Jump to content

About This Game

Inspired by the Pattycake Productions projects of Villains Lair, and Princess Academy plus concepts from other Disney media including games like Disney Mirrorverse and Twisted Wonderland I present to you a game that expands the idea of what if all the worlds of portrayed in Disney films and other things were all in one world and the trouble that could be created if the villains in those worlds decided to plot together.

Game System

D&D 5e

Detailed Description

Greetings Friends Welcome to the Disney Verse, where all the stories of the Disney kingdoms have been gathered and compiled into one world of existence. The world itself is stable, and the kingdoms are at peace after dealing with their villains and other troublemaking things but like all stories just because one book finishes with a 'happy' ending doesn't mean that's the end. The kingdoms continue to exist and through various envoys and ambassadors, the various kingdoms trade knowledge and other resources with each other so that all flourish, and every so often a collaboration of kingdoms results in big projects, academies of magic and knowledge, military camps for training the next generation of heroes for combat and even guilds for people to learn and practice various professions but for all this to exist there has to be something else in existence and that is the villains and their land of darkness

One thing certain people of this world have discovered is that this world has a system of magic in play that even if someone 'dies' their existence doesn't end and they are for the most part revived. This includes the various villains and other troublemakers but instead of being allowed to roam the kingdoms they caused trouble in, the villains are 'banished' to their own kingdom, the land of darkness, a sort of land of villainy that exists to balance out the various kingdoms of light and good and for the most part that even that dark land is quiet. Sure anyone who visits there has to watch their back for a thug itching for a fight or a thief just practicing their pickpocket skills but those who live in that dark land have come to a consensus, It could be a lot worse. Here they have the freedom to exist how they choose not held back by morals or social rank but can live by their own will and strength and they can respect one another for their strength. Magic sustains the land and allows people to exist without too much hardship and peace is maintained because of respect for one another. However, despite these claims of peace, One can't be too careful when dealing with a villain.

You are a resident of this world and have a dream to make a name for yourself like some of the greats both hero and villain who have come before you but one must always heed this warning, What goes around comes around.

~~~

 

 
  1. What's new in this game
  2. Moana Waialiki — AC: 15 HP: 35+11/35 Initiative: +2 PP: 14 Spell attack: +8 DC: 16 1st 3/4 2nd 3/3 3rd 3/3 SP: 6/6 Fey Gift 3/3 Fortune of the Many: 3/3 Inspiration: - Moana smiled curiously. "I guess we're all weird here." I kind of miss home now.
  3. Moana Waialiki — Strength: 10 (+0) Dexterity: 14 (+2) Constitution: 14 (+2) Intelligence: 10 (+0) Wisdom: 10 (+0) Charisma: 20 (+5) AC: 15 HP: 35 PP: 14 Moana listened to Mickey talk to his group. He might not be the most confident speaker ever, but he was still inspiring to listen to. She turned to her own group. They were allies she had trust in. Kronk, with his friendly demeanor despite his muscular looks. Merida, blessed with confidence and eagerness. Admittedly, she didn't know Mulan that well yet, but the impression so far was positive. She seemed honorable and trustworthy. "It's time for us to go, as well," she said, "But I have some thoughts to share first." She pointed towards the portal. "The... individual we're up against, Ursula, claims herself to be goddess of the sea. I have no doubt she is powerful. But goddess of the sea? I have spent all my life on the ocean or at the shore, once even under it. Up until this point, I had never heard of any god or goddess of the sea. The ocean itself is alive, and has aided me many times throughout my journey. Perhaps it should be considered a God? I don't know." "The only thing I do know for sure is that Ursula is not the goddess of the sea. She is at best be a minor goddess of the sea. We're not up against the ocean itself, just one that has carved out a small part of it as her domain. Quite the opposite, the ocean is on our side. The odds may be against us, but they are far from insurmountable." "We will face this challenge with confidence. Let us show the Sundial that we are strong enough to protect it. And if the other villains show up to claim it, we will show them why the protagonists of the stories are the heroes, and not the villains. As long as we work together, we will chart out a course to our destination, through whatever storms we may face." OOC Inspiring Leader: Note down 11 temporary hp for Kronk , Merida and Mulan
  4. Aurora-Briar Rose- (Eladrin) Dream Cycle Druid eddhttps://og.myth-weavers.com/sheet.html#id=2887261 HP: 48/48 AC: 12(11) Intative: +1 PP: 17 Spell Slots: 1: 4/4 2: 3/3 3: 3/3 Mood: Spring. ~~~~~~~~~~~~~~~~~ Aurora take a deep breath as she enjoy to be outside the castle once again. She breath it all in "Shall I take a small wild shape and try to release the poor fellow?" Aurora ask the others without much of confidence
  5. Sorry, I have to delay for another day. My daughter's birthday is tomorrow, and we've spent all day cleaning house and preparing, and my mind is toast right now.
  6. -- Mouse (Lightfoot Halfling) Folk Hero Sorcerer AC: 14 (17) | HP: 32/32 | Init: +4 | Speed: 25' | Jump: 30'| Prof. Bonus: +3 | Passive Perception: 9 | Passive Insight: 9 | Passive Investigation: 11 | STR: 10 (0) | DEX: 18 (+4) | CON: 13 (+1) | INT: 13 (+1) | WIS: 8 (-1) | CHA: 17 (+3) | Subclass: Wild Magic | Sorcery Points: 7 | Spellcasting Ability: CHA | Spell Save DC: 14 | Spell Attack Bonus: +6 Buffs: None | Debuffs: None | Advantages: Fear | Inspiration: 0 | Exhaustion: 0 | [NOTE: This may be out of order, but please assume that this event happens before the team gets sent to Morva.] Before Merlin sends the members of Cauldron Cacophony on their assigned quest, Mickey held up his hand to get the magician's attention. "Um, er, if you don't mind, Mr. Merlin, s-sir? I-I'd like to say a few words to my team before we go." Turning to Rapunzel, Aurora and Eilonwy, he gulps a bit, then gathers his nerve. "*cough-cough* Um, your h-h-highnesses? If you don't mind, I'd just like to say that this.... I-i-it's a great honor to be working with all of you on this mission to retrieve the Black Cauldron and stop Death from being, uh, being reborn. (I guess.)" "Now I don't really know any of you, and none of you really know me. I'm just saying that I'm just a simple guy from Happy Valley, but... but, uh, what we're doing here today.... Well, what we're about to do is s-save the day for everybody. For you, your families, your kingdoms, your, uh, boyfriends. And-and, well, gosh, just about everybody, I guess." "Anyway, we're going to do it, by golly. We're going to do it! And you know why? I'll tell you why. It's because we're the good guys. And good guys will always win if they're doing the right things for the right reasons." "So, uh, believe in yourselves, believe in each other, and, um, do what's right. Okay?" Finished with his little impromptu speech, the young apprentice clasped his hands together behind his back, smiled that dazzling smile of his, and quickly sidestepped-shuffled back to join the others in his team. Mechanics OOC: Mickey is invoking his Inspired Leadership feat to bestow 9 temporary Hit Points to Eilonwy, Aurora, Rapunzel and himself. Main Hand: Empty Off Hand: Empty Action: Mickey's action goes here. Bonus Action: Mickey's bonus action goes here. Move: Mickey's movement goes here. Manipulate: Mickey's one free object interaction goes here.
  7. Oh, yeah. Mickey will want to do the same for Cauldron Cacophony.
  8. You're still great at portraying Mickey. Sad we're in separate groups. I'll post in the new thread sometime tomorrow. Oh, one thing, , Moana will want to use her Inspiring Leader before entering the portal. I can put that in the previous thread before I post in the new one.
  9. and it took me to the following friday... but both mission topics are up. Post in them at your convenience but remember once you post in there, Magic Items and spell research become inaccessible until the mission your characters are on is complete. Good Luck players
  10. In a dimly lit underwater region near a large cave like lair topped by a seashell like tower, a portal with a storming surge opened and an octopus woman, and three other humans, one muscular and gray skinned tone the other two more lanky launched out of it like torpedoes. A roar was heard from the muscular guy as magic surged around him transforming him from a human into a full great white shark. When the transformation finished, he snarled and snapped as if he was biting something in half. “Ahh…” Glut growled his voice mysteriously being carried in water the same way as if it would on land “back to my best self, man it feels good to be home.” Two more surges occurred as the lanky pair transformed into a pair of twin eels, the only way to tell them apart was one had his right eye glowing yellow while the other had his left eye glowing yellow. “Yes, feels very good.” Flotsam and Jetsam purred “Mistress, do we wait here or do we enter the dungeon.” The octopus woman lightly laughed “enter my pets, and take no prisoners, I now have to get over to Morva to make sure the Shadowman gets informed about the heroes on their way over there. I’m sure you all can handle who comes here? yes?” Glut grunted “they won’t win mistress; we will make sure they won’t. Come on eels.” He commanded. All three went into the lair then a magical barrier surged with a sundial glyph around the entrance to seal it up. A few moments later, Merida, Moana, Mulan and Kronk all shot out of the portal. The Seawitch smiled at the guests “Good luck heroes.” She then laughed and vanished into a stormy ink cloud that cleared out soon after. In front of the group the entrance covered by a magical barrier and a sundial glyph loomed, the challenge waits for the heroes to enter.
  11. Mickey, Aurora, Eilonwy and Rapunzel find themselves teleporting into a slightly elevated plant covered cliffside overlooking a marshy coastal area in a foggy low light area. In the distance out on the sea, they see a large ship that looks like it's one made for royalty out far enough so that the tides do not cause it problems but far away enough that it would require a boat to get out to it or a boat to get from it to the coast. However, a look towards the marsh like coastline shows that indeed someone or I should say several have already done that. Several rowboats have made land and whoever was on them had created a coastal camp with several tents on planks of wood including a few fancy looking ones. The camp had been used most likely for a few nights as there was a clear pile of rubbish and food waste plus several fire pits made for fires. There also appears to be several who look like pirates in the area. However, you do see what appears to be someone tied to a stake. Beyond the camp there appears to be a recent cut path leading into some dense foliage and if one was to look up and inland, they would see what appears to be a large castle like fortress up beyond the dense foliage, However the pirate camp appears to be between the new cut pathway and the group. However there does appear to be a less treaded path behind you all going into the foliage as well.
  12. -- Mouse (Lightfoot Halfling) Folk Hero Sorcerer AC: 14 (17) | HP: 32/32 | Init: +4 | Speed: 25' | Jump: 30'| Prof. Bonus: +3 | Passive Perception: 9 | Passive Insight: 9 | Passive Investigation: 11 | STR: 10 (0) | DEX: 18 (+4) | CON: 13 (+1) | INT: 13 (+1) | WIS: 8 (-1) | CHA: 17 (+3) | Subclass: Wild Magic | Sorcery Points: 7 | Spellcasting Ability: CHA | Spell Save DC: 14 | Spell Attack Bonus: +6 Buffs: None | Debuffs: None | Advantages: Fear | Inspiration: 0 | Exhaustion: 0 | "Oooohhh, that's a good one, Aurora. I never even heard of that spell! That will surely come in handy, you betcha', " the young apprentice exclaimed in quiet admiration. Mickey then turned to the envoy from the Land of the Dragon. "Gee, I'm sorry that you couldn't learn that spell, um, Captain? Commander? I'm sorry, but I don't know how to address you." After a beat, he then added, "Oh, uh, w-welcome aboard, by the way. I-I'm sorry. I didn't get a chance to introduce myself earlier. My name is Mickey, Mickey of Happy Valley. I'm studying to be a great sorcerer." The Mouse held out his gloved hand to Mulan in friendship. Mechanics OOC: n/a Main Hand: Empty Off Hand: Empty Action: Mickey's action goes here. Bonus Action: Mickey's bonus action goes here. Move: Mickey's movement goes here. Manipulate: Mickey's one free object interaction goes here.
  13. "Thank you sir. I would ask for it. I have figured that if we are on the hunt for magical objects such a spell might come handy"
  14. -- Mouse (Lightfoot Halfling) Folk Hero Sorcerer AC: 14 (17) | HP: 32/32 | Init: +4 | Speed: 25' | Jump: 30'| Prof. Bonus: +3 | Passive Perception: 9 | Passive Insight: 9 | Passive Investigation: 11 | STR: 10 (0) | DEX: 18 (+4) | CON: 13 (+1) | INT: 13 (+1) | WIS: 8 (-1) | CHA: 17 (+3) | Subclass: Wild Magic | Sorcery Points: 7 | Spellcasting Ability: CHA | Spell Save DC: 14 | Spell Attack Bonus: +6 Buffs: None | Debuffs: None | Advantages: Fear | Inspiration: 0 | Exhaustion: 0 | At first stunned by Merida's "threat", Mickey was about to reply when the leader of the Cauldron Cacophony chimed in. "'Lecherous'? Um, er, what... does... 'lecherous' mean, Eilonwy?" he responded with wide-eyed innocence. Mechanics OOC: n/a Main Hand: Empty Off Hand: Empty Action: Mickey's action goes here. Bonus Action: Mickey's bonus action goes here. Move: Mickey's movement goes here. Manipulate: Mickey's one free object interaction goes here.
  15. In response to Aurora Archimedes hummed as Aurora learned Identify "Identify, interesting choice, but a good spell to have on hand just in case you might come across something magical but you better ask Merlin for a pearl before you leave, it's required for the spell" (technically you could have used your Wisdom spellcasting mod to get a better bonus but you still passed the roll anyhow) In response to Fa Mulan Archimedes puffed out when the Bless spell failed to be learned "oh Don't feel too bad, it takes some strong faith in the powers that be to be able to get that spell." He snickered "you should see some of the messes that occur when Merlin has to bargain with them."
  16. Your Arcana sense doesn't pick up anything magically influencing Emma Your insight sense comes up that the girl is expressing true emotion when it comes to Ace and is sincere. It comes to you that maybe what Deuce just said about Emma being Ace's wife is a true statement despite knowledge of your own concerning Ace's history before NRC in Twisted Wonderland. Hmm... very curious
  17. Riddle turned smug at Grim's retort then gave a light nod at Yuu "all part of being a leader of anything I would say." After hearing what was going on in Twisted Wonderland, Riddle and his group all got thoughtful looks. Deuce spoke first "so this phantom blot guy attacked Night Raven college using the stuff you call blot which is that inky stuff Legion and Blight are made out of, only to be beaten by the headmage and chased off." He summarized. Cater made a noise "yeah then he went after five students of Heartslabyul Dorm and put them into comas sending their spirits, hearts or minds to here starting with the one who resonances the most with the spirit of the Queen of hearts. Riddle blinked "the spirit of my mother... how would she be a spirit." Cater made a noise "in that world I think she is or was a grand ruler of their past if I remember correctly. One of the Great Seven if I remember my dream right" "So she's idolized there." Riddle hummed "Interesting, I wonder how people would treat her direct heir." Trey hummed "most likely with the same respect as the troops here do to you, my liege." Riddle hummed "so who would this person be that resonates with her spirit, a descendant far down the line perhaps." Cater hummed "maybe... my liege... anyhow Yuu managed to find her way here using Prospero and..." He blinked "Ace?" Deuce recoiled "Ace?!" Trey looked at Yuu "You've seen Ace?" "yeah, she's seen me... what's left of me I guess." Ace spoke up A grunt would be heard as Face mask Ace shifted himself out of where Yuu had hid him then almost went face first to the ground but then magic surged and he started hovering "ugh..." he grunted "man it sucks not having a body." He recovered and shook his face back and forth as if it was on an invisible head. Trey recoiled with repulsion. Ace sighed then looked at the Riddle group with a grin "sup all been a while huh?" Riddle stared at Ace "Ace... Trappola..." "the one and only." Ace chirped "now with 90 percent less body." He chuckled "don't ask how it's happening but it is." Cater made a noise "#unreal..." He commented "I've heard rumors that removed heads started becoming alive but... never..." Deuce stared “Ace… what happened to you.” Ace hummed “honestly I have very little idea. I’ve been trying to piece together all the events that led up to me being beaten out of a blot monster and restored somewhat by Yuu however it’s only flashes.” He frowned “however when Quiverwing brought up Blackjack, a memory surfaced, something critical.” He hummed “Yuu, Blackjack is not a normal guy even for this world, he’s got a weird power, some sort of hypnosis or suggestive mind control just like Jamil Viper from Scarabia. I remember him using it on me” He gave a glance at Trey “most likely why Trey is so afraid of him.” Trey blinked Riddle hummed “Trey… is what Ace and Miss Quiverwing saying true, is Blackjack threatening you to make you obey him even if it goes against me.” Trey exhaled “yes… yes it is my liege… Blackjack will most likely expect me to tell him everything that goes on in this private meeting and he’ll force it out of me by his stare if he gets me alone.” He shuttered “he also threatens my family and such saying that if I resist that he’ll make them do things that breaks rules and of course I’m not to mention this to anyone but…” He grunted “with everything that’s happened I can’t stay silent any longer.” Riddle frowned “does he do this to other people.” Trey hummed as he nodded “yes… he does this to keep everyone in order.” Cater made a noise “yeah there’s a whisper among everyone that you do not piss off Blackjack otherwise you get your body hi-jacked and your mind, well mind-jacked.” Riddle frowned deepened “it is one thing to punish someone for breaking the rules, it’s another to make someone break the rules against their will. After this I will speak to my father about this and make sure Blackjack stands trial. I’m sure there’s a rule against using mind control on someone somewhere.” Deuce grunted “My liege, maybe we should wait, it will be our word against his and he might do something bad if we confront him now.” Ace made a noise “yeah good thinking Deuce, we got to wait until he can’t do anything against us or someone we know.” Cater hummed “I wouldn’t be surprised if someone been ‘mind-jacked’ to do his bidding tonight.” A loud door creak was heard followed by a light feminine gasp. Riddle grunted as he turned to the door “who’s there. Come in…” A moment passed then the door slowly opened and a shy acting servant girl entered, a heart symbol exactly like Ace’s face mark was on her outfit’s left shoulder, Peter would remember this girl from his encounter before the banquet. Trey sighed “Emma… I should have figured he would target you.” Emma looked at Trey, then at Riddle “forgive me your highness, I…” Riddle hummed as he put up a hand to stop her from speaking “You were told to come spy on us yes.” He asked Emma hummed “yes, but I was also curious myself so… I went willingly” She admitted then looked at Ace and her eyes teared up “Ace… is that really you?” Ace blinked “uh depends on whose asking.” Deuce grunted lightly “Ace…” He hissed “I know you went a little crazy because of the stuff they were making us do before you left but come on man, that’s your wife Emma. The girl you’ve been with since middle school, the one who you swore to you would become the Ace of Hearts for.” Ace paused for a moment then his expression turned shocked “wha…”
  18. Rapunzel - Arcane Trickster | STR: +0 | DEX: +3 | CON: +0 | INT: +2 | WIS: +0 | CHA: +3 INT: +3 | AC: 14 | HP: 27 Passive Perception: 16 | Passive Investigation: 14 | Passive Insight: 10 Rapunzel listened to Mickey and Eilonwy discuss their plans for luring the witches with a position at the academy. Given that Merlin was willing to work with someone like Ursula, the young princess was certain he'd okay the idea. "Yep," She says quietly to Aurora and one armed hugged her. "You and me, we got this."
  19. Name | Class Rogue 4/Wizard 2 | AC: 14 (17) | HP: 27/27 | Prof: +3 | PP: 13 | Saves: Str -1 / Dex +7 / Con +1 / Int +6 / Wis +0 / Cha +1 | Portent (8) Special Abilities darkvision, Sneak Attack, Incisive Sense, Blessing of the Moonweaver, Cunning Action, Steady Aim, Ear for deceit, Eye for Detail, Insightful Fighting, Divination Savant, Portent | Attacks: Rapier | +7 | 1d8+4 pierciing, Shortbow +1 | +8 | 1d6+5 piercing (80/320 ), Dagger | +7 | 1d4+4 piercing (20/60) Prepared Spells | Spell DC: 14 | Spell Attack +6 | Hit Dice 4d8/2d6 (6/6) | Death Saves: 0/0 Cantrips: Light, Booming Blade, Mind Sliver, Green-flame Blade, Sacred Flame, Vicious Mockery Level 1 | (3/3) | Thunderwave, Find Familiar, Chromatic Orb, Shield, Magic Missile, Mage Armor, Healing Word (1/day), Silvery Barbs, Dissonant Whispers Eilonwy smiles at Mickey and Mirdain's reactions. "It's okay friend Mickey. I won't make you date anyone. But don't be surprised. One of the witches is a little lecherous." She smiles as she checks her supplies getting ready to head out. OOC: Was it determined that Princess Minnie attends the Princess Academy? (DM question) Mechanics MOVE: none ACTION: none BONUS ACTION: none REACTION: none CONCENTRATION: none OOC: none
  20. Having calmed down a bit, Kronk lightly waves off Moana's offer. "I think... I think it's fine. He seems like a chill little guy. I guess if he wants to hang out, I can give him a chance. Thanks for being so understanding about it. Maybe the next tattoo will actually be for you." Realizing that much of his equipment would not survive their underwater journey, Kronk sets aside several of his adventuring and cooking supplies. While Merida discards the myrmidon helm on account of her voluminous hair, Kronk slips it on over his head. He always wears a little cap, so it doesn't cramp his style too much. As their time of departure nears, Kronk remembers something and taps lightly on Merida's shoulder. Three adventures in a row together... At this point, Kronk might as well start bringing snacks. "Uh, hey there, Merida." Kronk speaks in a low voice, more out of embarrassment than consideration. "Since we're going to be working together again, I just want to say... if I fall asleep during battle, go ahead and just shoot me with an arrow to wake me up. I'd... hate to be power napping while anyone's in trouble." The big man casts his eyes down, still ashamed after how their last adventure in the mines ended.
  21. Apologies for the delay folks, real life decided to cut into my time for gm posting. I'll try and start things by next Wednesday
  22. Princess Merida of DunBroch - | AC: 18 | HP: 52/52 | PP: 19 | Speed: 35ft | Spells: Lvl I 4/4 , Lvl II 2/2 | Hunter's mark 0/1 | Misty Step 1/1 As much as Merida loved to joke around, this one struck a cord with her, and she put a hand on the little mouse man's shoulder. "Don't worry, I will not let anyone force you into a courtship you do not wish for yourself..." She said with a stubborn set of her jaw, but the curl of her lips turned impish at the last second. "So you just tell me where this Princess Minnie is and I'll tell her to leave you alone, with ma bow if I have to" Mechanics: Statblock [b][url=/sheets/?id=2685197]Princess Merida of Dunbroch[/url][/b] [i][ooc=Human]Wildhunt Shifter[/ooc] Ranger 6 Chaotic Good[/i] [b]AC[/b] 16 [b]HP[/b] 52 [b]Speed[/b] 35ft [b]Str[/b] 12 (1) [b]Dex[/b] 18 (4) [b]Con[/b] 14 (2) [b]Wis[/b] 16 (3) [b]Int[/b] 8 (-1) [b]Cha[/b] 10 (0) [b]Attacks[/b] [b]Longbow +1[/b] +10 1d8+5 [b]Rapier[/b] +7 1d8+4 [b]Shortsword(Highland Dirk)[/b] +7 1d6+4 [b][/b] [b][/b] [b]Background[/b] Folk Hero - [ooc=Rustic Hospitality]Since you come from the ranks of the common folk, you fit in among them with ease. You can find a place to hide, rest, or recuperate among other commoners, unless you have shown yourself to be a danger to them. They will shield you from the law or anyone else searching for you, though they will not risk their lives for you.[/ooc] [b]ASI & Feats[/b] +2 Dex - [ooc=Fey touched]Misty step and Hunter's Mark free to cast 1/day, and added to spell list[/ooc], [ooc=Sharpshooter]Attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls. Your ranged weapon attacks ignore half and three-quarters cover. Before you make an attack with a ranged weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If that attack hits, you add +10 to the attack's damage.[/ooc] [b]Race:[/b] Wispbound Human(Wildhunt Shifter) - [ooc=Ability Score Increase] Your Wisdom score increases by 2, Dexterity increase by 1[/ooc], [ooc=Darkvision]You have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.[/ooc], [ooc=Natural Tracker]You have proficiency in the Survival skill.[/ooc], [ooc=Keen Senses]You have proficiency in the Perception skill.[/ooc]. [ooc=Wisping]As a bonus action, you can assume power from the will-o-wisps. Your eyes glow blue and a feint aura surrounds you as you are protected by fate. This transformation lasts for 1 minute, until you die, or until you revert to your normal appearance as a bonus action. When you shift, you gain temporary hit points equal to your level + your Constitution modifier (minimum of 1 temporary hit point). While shifted, you have advantage on Wisdom checks. Once you shift, you can’t do so again until you finish a short or long rest[/ooc], [ooc=Mark the wisps]As a bonus action, you can mark one creature you can see within 10 feet of you. Until the end of your next long rest, your proficiency bonus is doubled for any ability check you make to find the marked creature, and you always know the location of that creature if it is within 60 feet of you. You can't use this trait again until you finish a short or long rest.[/ooc] [b]Class:[/b] Ranger - [ooc=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 increase that damage by 1d6. 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.[/ooc], [ooc=Canny]Choose one of your skill proficiencies(perception). Your proficiency bonus is doubled for any ability check you make using the chosen skill. You can also speak, read, and write 2 additional languages of your choice[/ooc], [ooc=Roving]Your walking speed increases by 5, and you gain a climbing speed and a swimming speed equal to your walking speed.[/ooc], [ooc=Fighting style(Archery)]You gain a +2 bonus to attack rolls you make with ranged weapons.[/ooc], [ooc=Spellcasting]Spellcasting By the time you reach 2nd level, you have learned to use the magical essence of nature to cast spells, much as a druid does. Spell Slots The Ranger table shows how many spell slots you have to cast your ranger spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. For example, if you know the 1st-level spell Animal Friendship and have a 1st-level and a 2nd-level spell slot available, you can cast Animal Friendship using either slot. Spells Known of 1st Level and Higher You know two 1st-level spells of your choice from the ranger spell list. The Spells Known column of the Ranger table shows when you learn more ranger spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level. Additionally, when you gain a level in this class, you can choose one of the ranger spells you know and replace it with another spell from the ranger spell list, which also must be of a level for which you have spell slots. Spellcasting Ability Wisdom is your spellcasting ability for your ranger spells, since your magic draws on your attunement to nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a ranger spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus + your Wisdom modifier Spell attack modifier = your proficiency bonus + your Wisdom modifier Spellcasting Focus (Optional) At 2nd level, you can use a druidic focus as a spellcasting focus for your ranger spells. A druidic focus might be a sprig of mistletoe or holly, a wand or rod made of yew or another special wood, a staff drawn whole from a living tree, or an object incorporating feathers, fur, bones, and teeth from sacred animals.[/ooc], [ooc=Primal Awareness]You can focus your awareness through the interconnections of nature: you learn additional spells when you reach certain levels in this class if you don't already know them, as shown in the Primal Awareness Spells table. These spells don't count against the number of ranger spells you know. Primal Awareness Spells Ranger Level Spell 3rd.... Speak with Animals 5th.... Beast Sense 9th.... Speak with Plants 13th.. Locate Creature 17th.. Commune with Nature You can cast each of these spells once without expending a spell slot. Once you cast a spell in this way, you can't do so again until you finish a long rest.[/ooc], [ooc=Extra Attack]Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.[/ooc] [b]Subclass:[/b] Horizon Walker [ooc=Detect Portal]At 3rd level, you gain the ability to magically sense the presence of a planar portal. As an action, you detect the distance and direction to the closest planar portal within 1 mile of you. Once you use this feature, you can't use it again until you finish a short or long rest. See the "Planar Travel" section in chapter 2 of the Dungeon Master's Guide for examples of planar portals.[/ooc], [ooc=Planar Warrior] At 3rd level, you learn to draw on the energy of the multiverse to augment your attacks. As a bonus action, choose one creature you can see within 30 feet of you. The next time you hit that creature on this turn with a weapon attack, all damage dealt by the attack becomes force damage, and the creature takes an extra 1d8 force damage from the attack. When you reach 11th level in this class, the extra damage increases to 2d8.[/ooc] [ooc=Stellar Blessing]While in a critical health state (below 50% HP) you may trigger stellar blessing through the following options no action required. You may use each option once per short or long rest: • If you miss with an attack roll, or miss with a saving throw, you can add 2d4 to the roll. • If you are being healed add your character level times 5 to the amount restored. • If you are about to be hit by an attack increase your AC by 5[/ooc] HumanWildhunt Shifter Ranger 6 Chaotic Good AC 16 HP 52 Speed 35ft Str 12 (1) Dex 18 (4) Con 14 (2) Wis 16 (3) Int 8 (-1) Cha 10 (0) Attacks Longbow +1 +10 1d8+5 Rapier +7 1d8+4 Shortsword(Highland Dirk) +7 1d6+4 Background Folk Hero - Rustic HospitalitySince you come from the ranks of the common folk, you fit in among them with ease. You can find a place to hide, rest, or recuperate among other commoners, unless you have shown yourself to be a danger to them. They will shield you from the law or anyone else searching for you, though they will not risk their lives for you. ASI & Feats +2 Dex - Fey touchedMisty step and Hunter's Mark free to cast 1/day, and added to spell list , SharpshooterAttacking at long range doesn't impose disadvantage on your ranged weapon attack rolls. Your ranged weapon attacks ignore half and three-quarters cover. Before you make an attack with a ranged weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If that attack hits, you add +10 to the attack's damage. Race: Wispbound Human(Wildhunt Shifter) - Ability Score Increase Your Wisdom score increases by 2, Dexterity increase by 1 , DarkvisionYou have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. , Natural TrackerYou have proficiency in the Survival skill. , Keen SensesYou have proficiency in the Perception skill. . WispingAs a bonus action, you can assume power from the will-o-wisps. Your eyes glow blue and a feint aura surrounds you as you are protected by fate. This transformation lasts for 1 minute, until you die, or until you revert to your normal appearance as a bonus action. When you shift, you gain temporary hit points equal to your level + your Constitution modifier (minimum of 1 temporary hit point). While shifted, you have advantage on Wisdom checks. Once you shift, you can’t do so again until you finish a short or long rest , Mark the wispsAs a bonus action, you can mark one creature you can see within 10 feet of you. Until the end of your next long rest, your proficiency bonus is doubled for any ability check you make to find the marked creature, and you always know the location of that creature if it is within 60 feet of you. You can't use this trait again until you finish a short or long rest. Class: Ranger - Favored FoeWhen 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 increase that damage by 1d6. 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. , CannyChoose one of your skill proficiencies(perception). Your proficiency bonus is doubled for any ability check you make using the chosen skill. You can also speak, read, and write 2 additional languages of your choice , RovingYour walking speed increases by 5, and you gain a climbing speed and a swimming speed equal to your walking speed. , Fighting style(Archery)You gain a +2 bonus to attack rolls you make with ranged weapons. , SpellcastingSpellcasting By the time you reach 2nd level, you have learned to use the magical essence of nature to cast spells, much as a druid does. Spell Slots The Ranger table shows how many spell slots you have to cast your ranger spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. For example, if you know the 1st-level spell Animal Friendship and have a 1st-level and a 2nd-level spell slot available, you can cast Animal Friendship using either slot. Spells Known of 1st Level and Higher You know two 1st-level spells of your choice from the ranger spell list. The Spells Known column of the Ranger table shows when you learn more ranger spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level. Additionally, when you gain a level in this class, you can choose one of the ranger spells you know and replace it with another spell from the ranger spell list, which also must be of a level for which you have spell slots. Spellcasting Ability Wisdom is your spellcasting ability for your ranger spells, since your magic draws on your attunement to nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a ranger spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus + your Wisdom modifier Spell attack modifier = your proficiency bonus + your Wisdom modifier Spellcasting Focus (Optional) At 2nd level, you can use a druidic focus as a spellcasting focus for your ranger spells. A druidic focus might be a sprig of mistletoe or holly, a wand or rod made of yew or another special wood, a staff drawn whole from a living tree, or an object incorporating feathers, fur, bones, and teeth from sacred animals. , Primal AwarenessYou can focus your awareness through the interconnections of nature: you learn additional spells when you reach certain levels in this class if you don't already know them, as shown in the Primal Awareness Spells table. These spells don't count against the number of ranger spells you know. Primal Awareness Spells Ranger Level Spell 3rd.... Speak with Animals 5th.... Beast Sense 9th.... Speak with Plants 13th.. Locate Creature 17th.. Commune with Nature You can cast each of these spells once without expending a spell slot. Once you cast a spell in this way, you can't do so again until you finish a long rest. , Extra AttackBeginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Subclass: Horizon Walker Detect PortalAt 3rd level, you gain the ability to magically sense the presence of a planar portal. As an action, you detect the distance and direction to the closest planar portal within 1 mile of you. Once you use this feature, you can't use it again until you finish a short or long rest. See the "Planar Travel" section in chapter 2 of the Dungeon Master's Guide for examples of planar portals. , Planar Warrior At 3rd level, you learn to draw on the energy of the multiverse to augment your attacks. As a bonus action, choose one creature you can see within 30 feet of you. The next time you hit that creature on this turn with a weapon attack, all damage dealt by the attack becomes force damage, and the creature takes an extra 1d8 force damage from the attack. When you reach 11th level in this class, the extra damage increases to 2d8. Stellar BlessingWhile in a critical health state (below 50% HP) you may trigger stellar blessing through the following options no action required. You may use each option once per short or long rest: • If you miss with an attack roll, or miss with a saving throw, you can add 2d4 to the roll. • If you are being healed add your character level times 5 to the amount restored. • If you are about to be hit by an attack increase your AC by 5
  23.  
×
×
  • Create New...