12+12) | HD: 6/6 | Speed: 35 ft., Climb 35 ft., Swim 35 ft. Senses: passive Perception 20 (Expertise, Darkvision 60 ft.), Insight 17, Investigation 10 Str:Save: +4 Athletics: +4 Carrying Capacity: 180 lb. Lift/Push/Drag: 360 lb. 12 (+1) | Dex:Initiative: +7 (Alert) Save: +5 Acrobatics: +2 Sleight of Hand: +2 Stealth: +2* *Boots of Elvenkind: While you wear these boots, your steps make no sound, regardless of the surface you are moving across. You also have advantage on Dexterity (Stealth) checks that rely on moving silently. 14 (+2) | Con:Save: +2 14 (+2) | Int:Save: +0 Arcana: +0 History: +0 Investigation: +0 Nature: +3 Religion: +0 10 (+0) | Wis:Save: +4 Animal Handling: +7 Insight: +7 Medicine: +4 Perception: +10★ Survival: +7 ★Expertise in Perception (Deft Explorer - Canny) 18 (+4) | Cha:Save: -1 Deception: -1 Intimidation: -1 Performance: -1 Persuasion: -1 8 (-1) Languages: Common, Elvish, Kenderspeak, Kharolian, Khur “My words” | ‘My thoughts’ | My actions . . . Placeholder Text OOC Alert: Other creatures don't gain advantage on attack rolls against you as a result of being unseen by you. Concentration: — Bonus Action: — Action: — Movement: — Reaction: — Actions & Resources Actions: Attacks Per Action: 2 Baculite Shell (Shillelagh). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 1d8+4 bludgeoning damage. Thorn Whip. Melee Spell Attack: +7 to hit, range 30 ft., one target. Hit: 2d6 piercing damage. Heavy Crossbow (heavy, loading, two-handed). Ranged Weapon Attack: +5 to hit, range 100/400 ft., one target. Hit: 1d10+2 piercing damage. Dagger (finesse, light, thrown). Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 1d4+2 piercing damage. Baculite Shell (Quarterstaff) (versatile). Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1d6+1 bludgeoning damage. Versatile damage: 1d8+1 bludgeoning damage. Net (thrown, special). Ranged Weapon Attack: +5 to hit, range 5/15 ft., one target. Hit: A Large or smaller creature hit by a net is restrained until it is freed. A net has no effect on creatures that are formless, or creatures that are Huge or larger. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the net (AC 10) also frees the creature without harming it, ending the effect and destroying the net. Bonus Actions: Primal Companion: Take Action. As a bonus action on your turn you command your Primal Companion to take another action. That action can be one in its stat block or some other action. You can also sacrifice one of your attacks when you take the Attack action to command the beast to take the Attack action. If you are incapacitated, the beast can take any action of its choice, not just Dodge. Other: Favored Foe. When you hit a creature with an attack roll, you can call on your mystical bond with nature to mark the target as your favored enemy for 1 minute or until you lose your concentration (as if you were concentrating on a spell). The first time on each of your turns that you hit the favored enemy and deal damage to it, including when you mark it, you can increase that damage by 1d4. You can use this feature to mark a favored enemy a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. This feature’s extra damage increases when you reach certain levels in this class: to 1d6 at 6th level and to 1d8 at 14th level. Friend of the Sea. You can communicate simple ideas to any Beast with a swimming speed. It can understand your words but you cannot understand it in return. Ammunition: 20/20 Crossbow Bolts Class Features: 3/3 Favored Foe Marks 4/4 1st Level Spells 2/2 2nd Level Spells
  18. Level 6! HP New, Level 6 Max HP: 58 + 6 + 2 (Con Mod) + 2 (Tough Feat) = 68 HP New Class Features Favored Foe Improvement: 1d4 ▶ 1d6 Deft Explorer - Roving: Your walking speed increases by 5 ft., and you gain a climbing speed and a swimming speed equal to your walking speed. Spell Slots Cantrips Known: 2 ▶ 2 Spells Known: 4 ▶ 4 Level 1 Slots: 4 ▶ 4 Level 2 Slots: 2 ▶ 2
  19. Fairla Sunnybank AC: 12 (Mage Armor AC: 15) | HP: 38/38 | HD: 6/6d6 | Speed: 30 ft. Senses (passive): Perception 9, Insight 9, Investigation 17 StrStrength Save: +0 Athletics: +0: 10 (+0) | DexDexterity Save: +2 Acrobatics: +2 Sleight of Hand: +2 Stealth: +2: 14 (+2) | ConConstitution Save: +2 Constitution Checks: +2: 14 (+2) | IntIntelligence Save: +7 Arcana: +7 History: +7 Investigation: +7 Nature: +4 Religion: +7: 18 (+4) | WisWisdom Save: +2 Animal Handling: -1 Insight: -1 Medicine: +2 Perception: -1 Survival: -1: 8 (-1) | ChaCharisma Save: +1 Deception: +1 Intimidation: +1 Performance: +1 Persuasion: +1: 12 (+1) Languages: You can speak, read, and write Common, Dwarvish, Elvish, Gnomish, Kenderspeak, Primordial, and Solamnic Arcane RecoveryYou have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher. For example, if you're a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots. : 3 spell lvls/LR | Arcane WardStarting at 2nd level, you can weave magic around yourself for protection. When you cast an abjuration spell of 1st level or higher, you can simultaneously use a strand of the spell’s magic to create a magical ward on yourself that lasts until you finish a long rest. The ward has hit points equal to twice your wizard level + your Intelligence modifier. Whenever you take damage, the ward takes the damage instead. If this damage reduces the ward to 0 hit points, you take any remaining damage. While the ward has 0 hit points, it can’t absorb damage, but its magic remains. Whenever you cast an abjuration spell of 1st level or higher, the ward regains a number of hit points equal to twice the level of the spell. Once you create the ward, you can't create it again until you finish a long rest. Projected Ward: Starting at 6th level, when a creature that you can see within 30 feet of you takes damage, you can use your reaction to cause your Arcane Ward to absorb that damage. If this damage reduces the ward to 0 hit points, the warded creature takes any remaining damage.: 9/16 HP | Protective WardWhen you or a creature you can see within 30 feet of you takes damage, you can use your reaction to expend a spell slot and weave protective magic around the target. Roll a number of d6s equal to the level of the spell slot expended and reduce the damage the target takes by the total rolled on those dice + your spellcasting ability modifier. “My words,” | ‘My thoughts,’ | My actions... This is a template. OOC Action: — Bonus Action: — Movement: — Reaction: — Object Interaction: — Spells Spellcasting Modifier (Int): +4 Spell Attack: +7 Save DC: 15 Cantrips Fire BoltEvocation cantrip Casting Time: 1 action Range: 120 feet Components: V, S Duration: Instantaneous You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried. This spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). LightEvocation cantrip Casting Time: 1 action Range: Touch Components: V, M (a firefly or phosphorescent moss) Duration: 1 hour You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action. If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell. *Initiate of High Sorcery feat Mage HandConjuration cantrip Casting Time: 1 action Range: 60* feet Components: N/A* Duration: 1 minute A spectral, floating, invisible* hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 60* feet away from you or if you cast this spell again. You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it. The hand can’t attack, activate magic items, or carry more than 10 pounds. *Telekinetic Feat MendingTransmutation cantrip Casting Time: 1 minute Range: Touch Components: V, S, M (two lodestones) Duration: Instantaneous This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it. leaving no trace of the former damage. This spell can physically repair a magic item or construct, but the spell can’t restore magic to such an object. PrestidigitationTransmutation cantrip Casting Time: 1 action Range: 10 feet Components: V, S Duration: Up to 1 hour This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range: • You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor. • You instantaneously light or snuff out a candle, a torch, or a small campfire. • You instantaneously clean or soil an object no larger than 1 cubic foot. • You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour. • You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour. • You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn. If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action. 1st-Level 4/4 Spell Slots ( ) Absorb Elements1st Level Abjuration Casting Time: 1 Reaction, which you take when you take acid, cold, fire, lightning, or thunder damage Range: Self Components: S Duration: 1 Round The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st. ( ) Alarm1st-level abjuration (ritual) Casting Time: 1 minute Range: 30 feet Components: V, S, M (a tiny bell and a piece of fine silver wire) Duration: 8 hours You set an alarm against unwanted intrusion. Choose a door, a window, or an area within range that is no larger than a 20-foot cube. Until the spell ends, an alarm alerts you whenever a Tiny or larger creature touches or enters the warded area. When you cast the spell, you can designate creatures that won’t set off the alarm. You also choose whether the alarm is mental or audible. A mental alarm alerts you with a ping in your mind if you are within 1 mile of the warded area. This ping awakens you if you are sleeping. An audible alarm produces the sound of a hand bell for 10 seconds within 60 feet. [R] (P) [ ] Comprehend Languages1st-level divination (ritual) Casting Time: 1 action Range: Self Components: V, S, M (a pinch of soot and salt) Duration: 1 hour For the duration, you understand the literal meaning of any spoken language that you hear. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text. This spell doesn’t decode secret messages in a text or a glyph, such as an arcane sigil, that isn’t part of a written language. *Initiate of High Sorcery feat [R] ( ) 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. [R] ( ) Feather Fall1st-level transmutation Casting Time: 1 reaction, which you take when you or a creature within 60 feet of you falls Range: 60 feet Components: V, M (a small feather or piece of down) Duration: 1 minute Choose up to five falling creatures within range. A falling creature's rate of descent slows to 60 feet per round until the spell ends. If the creature lands before the spell ends, it takes no falling damage and can land on its feet, and the spell ends for that creature. ( ) Floating Disk1st-level conjuration (ritual) Casting Time: 1 action Range: 30 feet Components: V, S, M (a drop of mercury) Duration: 1 hour This spell creates a circular,horizontal plane of force, 3 feet in diameter and 1 inch thick, that floats 3 feet above the ground in an unoccupied space of your choice that you can see within range. The disk remains for the duration, and can hold up to 500 pounds. If more weight is placed on it, the spell ends, and everything on the disk falls to the ground. The disk is immobile while you are within 20 feet of it. If you move more than 20 feet away from it, the disk follows you so that it remains within 20 feet of you. It can move across uneven terrain, up or down stairs, slopes and the like, but it can’t cross an elevation change of 10 feet or more. For example, the disk can’t move across a 10-foot-deep pit, nor could it leave such a pit if it was created at the bottom. If you move more than 100 feet from the disk (typically because it can’t move around an obstacle to follow you), the spell ends. [R] (p) Grease1st-level conjuration Casting Time: 1 action Range: 60 feet Components: V, S, M (a bit of pork rind or butter) Duration: 1 minute Slick grease covers the ground in a 10-foot square centered on a point within range and turns it into difficult terrain for the duration. When the grease appears, each creature standing in its area must succeed on a Dexterity saving throw or fall prone. A creature that enters the area or ends its turn there must also succeed on a Dexterity saving throw or fall prone. (p) Mage Armor1st-level abjuration Casting Time: 1 action Range: Touch Components: V, S, M (a piece of cured leather) Duration: 8 hours You touch a willing creature who isn’t wearing armor, and a protective magical force surrounds it until the spell ends.The target’s base AC becomes 13 + its Dexterity modifier. The spell ends if the target dons armor or if you dismiss the spell as an action. (p) Magic Missile1st-level evocation Casting Time: 1 action Range: 120 feet Components: V, S Duration: Instantaneous You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4 + 1 force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart for each slot level above 1st. (P) [ ] Shield1st-level abjuration Casting Time: 1 reaction, which you take when you are hit by an attack or targeted by the magic missile spell Range: Self Components: V, S Duration: 1 round An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile. *Initiate of High Sorcery feat (p) Sleep1st Level Enchantment Casting Time: 1 action Range: 90 feet Target: Creatures within 20 feet of a point you choose within range (in ascending order of their current hit points, ignoring unconscious creatures) Components: V S M (A pinch of fine sand, rose petals, or a cricket) Duration: 1 minute This spell sends creatures into a magical slumber. Roll 5d8; the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures). Starting with the creature that has the lowest current hit points, each creature affected by this spell falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature’s hit points from the total before moving on to the creature with the next lowest hit points. A creature’s hit points must be equal to or less than the remaining total for that creature to be affected. Undead and creatures immune to being charmed aren’t affected by this spell. At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d8 for each slot level above 1st. ( ) Unseen Servant1st-level conjuration (ritual) Casting Time: 1 action Range: 60 feet Components: V, S, M (a piece of string and a bit of wood) Duration: 1 hour This spell creates an invisible, mindless, shapeless force that performs simple tasks at your command until the spell ends. The servant springs into existence in an unoccupied space on the ground within range. It has AC 10, 1 hit point, and a Strength of 2, and it can’t attack. If it drops to 0 hit points, the spell ends. Once on each of your turns as a bonus action, you can mentally command the servant to move up to 15 feet and interact with an object. The servant can perform simple tasks that a human servant could do, such as fetching things, cleaning, mending, folding clothes, lighting fires, serving food, and pouring wine. Once you give the command, the servant performs the task to the best of its ability until it completes the task, then waits for your next command. If you command the servant to perform a task that would move it more than 60 feet away from you, the spell ends. [R] 2nd-Level 3/3 Spell Slots ( ) Detect Thoughts2nd-level divination Casting Time: 1 action Range: Self Components: V, S, M (a copper piece) Duration: Concentration, up to 1 minute For the duration, you can read the thoughts of certain creatures. When you cast the spell and as your action on each turn until the spell ends, you can focus your mind on any one creature that you can see within 30 feet of you. If the creature you choose has an Intelligence of 3 or lower or doesn’t speak any language, the creature is unaffected. You initially learn the surface thoughts of the creature—what is most on its mind in that moment. As an action, you can either shift your attention to another creature’s thoughts or attempt to probe deeper into the same creature’s mind. Ifyou probe deeper, the target must make a Wisdom saving throw. If it fails, you gain insight into its reasoning (if any), its emotional state, and something that looms large in its mind (such as something it worries over, loves, or hates). If it succeeds, the spell ends. Either way, the target knows that you are probing into its mind, and unless you shift your attention to another creature’s thoughts, the creature can use its action on its turn to make an Intelligence check contested by your Intelligence check; if it succeeds, the spell ends. Questions verbally directed at the target creature naturally shape the course of its thoughts, so this spell is particularly effective as part of an interrogation. You can also use this spell to detect the presence of thinking creatures you can’t see. When you cast the spell or as your action during the duration, you can search for thoughts within 30 feet of you. The spell can penetrate barriers, but 2 feet of rock, 2 inches of any metal other than lead, or a thin sheet of lead blocks you. You can’t detect a creature with an Intelligence of 3 or lower or one that doesn’t speak any language. Once you detect the presence of a creature in this way, you can read its thoughts for the rest of the duration as described above, even if you can’t see it, but it must still be within range. [c] (p) Hold Person2nd-level enchantment Casting Time: 1 action Range: 60 feet Components: V, S, M (a small, straight piece of iron) Duration: Concentration, up to 1 minute Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them. [c] ( ) Invisibility2nd-level illusion Casting Time: 1 action Range: Touch Components: V, S, M (an eyelash encased in gum arabic) Duration: Concentration, up to 1 hour A creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target’s person. The spell ends for a target that attacks or casts a spell. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. [c] (P) [ ] Lesser Restoration2nd-level abjuration Casting Time: 1 action Range: Touch Components: V, S Duration: Instantaneous You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned. (p) Misty Step2nd-level conjuration Casting Time: 1 bonus action Range: Self Components: V Duration: Instantaneous Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see. 3rd-Level 3/3 Spell Slots (p) Counterspell3rd-level abjuration Casting Time: 1 reaction, which you take when you see a creature within 60 feet of you casting a spell Range: 60 feet Components: S Duration: Instantaneous You attempt to interrupt a creature in the process of casting a spell. If the creature is casting a spell of 3rd level or lower, its spell fails and has no effect. If it is casting a spell of 4th level or higher, make an ability check using your spellcasting ability. The DC equals 10 + the spell’s level. On a success, the creature’s spell fails and has no effect. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the interrupted spell has no effect if its level is less than or equal to the level of the spell slot you used. (p) Dispel Magic3rd-level abjuration Casting Time: 1 action Range: 120 feet Components: V, S Duration: Instantaneous Choose one creature, object, or magical effect within range. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target, make an ability check using your spellcasting ability. The DC equals 10 + the spell’s level. On a successful check, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you automatically end the effects of a spell on the target if the spell’s level is equal to or less than the level of the spell slot you used. (p) Fireball3rd Level Evocation Casting Time: 1 action Range: 150 feet Target: A point you choose within range Components: V S M (A tiny ball of bat guano and sulfur) Duration: Instantaneous A bright streak flashes from your pointing finger to a point you choose within range and then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one. The fire spreads around corners. It ignites flammable objects in the area that aren’t being worn or carried. At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. ( ) Tiny Hut3rd-level evocation (ritual) Casting Time: 1 minute Range: Self (10-foot-radius hemisphere) Components: V, S, M (a small crystal bead) Duration: 8 hours A 10-foot-radius immobile dome of force springs into existence around and above you and remains stationary for the duration. The spell ends if you leave its area. Nine creatures of Medium size or smaller can fit inside the dome with you. The spell fails if its area includes a larger creature or more than nine creatures. Creatures and objects within the dome when you cast this spell can move through it freely. All other creatures and objects are barred from passing through it. Spells and other magical effects can’t extend through the dome or be cast through it. The atmosphere inside the space is comfortable and dry, regardless of the weather outside. Until the spell ends, you can command the interior to become dimly lit or dark. The dome is opaque from the outside, of any color you choose, but it is transparent from the inside. [R] (p) Slow3rd Level Transmutation Casting Time: 1 action Range: 120 feet Target: Up to six creatures of your choice in a 40-foot cube within range Components: V S M (A drop of molasses) Duration: Up to 1 minute You alter time around up to six creatures of your choice in a 40-foot cube within range. Each target must succeed on a Wisdom saving throw or be affected by this spell for the duration. An affected target’s speed is halved, it takes a −2 penalty to AC and Dexterity saving throws, and it can’t use reactions. On its turn, it can use either an action or a bonus action, not both. Regardless of the creature’s abilities or magic items, it can’t make more than one melee or ranged attack during its turn. If the creature attempts to cast a spell with a casting time of 1 action, roll a d20. On an 11 or higher, the spell doesn’t take effect until the creature’s next turn, and the creature must use its action on that turn to complete the spell. If it can’t, the spell is wasted. A creature affected by this spell makes another Wisdom saving throw at the end of its turn. On a successful save, the effect ends for it. Stat Block %5Bb%5DActions%3A%5B%2Fb%5D%0A%5Bb%5DAttacks%3A%5B%2Fb%5D%0A%5Bb%5DFirebolt%20(120%20ft.)%5B%2Fb%5D%20%2B7%202d10%20Fire%0A%5Bb%5DQuarterstaff%20(5%20ft.)%5B%2Fb%5D%20%2B3%201d6(8)%20Bludgeoning%0A%5Bb%5DSpells%3A%5B%2Fb%5D%0A%20%20%20%20You%20can%20cast%20each%20of%20the%20chosen%20spells%20(%5Bi%5DComprehend%20Languages%5B%2Fi%5D%2C%20%5Bi%5DLesser%20Restoration%5B%2Fi%5D%2C%20%5Bi%5DShield%5B%2Fi%5D)%20without%20a%20spell%20slot%2C%20and%20you%20must%20finish%20a%20long%20rest%20before%20you%20can%20cast%20them%20in%20this%20way%20again.%20You%20can%20also%20cast%20the%20spells%20using%20any%20spell%20slots%20you%20have%20of%20the%20appropriate%20level.%0A%0A%5Bb%5DBonus%20Actions%3A%5B%2Fb%5D%0A%20%20%20%20%5Bb%5DTelekinetic%3A%5B%2Fb%5D%20As%20a%20bonus%20action%2C%20you%20can%20try%20to%20telekinetically%20shove%20one%20creature%20you%20can%20see%20within%2030%20feet%20of%20you.%20When%20you%20do%20so%2C%20the%20target%20must%20succeed%20on%20a%20Strength%20saving%20throw%20(DC%2015)%20or%20be%20moved%205%20feet%20toward%20or%20away%20from%20you.%20A%20creature%20can%20willingly%20fail%20this%20save.%20%0A%0A%5Bb%5DReactions%3A%5B%2Fb%5D%0A%20%20%20%20%5Bb%5DShield%3A%5B%2Fb%5D%20An%20invisible%20barrier%20of%20magical%20force%20appears%20and%20protects%20you.%20Until%20the%20start%20of%20your%20next%20turn%2C%20you%20have%20a%20%2B5%20bonus%20to%20AC%2C%20including%20against%20the%20triggering%20attack%2C%20and%20you%20take%20no%20damage%20from%20magic%20missile.%0A%20%20%20%20%5Bb%5DProtective%20Ward%3A%5B%2Fb%5D%20When%20you%20or%20a%20creature%20you%20can%20see%20within%2030%20feet%20of%20you%20takes%20damage%2C%20you%20can%20use%20your%20reaction%20to%20expend%20a%20spell%20slot%20and%20weave%20protective%20magic%20around%20the%20target.%20Roll%20a%20number%20of%20d6s%20equal%20to%20the%20level%20of%20the%20spell%20slot%20expended%20and%20reduce%20the%20damage%20the%20target%20takes%20by%20the%20total%20rolled%20on%20those%20dice%20%2B%20your%20spellcasting%20ability%20modifier.%0A%0A%5Bb%5DFeats%3A%5B%2Fb%5D%0AInitiate%20of%20High%20Sorcery%0AAdept%20of%20the%20White%20Robes%0ALinguist%0ATelekinetic%0A%5Bb%5D%5B%2Fb%5D Actions: Attacks: Firebolt (120 ft.) +7 2d10 Fire Quarterstaff (5 ft.) +3 1d6(8) Bludgeoning Spells: You can cast each of the chosen spells (Comprehend Languages, Lesser Restoration, Shield) without a spell slot, and you must finish a long rest before you can cast them in this way again. You can also cast the spells using any spell slots you have of the appropriate level. Bonus Actions: Telekinetic: As a bonus action, you can try to telekinetically shove one creature you can see within 30 feet of you. When you do so, the target must succeed on a Strength saving throw (DC 15) or be moved 5 feet toward or away from you. A creature can willingly fail this save. Reactions: Shield: An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile. Protective Ward: When you or a creature you can see within 30 feet of you takes damage, you can use your reaction to expend a spell slot and weave protective magic around the target. Roll a number of d6s equal to the level of the spell slot expended and reduce the damage the target takes by the total rolled on those dice + your spellcasting ability modifier. Feats: Initiate of High Sorcery Adept of the White Robes Linguist Telekinetic Inventory Gp: 859 Sp: 5 Cp: 6 Equipped Arcane focus (crystal) Bag of Holding Clothes, common Healer's kit Orb Quarterstaff Robes Spellbook Bag of Holding Abacus Backpack Ball bearings (bag of 1000) Bedroll Bell Blanket Block and tackle Book Bottle, glass Bucket Candle Case, map or scroll Clothes, fine Clothes, traveler's Crowbar Fishing tackle Flask Grappling hook Hammer Hammer, sledge Healer's kit Ink pen Ink, black Ink, blue Lantern, hooded Little bag of sand Manacles Mess kit Oil (flask) Parchment (sheet) Perfume (vial) Pick, miner's Piton Pouch Rations (1 day) Rope, hempen (50 ft.) Rope, silk (50 ft.) Sack Scale mail, Red Dragon Army Scale, merchant's Sealing wax Shovel Signal whistle Small knife Soap Spikes, iron (10) String (10 ft.) Tent, two-person Tinderbox Vial Waterskin Wine, common (pitcher) + pitcher Wine, fine (bottle) Billings (Riding Horse) Bit and bridle Riding saddle Saddlebags Feed (9 days)
  20. Level 6 HP: HP: 32 --> 38 HD: 5d6 --> 6d6 Arcane Ward HP: 14 --> 16 Spell Slots: 3rd Level: 2 --> 3 Spells Known: Slow Fireball Subclass Feature: Arcane Recovery: 2 --> 3 spell levels per LR Projected Ward: Starting at 6th level, when a creature that you can see within 30 feet of you takes damage, you can use your reaction to cause your Arcane Ward to absorb that damage. If this damage reduces the ward to 0 hit points, the warded creature takes any remaining damage.
  21. Fairla Sunnybank AC: 12 (Mage Armor AC: 15) | HP: 32/32 | HD: 5/5d6 | Speed: 30 ft. Senses (passive): Perception 9, Insight 9, Investigation 17 StrStrength Save: +0 Athletics: +0: 10 (+0) | DexDexterity Save: +2 Acrobatics: +2 Sleight of Hand: +2 Stealth: +2: 14 (+2) | ConConstitution Save: +2 Constitution Checks: +2: 14 (+2) | IntIntelligence Save: +7 Arcana: +7 History: +7 Investigation: +7 Nature: +4 Religion: +7: 18 (+4) | WisWisdom Save: +2 Animal Handling: -1 Insight: -1 Medicine: +2 Perception: -1 Survival: -1: 8 (-1) | ChaCharisma Save: +1 Deception: +1 Intimidation: +1 Performance: +1 Persuasion: +1: 12 (+1) Languages: You can speak, read, and write Common, Dwarvish, Elvish, Gnomish, Kenderspeak, Primordial, and Solamnic Arcane RecoveryYou have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher. For example, if you're a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots. : 2 spell lvls/LR | Arcane WardStarting at 2nd level, you can weave magic around yourself for protection. When you cast an abjuration spell of 1st level or higher, you can simultaneously use a strand of the spell’s magic to create a magical ward on yourself that lasts until you finish a long rest. The ward has hit points equal to twice your wizard level + your Intelligence modifier. Whenever you take damage, the ward takes the damage instead. If this damage reduces the ward to 0 hit points, you take any remaining damage. While the ward has 0 hit points, it can’t absorb damage, but its magic remains. Whenever you cast an abjuration spell of 1st level or higher, the ward regains a number of hit points equal to twice the level of the spell. Once you create the ward, you can't create it again until you finish a long rest.: 9/14 HP | Protective WardWhen you or a creature you can see within 30 feet of you takes damage, you can use your reaction to expend a spell slot and weave protective magic around the target. Roll a number of d6s equal to the level of the spell slot expended and reduce the damage the target takes by the total rolled on those dice + your spellcasting ability modifier. “My words,” | ‘My thoughts,’ | My actions... Raided Catacombs Leaning on her quarterstaff, Fairla catches her breath as the undead knights collapse to the floor of the tomb. She looks at each of her companions, thankful that they are somehow still standing. When it comes time to move the treasure, she offers her Bag of Holding and says, "We can carry it out of here in this; it's bigger on the inside, and only half full. If there be too much to take—or if any of you would prefer not to walk just yet—I can conjure a Floating Disk as well." Sanctuary Shattered Re Coltan's question, Fairla racks her brain. "The City of Lost Names is not known to me; it merits further research." OOC Action: History Check in case Fairla actually does know something about the City of Lost Names --> 11 Bonus Action: — Movement: — Reaction: — Object Interaction: — Mage Armor active Spells Spellcasting Modifier (Int): +4 Spell Attack: +7 Save DC: 15 Cantrips Fire BoltEvocation cantrip Casting Time: 1 action Range: 120 feet Components: V, S Duration: Instantaneous You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried. This spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). LightEvocation cantrip Casting Time: 1 action Range: Touch Components: V, M (a firefly or phosphorescent moss) Duration: 1 hour You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action. If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell. *Initiate of High Sorcery feat Mage HandConjuration cantrip Casting Time: 1 action Range: 60* feet Components: N/A* Duration: 1 minute A spectral, floating, invisible* hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 60* feet away from you or if you cast this spell again. You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it. The hand can’t attack, activate magic items, or carry more than 10 pounds. *Telekinetic Feat MendingTransmutation cantrip Casting Time: 1 minute Range: Touch Components: V, S, M (two lodestones) Duration: Instantaneous This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it. leaving no trace of the former damage. This spell can physically repair a magic item or construct, but the spell can’t restore magic to such an object. PrestidigitationTransmutation cantrip Casting Time: 1 action Range: 10 feet Components: V, S Duration: Up to 1 hour This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range: • You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor. • You instantaneously light or snuff out a candle, a torch, or a small campfire. • You instantaneously clean or soil an object no larger than 1 cubic foot. • You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour. • You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour. • You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn. If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action. 1st-Level 0/4 Spell Slots ( ) Absorb Elements1st Level Abjuration Casting Time: 1 Reaction, which you take when you take acid, cold, fire, lightning, or thunder damage Range: Self Components: S Duration: 1 Round The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st. ( ) Alarm1st-level abjuration (ritual) Casting Time: 1 minute Range: 30 feet Components: V, S, M (a tiny bell and a piece of fine silver wire) Duration: 8 hours You set an alarm against unwanted intrusion. Choose a door, a window, or an area within range that is no larger than a 20-foot cube. Until the spell ends, an alarm alerts you whenever a Tiny or larger creature touches or enters the warded area. When you cast the spell, you can designate creatures that won’t set off the alarm. You also choose whether the alarm is mental or audible. A mental alarm alerts you with a ping in your mind if you are within 1 mile of the warded area. This ping awakens you if you are sleeping. An audible alarm produces the sound of a hand bell for 10 seconds within 60 feet. [R] (P) [ ] Comprehend Languages1st-level divination (ritual) Casting Time: 1 action Range: Self Components: V, S, M (a pinch of soot and salt) Duration: 1 hour For the duration, you understand the literal meaning of any spoken language that you hear. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text. This spell doesn’t decode secret messages in a text or a glyph, such as an arcane sigil, that isn’t part of a written language. *Initiate of High Sorcery feat [R] ( ) 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. [R] ( ) Feather Fall1st-level transmutation Casting Time: 1 reaction, which you take when you or a creature within 60 feet of you falls Range: 60 feet Components: V, M (a small feather or piece of down) Duration: 1 minute Choose up to five falling creatures within range. A falling creature's rate of descent slows to 60 feet per round until the spell ends. If the creature lands before the spell ends, it takes no falling damage and can land on its feet, and the spell ends for that creature. ( ) Floating Disk1st-level conjuration (ritual) Casting Time: 1 action Range: 30 feet Components: V, S, M (a drop of mercury) Duration: 1 hour This spell creates a circular,horizontal plane of force, 3 feet in diameter and 1 inch thick, that floats 3 feet above the ground in an unoccupied space of your choice that you can see within range. The disk remains for the duration, and can hold up to 500 pounds. If more weight is placed on it, the spell ends, and everything on the disk falls to the ground. The disk is immobile while you are within 20 feet of it. If you move more than 20 feet away from it, the disk follows you so that it remains within 20 feet of you. It can move across uneven terrain, up or down stairs, slopes and the like, but it can’t cross an elevation change of 10 feet or more. For example, the disk can’t move across a 10-foot-deep pit, nor could it leave such a pit if it was created at the bottom. If you move more than 100 feet from the disk (typically because it can’t move around an obstacle to follow you), the spell ends. [R] (p) Grease1st-level conjuration Casting Time: 1 action Range: 60 feet Components: V, S, M (a bit of pork rind or butter) Duration: 1 minute Slick grease covers the ground in a 10-foot square centered on a point within range and turns it into difficult terrain for the duration. When the grease appears, each creature standing in its area must succeed on a Dexterity saving throw or fall prone. A creature that enters the area or ends its turn there must also succeed on a Dexterity saving throw or fall prone. (p) Mage Armor1st-level abjuration Casting Time: 1 action Range: Touch Components: V, S, M (a piece of cured leather) Duration: 8 hours You touch a willing creature who isn’t wearing armor, and a protective magical force surrounds it until the spell ends.The target’s base AC becomes 13 + its Dexterity modifier. The spell ends if the target dons armor or if you dismiss the spell as an action. (p) Magic Missile1st-level evocation Casting Time: 1 action Range: 120 feet Components: V, S Duration: Instantaneous You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4 + 1 force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart for each slot level above 1st. (P) [ ] Shield1st-level abjuration Casting Time: 1 reaction, which you take when you are hit by an attack or targeted by the magic missile spell Range: Self Components: V, S Duration: 1 round An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile. *Initiate of High Sorcery feat (p) Sleep1st Level Enchantment Casting Time: 1 action Range: 90 feet Target: Creatures within 20 feet of a point you choose within range (in ascending order of their current hit points, ignoring unconscious creatures) Components: V S M (A pinch of fine sand, rose petals, or a cricket) Duration: 1 minute This spell sends creatures into a magical slumber. Roll 5d8; the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures). Starting with the creature that has the lowest current hit points, each creature affected by this spell falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature’s hit points from the total before moving on to the creature with the next lowest hit points. A creature’s hit points must be equal to or less than the remaining total for that creature to be affected. Undead and creatures immune to being charmed aren’t affected by this spell. At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d8 for each slot level above 1st. ( ) Unseen Servant1st-level conjuration (ritual) Casting Time: 1 action Range: 60 feet Components: V, S, M (a piece of string and a bit of wood) Duration: 1 hour This spell creates an invisible, mindless, shapeless force that performs simple tasks at your command until the spell ends. The servant springs into existence in an unoccupied space on the ground within range. It has AC 10, 1 hit point, and a Strength of 2, and it can’t attack. If it drops to 0 hit points, the spell ends. Once on each of your turns as a bonus action, you can mentally command the servant to move up to 15 feet and interact with an object. The servant can perform simple tasks that a human servant could do, such as fetching things, cleaning, mending, folding clothes, lighting fires, serving food, and pouring wine. Once you give the command, the servant performs the task to the best of its ability until it completes the task, then waits for your next command. If you command the servant to perform a task that would move it more than 60 feet away from you, the spell ends. [R] 2nd-Level 2/3 Spell Slots ( ) Detect Thoughts2nd-level divination Casting Time: 1 action Range: Self Components: V, S, M (a copper piece) Duration: Concentration, up to 1 minute For the duration, you can read the thoughts of certain creatures. When you cast the spell and as your action on each turn until the spell ends, you can focus your mind on any one creature that you can see within 30 feet of you. If the creature you choose has an Intelligence of 3 or lower or doesn’t speak any language, the creature is unaffected. You initially learn the surface thoughts of the creature—what is most on its mind in that moment. As an action, you can either shift your attention to another creature’s thoughts or attempt to probe deeper into the same creature’s mind. Ifyou probe deeper, the target must make a Wisdom saving throw. If it fails, you gain insight into its reasoning (if any), its emotional state, and something that looms large in its mind (such as something it worries over, loves, or hates). If it succeeds, the spell ends. Either way, the target knows that you are probing into its mind, and unless you shift your attention to another creature’s thoughts, the creature can use its action on its turn to make an Intelligence check contested by your Intelligence check; if it succeeds, the spell ends. Questions verbally directed at the target creature naturally shape the course of its thoughts, so this spell is particularly effective as part of an interrogation. You can also use this spell to detect the presence of thinking creatures you can’t see. When you cast the spell or as your action during the duration, you can search for thoughts within 30 feet of you. The spell can penetrate barriers, but 2 feet of rock, 2 inches of any metal other than lead, or a thin sheet of lead blocks you. You can’t detect a creature with an Intelligence of 3 or lower or one that doesn’t speak any language. Once you detect the presence of a creature in this way, you can read its thoughts for the rest of the duration as described above, even if you can’t see it, but it must still be within range. [c] (p) Hold Person2nd-level enchantment Casting Time: 1 action Range: 60 feet Components: V, S, M (a small, straight piece of iron) Duration: Concentration, up to 1 minute Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them. [c] (p) Invisibility2nd-level illusion Casting Time: 1 action Range: Touch Components: V, S, M (an eyelash encased in gum arabic) Duration: Concentration, up to 1 hour A creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target’s person. The spell ends for a target that attacks or casts a spell. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. [c] (P) [ ] Lesser Restoration2nd-level abjuration Casting Time: 1 action Range: Touch Components: V, S Duration: Instantaneous You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned. (p) Misty Step2nd-level conjuration Casting Time: 1 bonus action Range: Self Components: V Duration: Instantaneous Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see. 3rd-Level 1/2 Spell Slots (p) Counterspell3rd-level abjuration Casting Time: 1 reaction, which you take when you see a creature within 60 feet of you casting a spell Range: 60 feet Components: S Duration: Instantaneous You attempt to interrupt a creature in the process of casting a spell. If the creature is casting a spell of 3rd level or lower, its spell fails and has no effect. If it is casting a spell of 4th level or higher, make an ability check using your spellcasting ability. The DC equals 10 + the spell’s level. On a success, the creature’s spell fails and has no effect. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the interrupted spell has no effect if its level is less than or equal to the level of the spell slot you used. (p) Dispel Magic3rd-level abjuration Casting Time: 1 action Range: 120 feet Components: V, S Duration: Instantaneous Choose one creature, object, or magical effect within range. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target, make an ability check using your spellcasting ability. The DC equals 10 + the spell’s level. On a successful check, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you automatically end the effects of a spell on the target if the spell’s level is equal to or less than the level of the spell slot you used. ( ) Tiny Hut3rd-level evocation (ritual) Casting Time: 1 minute Range: Self (10-foot-radius hemisphere) Components: V, S, M (a small crystal bead) Duration: 8 hours A 10-foot-radius immobile dome of force springs into existence around and above you and remains stationary for the duration. The spell ends if you leave its area. Nine creatures of Medium size or smaller can fit inside the dome with you. The spell fails if its area includes a larger creature or more than nine creatures. Creatures and objects within the dome when you cast this spell can move through it freely. All other creatures and objects are barred from passing through it. Spells and other magical effects can’t extend through the dome or be cast through it. The atmosphere inside the space is comfortable and dry, regardless of the weather outside. Until the spell ends, you can command the interior to become dimly lit or dark. The dome is opaque from the outside, of any color you choose, but it is transparent from the inside. [R] Stat Block %5Bb%5DActions%3A%5B%2Fb%5D%0A%5Bb%5DAttacks%3A%5B%2Fb%5D%0A%5Bb%5DFirebolt%20(120%20ft.)%5B%2Fb%5D%20%2B7%202d10%20Fire%0A%5Bb%5DQuarterstaff%20(5%20ft.)%5B%2Fb%5D%20%2B3%201d6(8)%20Bludgeoning%0A%5Bb%5DSpells%3A%5B%2Fb%5D%0A%20%20%20%20You%20can%20cast%20each%20of%20the%20chosen%20spells%20(%5Bi%5DComprehend%20Languages%5B%2Fi%5D%2C%20%5Bi%5DLesser%20Restoration%5B%2Fi%5D%2C%20%5Bi%5DShield%5B%2Fi%5D)%20without%20a%20spell%20slot%2C%20and%20you%20must%20finish%20a%20long%20rest%20before%20you%20can%20cast%20them%20in%20this%20way%20again.%20You%20can%20also%20cast%20the%20spells%20using%20any%20spell%20slots%20you%20have%20of%20the%20appropriate%20level.%0A%0A%5Bb%5DBonus%20Actions%3A%5B%2Fb%5D%0A%20%20%20%20%5Bb%5DTelekinetic%3A%5B%2Fb%5D%20As%20a%20bonus%20action%2C%20you%20can%20try%20to%20telekinetically%20shove%20one%20creature%20you%20can%20see%20within%2030%20feet%20of%20you.%20When%20you%20do%20so%2C%20the%20target%20must%20succeed%20on%20a%20Strength%20saving%20throw%20(DC%2015)%20or%20be%20moved%205%20feet%20toward%20or%20away%20from%20you.%20A%20creature%20can%20willingly%20fail%20this%20save.%20%0A%0A%5Bb%5DReactions%3A%5B%2Fb%5D%0A%20%20%20%20%5Bb%5DShield%3A%5B%2Fb%5D%20An%20invisible%20barrier%20of%20magical%20force%20appears%20and%20protects%20you.%20Until%20the%20start%20of%20your%20next%20turn%2C%20you%20have%20a%20%2B5%20bonus%20to%20AC%2C%20including%20against%20the%20triggering%20attack%2C%20and%20you%20take%20no%20damage%20from%20magic%20missile.%0A%20%20%20%20%5Bb%5DProtective%20Ward%3A%5B%2Fb%5D%20When%20you%20or%20a%20creature%20you%20can%20see%20within%2030%20feet%20of%20you%20takes%20damage%2C%20you%20can%20use%20your%20reaction%20to%20expend%20a%20spell%20slot%20and%20weave%20protective%20magic%20around%20the%20target.%20Roll%20a%20number%20of%20d6s%20equal%20to%20the%20level%20of%20the%20spell%20slot%20expended%20and%20reduce%20the%20damage%20the%20target%20takes%20by%20the%20total%20rolled%20on%20those%20dice%20%2B%20your%20spellcasting%20ability%20modifier.%0A%0A%5Bb%5DFeats%3A%5B%2Fb%5D%0AInitiate%20of%20High%20Sorcery%0AAdept%20of%20the%20White%20Robes%0ALinguist%0ATelekinetic%0A%5Bb%5D%5B%2Fb%5D Actions: Attacks: Firebolt (120 ft.) +7 2d10 Fire Quarterstaff (5 ft.) +3 1d6(8) Bludgeoning Spells: You can cast each of the chosen spells (Comprehend Languages, Lesser Restoration, Shield) without a spell slot, and you must finish a long rest before you can cast them in this way again. You can also cast the spells using any spell slots you have of the appropriate level. Bonus Actions: Telekinetic: As a bonus action, you can try to telekinetically shove one creature you can see within 30 feet of you. When you do so, the target must succeed on a Strength saving throw (DC 15) or be moved 5 feet toward or away from you. A creature can willingly fail this save. Reactions: Shield: An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile. Protective Ward: When you or a creature you can see within 30 feet of you takes damage, you can use your reaction to expend a spell slot and weave protective magic around the target. Roll a number of d6s equal to the level of the spell slot expended and reduce the damage the target takes by the total rolled on those dice + your spellcasting ability modifier. Feats: Initiate of High Sorcery Adept of the White Robes Linguist Telekinetic Inventory Gp: 859 Sp: 5 Cp: 6 Equipped Arcane focus (crystal) Bag of Holding Clothes, common Healer's kit Orb Quarterstaff Robes Spellbook Bag of Holding Abacus Backpack Ball bearings (bag of 1000) Bedroll Bell Blanket Block and tackle Book Bottle, glass Bucket Candle Case, map or scroll Clothes, fine Clothes, traveler's Crowbar Fishing tackle Flask Grappling hook Hammer Hammer, sledge Healer's kit Ink pen Ink, black Ink, blue Lantern, hooded Little bag of sand Manacles Mess kit Oil (flask) Parchment (sheet) Perfume (vial) Pick, miner's Piton Pouch Rations (1 day) Rope, hempen (50 ft.) Rope, silk (50 ft.) Sack Scale mail, Red Dragon Army Scale, merchant's Sealing wax Shovel Signal whistle Small knife Soap Spikes, iron (10) String (10 ft.) Tent, two-person Tinderbox Vial Waterskin Wine, common (pitcher) + pitcher Wine, fine (bottle) Billings (Riding Horse) Bit and bridle Riding saddle Saddlebags Feed (9 days)
  22. Coltan Bluetemper AC: 21 (Splint +Cloak +Soul +2 Shield) | HP: 61/61 (6d8+18+6) | Speed: 30 ft. Senses: Darkvision 60 ft., Passive Perception 17, Insight 14, Investigation 13 StrSave: +3 Athletics: +6 Carrying Capacity: 210 lb. Lift/Push/Drag: 420 lb.: 14 (+2) | DexInitiative: −1 Save: +0 Acrobatics: −1 Slight-of-Hand: −1 Stealth: −1☆ ☆ Splint mail gives disadvantage: 8 (–1) | ConSave: +4: 16 (+3) | IntSave: +1 Arcana: +0 History: +0 Investigation: +3 Nature: +0 Religion: +3: 10 (+0) | WisSave: +8 Animal Handling: +7 Insight: +4 Medicine: +4 Perception: +7 Survival: +7: 18 (+4) | ChaSave: +4 Deception: +0 Intimidation: +0 Performance: +0 Persuasion: +3: 10 (+0) Magic: +7 DC 15 | ChannelTurn Undead Harness Divine Power 0 / 1 per Long Artisan's Blessing 2/2 | Cantrips1. Sacred Flame VS 2. Word of Radiance VM 3. Light VM 4. Mending VSM minute | 1stD. Identify VSM Ritual D. Searing Smite V Bonus 1. Bless VSM 2. Detect Magic VS Concentration, Ritual 3. Healing Word V Bonus 4. Cure Wounds VS 5. Guiding Bolt VS 4/4 | 2ndD. Heat Metal VSM Concentration D. Magic Weapon VS Concentration 6. Lesser Restoration VS 7. Spiritual Weapon VS Bonus 3/3 | 3rdD. Elemental Weapon VS Concentration D. Protection from Energy VS Concentration 8. Dispel Magic VS 9. Mass x6 Healing Word V, Bonus 10. Spirit Guardians VSM Concentration 2/2 Languages: Speak, read, and write Common and Dwarvish Coltan silently thanks Reorx for victory against the undead. While he calls on Him in battle and proudly wears His symbol, he does not want to push his faith on his companions. Other gods and beings support them. He wonders, 'maybe I can find an armor smith in Kalaman who can make a set of plate armor worthy of His Apprentice. Maybe I can find faithful masons in Kalaman who can build a cathedral worthy of His works. Maybe Reorx wants to fortify Kalaman. He certainly wants us to defend it from the Queen of Dragons. Let's see what He provides.' Sanctuary Shattered Coltan lets the others describe the events of the day, especially Artanis. At the appropriate time, he adds, "Sarlamir said he planned to take his undead warriors north to follow Lord Soth back to the place of his dishonor, the place in the Northern Wastes, that Soth calls the ‘City of Lost Names’." After a pause, he asks, "does that sound familiar to anyone?" OOC Bonus Action: — Movement: — Action: — Reaction: — Use Object: — Concentration: — Actions and Resources Actions +1 Holy Warhammer (versatile). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1d8 + 3 magic, fire damage. Versatile damage: 1d10 + 3 magic, fire damage. Warhammer (versatile). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1d8 + 2 bludgeoning damage. Versatile damage: 1d10 + 2 bludgeoning damage. Handaxe (light, thrown). Melee & Ranged Weapon Attack: +4 to hit, ranged 20/60 ft., one target. Hit: 1d6 + 2 slashing damage. Dagger (light, thrown). Melee & Ranged Weapon Attack: +4 to hit, ranged 20/60 ft., one target. Hit: 1d4 + 2 piercing damage. Spell-casting: +7 or DC 15 | 1st 4/4 | 2nd 3/3 | 3rd 3/3 Cantrips Sacred Flame (V, S). Spell Attack: Dex DC 13, ranged 60 ft., one target. Fail: 1d8 radiant damage. Word of Radiance (V, M). Spell Attack: Con DC 13, ranged 5 ft., each creature of your choice. Fail: 1d6 radiant damage. Light (V,M). You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action. If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell. Mending (V,S,M). This spell repairs a single break or tear in an object you touch, such as broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage. This spell can physically repair a magic item or construct, but the spell can't restore magic to such an object. 1st level spells prepared Forge Domain: Identify (V,S,M) Ritual. You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it. If you instead touch a creature throughout the casting, you learn what spells, if any, are currently affecting it. Forge Domain: Searing Smite (V). The next time you hit a creature with a melee weapon attack during the spell's duration, your weapon flares with white-hot intensity, and the attack deals an extra 1d6 fire damage to the target and causes the target to ignite in flames. At the start of each of its turns until the spell ends, the target must make a Constitution saving throw. On a failed save, it takes 1d6 fire damage. On a successful save, the spell ends. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames (such as the target being submerged in water), the spell ends. Bless (V,S,M). You bless up to three creatures of your choice within 30 ft. 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. Concentration up to 1 minute. Cure Wounds (V,S). A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs. Detect Magic (V,S) Concentration, Ritual. 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. Concentration up to 10 minutes. Healing Word (V) Bonus. A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs. Guiding Bolt (V,S). Make a ranged spell attack against the target within 120 feet. On a hit, the target takes 4d6 radiant damage, and the next attack roll made against this target before the end of your next turn has advantage 2nd-Level Spells Prepared Forge Domain: Heat Metal (V,S,M) Concentration. Choose a manufactured metal object, such as a metal weapon or a suit of heavy or medium metal armor, that you can see within range. You cause the object to glow red-hot. Any creature in physical contact with the object takes 2d8 fire damage when you cast the spell. Until the spell ends, you can use a bonus action on each of your subsequent turns to cause this damage again. If a creature is holding or wearing the object and takes the damage from it, the creature must succeed on a Constitution saving throw or drop the object if it can. If it doesn't drop the object, it has disadvantage on attack rolls and ability checks until the start of your next turn. Forge Domain: Magic Weapon (V,S) Concentration. You touch a nonmagical weapon. Until the spell ends, that weapon becomes a magic weapon with a +1 bonus to attack rolls and damage rolls. 6. Spiritual Weapon (V,S) Bonus. When you cast the spell, you can make a melee spell attack against a creature within 5 feet of the weapon. On a hit, the target takes force damage equal to 1d8 + your spellcasting ability modifier. As a bonus action on your turn, you can move the weapon up to 20 feet and repeat the attack against a creature within 5 feet of it. 7. Lesser Restoration (V,S). You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned. 3rd-Level Spells Prepared Forge Domain: Elemental Weapon (V,S) Concentration. A nonmagical weapon you touch becomes a magic weapon. Choose one of the following damage types: acid, cold, fire, lightning, or thunder. For the duration, the weapon has a +1 bonus to attack rolls and deals an extra 1d4 damage of the chosen type when it hits. Forge Domain: Protection from Energy (V,S) Concentration. For the duration, the willing creature you touch has resistance to one damage type of your choice: acid, cold, fire, lightning, or thunder. 8. Dispel Magic: (V,S). Choose one creature, object, or magical effect within range. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a successful check, the spell ends. 9. Mass Healing Word: (V) Bonus. As you call out words of restoration, up to six creatures of your choice that you can see within range regain hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs. 10. Spirit Guardians: (V,S,M) Concentration. You call forth angelic spirits to protect you. They flit around you to a distance of 15 feet for the duration. When you cast this spell, you can designate any number of creatures you can see to be unaffected by it. An affected creature's speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Wisdom saving throw. On a failed save, the creature takes 3d8 radiant damage. On a successful save, the creature takes half as much damage. Channel Divinity: 2/2 short rest Turn Undead. Expend a use of your Channel Divinity as an action to make each undead that can see or hear you within 30 feet of you to make a Wisdom DC 13. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage. Starting at 5th level, when an undead of CR 1/2 or lower fails its saving throw against your Turn Undead feature, the creature is instantly destroyed. Harness Divine Power. As a bonus action, expend a use of your Channel Divinity to regain one expended spell slot, the level of which can be no higher than half your proficiency bonus (rounded up). Artisan's Blessing. You conduct an hour-long ritual that crafts a nonmagical item that must include some metal: a simple or martial weapon, a suit of armor, ten pieces of ammunition, a set of tools, or another metal object (see chapter 5, "Equipment," in the Player's Handbook for examples of these items). The creation is completed at the end of the hour, coalescing in an unoccupied space of your choice on a surface within 5 feet of you. The thing you create can be something that is worth no more than 100 gp. As part of this ritual, you must lay out metal, which can include coins, with a value equal to the creation. The metal irretrievably coalesces and transforms into the creation at the ritual's end, magically forming even nonmetal parts of the creation. The ritual can create a duplicate of a nonmagical item that contains metal, such as a key, if you possess the original during the ritual. War Caster You have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage. You can perform the somatic components of spells even when you have weapons or a shield in one or both hands. When a hostile creature's movement provokes an opportunity attack from you, you can use your reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature Soul of the Forge You gain resistance to fire damage. While wearing heavy armor, you gain a +1 bonus to AC.
  23. Coltan Bluetemper AC: 21 (Splint +Cloak +Soul +2 Shield) | HP: 61/61 (6d8+18+6) | Speed: 30 ft. Senses: Darkvision 60 ft., Passive Perception 17, Insight 14, Investigation 13 StrSave: +3 Athletics: +6 Carrying Capacity: 210 lb. Lift/Push/Drag: 420 lb.: 14 (+2) | DexInitiative: −1 Save: +0 Acrobatics: −1 Slight-of-Hand: −1 Stealth: −1☆ ☆ Splint mail gives disadvantage: 8 (–1) | ConSave: +4: 16 (+3) | IntSave: +1 Arcana: +0 History: +0 Investigation: +3 Nature: +0 Religion: +3: 10 (+0) | WisSave: +8 Animal Handling: +7 Insight: +4 Medicine: +4 Perception: +7 Survival: +7: 18 (+4) | ChaSave: +4 Deception: +0 Intimidation: +0 Performance: +0 Persuasion: +3: 10 (+0) Magic: +7 DC 15 | ChannelTurn Undead Harness Divine Power 0 / 1 per Long Artisan's Blessing 2/2 | Cantrips1. Sacred Flame VS 2. Word of Radiance VM 3. Light VM 4. Mending VSM minute | 1stD. Identify VSM Ritual D. Searing Smite V Bonus 1. Bless VSM 2. Detect Magic VS Concentration, Ritual 3. Healing Word V Bonus 4. Cure Wounds VS 5. Guiding Bolt VS 4/4 | 2ndD. Heat Metal VSM Concentration D. Magic Weapon VS Concentration 6. Lesser Restoration VS 7. Spiritual Weapon VS Bonus 3/3 | 3rdD. Elemental Weapon VS Concentration D. Protection from Energy VS Concentration 8. Dispel Magic VS 9. Mass x6 Healing Word V, Bonus 10. Spirit Guardians VSM Concentration 2/2 Languages: Speak, read, and write Common and Dwarvish Coltan OOC Bonus Action: — Movement: — Action: — Reaction: — Use Object: — Concentration: — Actions and Resources Actions +1 Holy Warhammer (versatile). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1d8 + 3 magic, fire damage. Versatile damage: 1d10 + 3 magic, fire damage. Warhammer (versatile). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1d8 + 2 bludgeoning damage. Versatile damage: 1d10 + 2 bludgeoning damage. Handaxe (light, thrown). Melee & Ranged Weapon Attack: +4 to hit, ranged 20/60 ft., one target. Hit: 1d6 + 2 slashing damage. Dagger (light, thrown). Melee & Ranged Weapon Attack: +4 to hit, ranged 20/60 ft., one target. Hit: 1d4 + 2 piercing damage. Spell-casting: +7 or DC 15 | 1st 4/4 | 2nd 3/3 | 3rd 3/3 Cantrips Sacred Flame (V, S). Spell Attack: Dex DC 13, ranged 60 ft., one target. Fail: 1d8 radiant damage. Word of Radiance (V, M). Spell Attack: Con DC 13, ranged 5 ft., each creature of your choice. Fail: 1d6 radiant damage. Light (V,M). You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action. If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell. Mending (V,S,M). This spell repairs a single break or tear in an object you touch, such as broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage. This spell can physically repair a magic item or construct, but the spell can't restore magic to such an object. 1st level spells prepared Forge Domain: Identify (V,S,M) Ritual. You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it. If you instead touch a creature throughout the casting, you learn what spells, if any, are currently affecting it. Forge Domain: Searing Smite (V). The next time you hit a creature with a melee weapon attack during the spell's duration, your weapon flares with white-hot intensity, and the attack deals an extra 1d6 fire damage to the target and causes the target to ignite in flames. At the start of each of its turns until the spell ends, the target must make a Constitution saving throw. On a failed save, it takes 1d6 fire damage. On a successful save, the spell ends. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames (such as the target being submerged in water), the spell ends. Bless (V,S,M). You bless up to three creatures of your choice within 30 ft. 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. Concentration up to 1 minute. Cure Wounds (V,S). A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs. Detect Magic (V,S) Concentration, Ritual. 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. Concentration up to 10 minutes. Healing Word (V) Bonus. A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs. Guiding Bolt (V,S). Make a ranged spell attack against the target within 120 feet. On a hit, the target takes 4d6 radiant damage, and the next attack roll made against this target before the end of your next turn has advantage 2nd-Level Spells Prepared Forge Domain: Heat Metal (V,S,M) Concentration. Choose a manufactured metal object, such as a metal weapon or a suit of heavy or medium metal armor, that you can see within range. You cause the object to glow red-hot. Any creature in physical contact with the object takes 2d8 fire damage when you cast the spell. Until the spell ends, you can use a bonus action on each of your subsequent turns to cause this damage again. If a creature is holding or wearing the object and takes the damage from it, the creature must succeed on a Constitution saving throw or drop the object if it can. If it doesn't drop the object, it has disadvantage on attack rolls and ability checks until the start of your next turn. Forge Domain: Magic Weapon (V,S) Concentration. You touch a nonmagical weapon. Until the spell ends, that weapon becomes a magic weapon with a +1 bonus to attack rolls and damage rolls. 6. Spiritual Weapon (V,S) Bonus. When you cast the spell, you can make a melee spell attack against a creature within 5 feet of the weapon. On a hit, the target takes force damage equal to 1d8 + your spellcasting ability modifier. As a bonus action on your turn, you can move the weapon up to 20 feet and repeat the attack against a creature within 5 feet of it. 7. Lesser Restoration (V,S). You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned. 3rd-Level Spells Prepared Forge Domain: Elemental Weapon (V,S) Concentration. A nonmagical weapon you touch becomes a magic weapon. Choose one of the following damage types: acid, cold, fire, lightning, or thunder. For the duration, the weapon has a +1 bonus to attack rolls and deals an extra 1d4 damage of the chosen type when it hits. Forge Domain: Protection from Energy (V,S) Concentration. For the duration, the willing creature you touch has resistance to one damage type of your choice: acid, cold, fire, lightning, or thunder. 8. Dispel Magic: (V,S). Choose one creature, object, or magical effect within range. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a successful check, the spell ends. 9. Mass Healing Word: (V) Bonus. As you call out words of restoration, up to six creatures of your choice that you can see within range regain hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs. 10. Spirit Guardians: (V,S,M) Concentration. You call forth angelic spirits to protect you. They flit around you to a distance of 15 feet for the duration. When you cast this spell, you can designate any number of creatures you can see to be unaffected by it. An affected creature's speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Wisdom saving throw. On a failed save, the creature takes 3d8 radiant damage. On a successful save, the creature takes half as much damage. Channel Divinity: 2/2 short rest Turn Undead. Expend a use of your Channel Divinity as an action to make each undead that can see or hear you within 30 feet of you to make a Wisdom DC 13. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage. Starting at 5th level, when an undead of CR 1/2 or lower fails its saving throw against your Turn Undead feature, the creature is instantly destroyed. Harness Divine Power. As a bonus action, expend a use of your Channel Divinity to regain one expended spell slot, the level of which can be no higher than half your proficiency bonus (rounded up). Artisan's Blessing. You conduct an hour-long ritual that crafts a nonmagical item that must include some metal: a simple or martial weapon, a suit of armor, ten pieces of ammunition, a set of tools, or another metal object (see chapter 5, "Equipment," in the Player's Handbook for examples of these items). The creation is completed at the end of the hour, coalescing in an unoccupied space of your choice on a surface within 5 feet of you. The thing you create can be something that is worth no more than 100 gp. As part of this ritual, you must lay out metal, which can include coins, with a value equal to the creation. The metal irretrievably coalesces and transforms into the creation at the ritual's end, magically forming even nonmetal parts of the creation. The ritual can create a duplicate of a nonmagical item that contains metal, such as a key, if you possess the original during the ritual. War Caster You have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage. You can perform the somatic components of spells even when you have weapons or a shield in one or both hands. When a hostile creature's movement provokes an opportunity attack from you, you can use your reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature Soul of the Forge You gain resistance to fire damage. While wearing heavy armor, you gain a +1 bonus to AC.
  24. HP New, Level 6 Max HP: Roll your Hit Die = 6. 51 +6 +3 +1 = 61 total New Class Features The actual wording of each of your new class features. Feel free to copy and paste from the site that shall not be named on MW. Channel Divinity Beginning at 6th level, you can use your Channel Divinity twice between rests. Divine Domain feature At 6th level, you gain a feature from your Divine Domain: Soul of the Forge Starting at 6th level, your mastery of the forge grants you special abilities: You gain resistance to fire damage. While wearing heavy armor, you gain a +1 bonus to AC. Spell Slots Level 3: 2 ▶ 3
  25. Date On This Misham, the 5th Day of Yurthgreen, in the 351st Year After the Cataclysm (Thursday, April 5, 351 AC) ★The 17th Day of the Campaign - Mid-Afternoon★ Solinari: Waning Crecent Lunitari: Waxing Crecent Nuitari: FULL (advantage to cast Enchantment and Necromancy spells and disadvantage against such spells) Next Steps After defeating Knight Sarlamir, you all advance to 6th level. Once the Cataclysmic flames fade, the catacombs return to normal. Sanctuary Shattered By the time you all emerge from the catacombs, the council room’s carnage has been mostly cleared. Several hours later, Darrett arrives in Kalaman with Marshal Vendri, Lord Bakaris, and the bulk of the city’s martial forces. They’re shocked to learn what happened. Marshal Vendri moves swiftly to keep order in the city and ensure no more attacks are forthcoming. At the same time, Darrett seeks you all out to learn more. He pays particular interest to what they have to say about Lord Soth and the City of Lost Names. OOC — Map — Statblocks —
  26. New Treasure Plate Barding x 2 for Tiergan & Anvil from the undead horses in the courtyard maybe?? 5 × Amber (transparent watery gold to rich gold) (100 gp) 2 × Black velvet mask stitched with silver thread (25 gp) 3 × Carnelian (opaque orange to red-brown) (50 gp) Chrysoberyl (transparent yellow-green to pale green) (100 gp) Chrysoprase (translucent green) (50 gp) 2 × Copper chalice with silver filigree (25 gp) 2 × Coral (opaque crimson) (100 gp) Embroidered silk handkerchief (25 gp) 2 × Gold locket with a painted portrait inside (25 gp) Jade (translucent light green, deep green, or white) (100 gp) Jasper (opaque blue, black, or brown) (50 gp) 2 × Moonstone (translucent white with pale blue glow) (50 gp) Pair of engraved bone dice (25 gp) Pearl (opaque lustrous white, yellow, or pink) (100 gp) Sardonyx (opaque bands of red and white) (50 gp) Small gold bracelet (25 gp) Small mirror set in a painted wooden frame (25 gp) Spinel (transparent red, red-brown, or deep green) (100 gp) Zircon (transparent pale blue-green) (50 gp) +1 rod of the pact keeper - Hunni Bracers of archery - ?Vigdan Brooch of shielding Gloves of missile snaring 5 × Potion of healing - ? split so now everyone has at least 1 potion of healing (the last battle gave out 2) 3 × Spell scroll (1st level—I will allow you all to decide between yourselves what spells those are and who gets them) ?Fairla 2 × Spell scroll (cantrip—I will allow you all to decide between yourselves what spells those are and who gets them) ?Fairla/Arlo Wand of magic missiles - Arlo Longsword +1 - Artanis Kagonesti Cloak - Merituuli Shilleleaf - Merituuli Bloodrage Battleaxe - Modri 3,500 cp 27,000 sp 9,000 gp 420 pp Perhaps we want to shuffle some magic items around as well; Merituuli I think was going to donate the Cloak of Elvenkind to Vigdan (to replace with his new autumn leaf Kagonesti elven cloak)
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