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About This Game

The kingdom of Al-Trobista has always been unsettled due to warring states, then, a leader arose. Kaliph Obhamma III became "King" of the eastern state of the country, he then implemented a lot of rules and reforms to protect the people. Kaliph Obhamma was a very popular king, he then began a training programme that swelled his force which he used to take control of both his neighbouring states, the third fell into line without a fight. He now rules 75% of the country and has taken over the island of Iluk-Zhet for use as a farming state, there are 5 towns. Mnemet is a fishing port that has large areas of the surrounding sea netted for fish holding pens, the population is 3,410 and is led by a council of five delegates voted in by the populace. King Obhamma had all the old fishermen talk to each other and then to him, this gave the king all the best fishing spots, he then was able to round up as many fish as he could and create a hold so that he could breed them. This meant no more weeklong trips to hunt for enough fish to feed the populace, they could just simply go to the hold and fetch some. Ptetep- Leader Odion Massa - Population 3,004. Ptetep is the export port, all the goods due for shipment come to here from the farms. Any other items can come to this point, if someone makes something they want to sell it is taken to Ptetep Export Office, you are given a price and a ticket, if your item/s have sold you get paid your ticket price. Tjet Abdul-Hassan- Leader Hassan Issa- Population 1,809. This is the ferry port, trips to all the other towns run two or three times a day depending upon demand. When the stories came in of infected undead the mayor called for any adventurer types or ex-military to help defend the town from the hordes, ghouls and ghasts turned up and after they killed the defenders, they took the remainder to who knows where. Xao-Jing Leader Mistress Jezzabel - Population 2,951. Mistress Jezzabel had the two main bridges smashed as soon as undead came into the town, many of the population fled but some have managed to survive. Supplies are dwindling but some fish and sea birds help eke out their food supply, the town priest of Isis has magic that has helped keep them free from infection. Khasul-Zau Leader Council (6) - Population 2,871. This town boasts a castle, King Obhamma spent a lot of gold having it restored. This town had some survivors, but they all seem to have been turned undead. This area seems to have more powerful undead, vampire spawn and ghasts with abilities are more common in this area. Mummies too have been seen in this area, performing unholy rituals.

Game System

D&D 5e
  1. What's new in this game
  2. Ok, hope you do as very few people are, it looks like I have Steel Warrior and Rumrunner. Anyone else?
  3. Mostly done renos, moving in this weekend... Fun times, will be back to normal soonish I think
  4.   Ahmos Butehamun - High Elven Order of the Scribe Wizard 5 AC: 13(16) | HP: 32/32 | Init: +3 | PP: 15 | Saves: S-1/D3/C2/I7/W5/C-1 | Spell: DC16 |  I 4/4 | II 3/3 Listening to Mwende Ahmonet's rebuke and mockery, set him on edge. He was unsure how to process the comments or the potential recommendation to the Kaliph's library. What value would it be for an ignoramus to recommend him for such a position. If they were not interested in knowledge, that was fine, but he would at least be polite enough to answer the cook's question. "Using elaborate vocabulary lends to communication with a specificity that is distressingly lacking whilst utilizing a relatively simplified vernacular." He then sighed and dumbed down his speech, though he seemed to pause and periodically cringe as he spoke now. "I rarely.. deal.. with others outside the Order of the Scribes... and as I.. said.. I.. take spells apart and.. put them together again.. the specificity as to even the rhythm of the intonations is critical to being able to perform such arcanum without mishap. This specificity.. likely.. carries over into.. my way of speaking... it will take practice."   OOC      
  5.   Ahmonet Ahmonet  HP: 35/35   Saves: Str: -1, Dex: +2, Con: +5, Int: +1, Wis: +5, Cha: +7  AC: 17, Initiative: 2, Speed: 30 Ahmonet burst out laughing, "Ohh my goodness, thank you Mwende.. I just assumed he was thinking aloud after several sentences and well.. phased his voice out." She takes a serious note though, "Sometimes it's better to simplify your statements for the less educated, not everyone here is readily interested in a walking, speaking library of knowledge." She then tries to smile properly, "I am sure you would make a most excellent professor at one of the Kaliph's Halls of Knowledge. If we manage to return safely, I don't have much weight, but I would be glad to put in a word for you."  
  6. Mwende Nabbasu - Cleric (Life) 5 - Hp 38 - AC 19   Mwende welcomed the visitor with the chicken and rice dish she was cooking, when Ahmos spoke of his escape she asks "why do you overcomplicate your sentences"? Mwende then realises that the statement might be a little rude, so she says "please forgive me, " that sounded a little blunt. I did not mean it to sound rude it is just, well you use such big words needlessly" she said trying not to sound rude.
  7.   Ahmos Butehamun - High Elven Order of the Scribe Wizard 5 AC: 13(16) | HP: 32/32 | Init: +3 | PP: 15 | Saves: S-1/D3/C2/I7/W5/C-1 | Spell: DC16 |  I 4/4 | II 3/3 Upon feeling the chill in her hands, he grew worried and held them a moment longer while looking into her eyes. It was difficult to decern as knowledge of medicine was far from his forte, but he knew enough to look for jaundice in or around the eyes and a prominence of reddened veins. Ahmonet's eyes glowed with divinity instead, so perhaps she was not afflicted. Reaching into his pouch he produce a small inkpot and effortlessly performed an minor incantation. "Here, I don't have much, but it will stay warm for the next hour." Then he plopped himself down and accepted a plate of warm food from Mwende. The silence was a little overwhelming for him though, he wasn't the sort to sit around idly, but without the opportunity to focus his mind on a set task, his thoughts instead began to dribble out of his mouth. "Did you know that the epistemological origins of our names while they seem to have a common root are in fact nearly opposite in meaning? Ahmos, stems from Ahmes or Ahmose, meaning child of the moon or child of Iah, the god of the moon. I was actually named after a scribe who made advancements in notation that functionally describe the breaking apart of things and how to recombine them. Ahmonet, alternatively is related to Amon, often attributed as the sun god, but ironically it technically means 'Hidden One' or 'Invisible', don't you think that amusing! I mean, you are quite clearly visible and your beauty must certainly make most look twice" Noting the awkwardness of what he just said, he swallows another piece of food before he finished chewing, in order to immediately redirect things. "The interesting thing about names is how they're internalized. You can tell quite a bit about people not only from their names, but from how they are shortened. Some of this is a projection from those who use the names, parents or friends, but also they are manifestations of how ones interprets them. I've seen some particularly interesting examples of improperly used numerology used to extrapolate a personality for a youth, who then took on those attributes, later to find out they were incorrect and go through a very interesting transformation, from irresponsible extrovert to introvert." Without request he began helping clean dishes and the such, easily prestidigitating away dirt and grim without the need of water or washcloth, but still did he talk. "I myself, even knowing this, am far from immune. I attribute my late night studiousness to lunar affiliation, and my studies include the manipulation of incantation formulae, dissembling and reassembling them to create variation of arcanum. Though I first must build foundations of such magic of compatible strengths to reorder them. I've also broken down the summon familiar spell and I believe I'm on the verge of creating a intangible substitute of pure incantation.   OOC      
  8. well damn... I apparently lost a post... it didn't come out the exact same, but I thought I had mad a post on saturday
  9. Nothing that I know of, just summer busy busy. SID said they'd be out for a month or so.
  10. I would chalk it up to IRL stuff keeping people busy. Same for the other game, kinda waiting on other people's input.
  11. So, please tell me what has happened? No one is posting anymore and that is very worrying, if I have done something wrong or offended anyone then please let me know so I can correct it.
  12.   Ahmonet Ahmonet  HP: 35/35   Saves: Str: -1, Dex: +2, Con: +5, Int: +1, Wis: +5, Cha: +7  AC: 17, Initiative: 2, Speed: 30 The book Ahmos described actually did seem interesting, but it was unfortunate that any news of the island's current situation fell short. It's to be expected she guessed. She took his hand and shook it, her hands were soft and gentle, yet cold to the touch. "Rest up and enjoy the meal, I am not hungry at this moment, I snacked on a few dates in my bag earlier." she said. "My diet doesn't agree with many foods, allergies or something."  
  13.   Ahmos Butehamun - High Elven Order of the Scribe Wizard 5 AC: 13(16) | HP: 32/32 | Init: +3 | PP: 15 | Saves: S-1/D3/C2/I7/W5/C-1 | Spell: DC16 |  I 4/4 | II 3/3 Seeing the living sitting and eating, he breathed a sigh of relief, then immediately flinched as he felt the hot breath of the camel on his neck. The greeting was... uncomfortable. The gold clad man cut an imposing figure, ready to cut him down, with amber eyes declaring as much without the need for a singular utterance. Ahmos stood there, locked by this hardened gaze, until a feminine voice jarred him back to the presence. Flusteredly, he rubbed his palms on his thighs, then extended a hand in greeting with a smile. "Terribly sorry, yes. I am Ahmos Buteham, Scribe of Khasul-Zau. I-I don't really know anything. I transferred here some months ago from the mainland, I'd been held up in my study for some time, transcribing some this historic tome, that was curiously written in a blend of elven and celestial, it's quite an enchanting manuscript. The penmenship.. oh, it was superb and upon every page a delicate golden filigree! On papyrus! I've seen such on a jacket of a particularlyostentatious piece, but binding to pages so fine must have taken... oh..." He saw on their faces that they clearly lacked the appropriate level of enthusiasm to continue on further about the subject. "You mean news of the recent events on the island, the undead, correct? Unfortunately, my knowledgeforthwith is infinitesimally underwhelming, not withstanding rudimentary erudition. I didn't pursue necromancy specifically, though I can appreciate the fascination, it is quite unlike most arcane disciplines. For example enchantment, divination, evocation, et cetera, all characterize what one might accomplish through their specialty, where necromancy more describes the means of such accomplishment. Thereby it would be more akin to pyromancy, which isn't itself a true school of magic by most accounts, as its undertaking focuses on the means rather than the ends." He walked over and picked up some of the food, biting into it he went a little weak at the knees as he closed his eyes and savored it. "Mmmm... I'm so glad to see other living souls. As I said, I was held up in my study for ages, and there was a clamorous disruption entincing the afflicted elsewhere, erstwhile I concluded it was an optimum opportunity to extract mineself from my perpetual captivity. I was endeavoring to navigate towards Tjet Abud Hassan when I happened upon you... do you know this hut was once home to quite the dangerous fellow. What possessed you to enter this place, it's been locked up for years?"   OOC    
  14. I'll get something up today... Been busy with Reno lately.
  15. Sniff sniff... Zosars camel checking out the newcomer
  16.   Ahmonet Ahmonet  HP: 35/35   Saves: Str: -1, Dex: +2, Con: +5, Int: +1, Wis: +5, Cha: +7  AC: 17, Initiative: 2, Speed: 30 Another survivor, it was good news, the group needed hope that people can be saved, and perhaps the strength of those survivors can help them complete their goal, which is now to find the one responsible for this undead plague. Ahmonet stepped forward and spoke to the newcomer, "I am Amonet, we have been sent by Kaliph Obhamma III to discover what is happening here on the island." She examines the male and says, "This room may not be safe, so be wary." Moving closer to the door, "Any news of your time here?"      
  17.   Zosar divine warrior of Re-Horakhty Human Paladin AC 18, gold plate armor +1 HP 30 / 30 | init +0  divine senses | cond: Rested (short) It took a long while before Zosar was able to finally relax... He could only concentrate for so long to maintain holy protection from evil spirits, and so he rested after perceiving no more immediate threats of undeath lingering in the vicinity. "..." Zosar felt uneasy in this place, with ghosts he could not strike and evil magic that had taken his artificer from him. Who was going to mend his armor now... The smell of cooked food raises the divine warrior from his reverie, Re-Horakhty had refreshed his mind and soul and now it was food that he sought to revitalise his body. Zosar was eating his meal, finally at peace... when there was unexpected *RAPs* on the door frame... for the doors had long since been removed by his trusty steed. Zosar looked up to see a weary travel worn figure standing in the doorway, his eyes flashed with a yellow radiance as the paladin was startled and divine senses engaged to discern the nature of the intruder. A celestial camel was curious too as it wandered around the corner of the house to appear behind the dusty elf and extended it's long neck to *SNIFF* the strange intruder and his pack. The rope, still attached to it's saddle, was dragging a wooden door behind it. Zosar stood and grabbed his halberd, the fire reflected in his gold armor and upon the flat blade of the halberd as he chewed his meal and considered the newcomer. He was one of the living... and that gave him pause to consider a peaceful solution to the intrusion upon his meal.   actions after short rest divine senses engaged ready halberd to react to any threats upon the princess Ahmonet. Celestial camel moves to flank visitor, ready to spit and bite if required   Feats and Abilities Paladin 5 (LG) : Lay on hands 25 hp .. divine senses 3 .. extra attack .. divine smite .. divine health .. human stats : STR 16, DEX 10, CON 10, INT 10, WIS 14, CHA 15 ... saves WIS +5, CHA +5 prof. (+3) skills : Athletics +6 .. Persuasion +5 .. Insight +5 ... Religion +3 fighting style : Inception (reaction) 1d10+3 DR to ally within 10' with Spear, 5' reach weapon. feats Polearm Mastery (attack) glaive, spear, halberd, quarterstaff... (bonus) attack 1d4 blunt... (reaction) 5' reach weapon attack op Piercer (once per turn) reroll one piercing dam dice, must use 2nd roll... crit +1 dice piercing dam Warcaster (reaction) attack op. can cast a spell .. advantage on CON saves for concentration check .. can cast spells during combat when armed (see Paladin spells)  Oath of devotion Channel Divinity ... Sacred Weapon Weapon becomes magical, +2 attack, sheds light 20'r. duration: 1 minute Turn the Unholy (action) censure undead and fiends using holy symbol, WIS DC 13 save or be turned for 1 minute or until dam from attack. Turned beasties must flee using Dash action, or Dodge if cannot flee. Harness divine power Harness divine power   Paladin Spells 4/2 Paladin spells (4/2) CHA cast +5, save DC 13 Warcaster feat : You have practiced casting spells in the midst of combat, learning techniques that grant you the following benefits: 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. Harness Divine Power (channel divinity option) you can expend a use of your Channel Divinity to fuel your spells. As a bonus action, you touch your holy symbol, utter a prayer, and regain one expended spell slot (1st or 2nd). You regain all expended uses when you finish a long rest. Spells prepared 4, oath Protection from evil, Sanctuary, Cure Wounds, Heroism Lesser Restoration, Zone of Truth, Magic weapon, Find steed in effect.. used. in effect... divine health immune to disease ... used spell slots Protection from evil... con. 10 minute's...     Equipment Worn, carried Gold plate armor +1 w/ holy emblem of Re-Horakhty, visored helm, gauntlets, armored sandals Holy Amulet of Re-Horakhty Halberd, greatsword, longbow, quiver w/20 arrows Pouch, flask of holy water Pouch, coins Camel, paladin's mount Saddlebags, blanket Waterskins x2 Acolytes vestments Prayerbook Incense sticks   combat Combat and tactics feats Polearm master (spear, glaive, halbeard, quarterstaff) gain bonus attack... reaction attack op 5' reach Piercer... reroll 1 dam dice / turn... crit +1 piercing dam dice melee... extra attack Halberd +7, versatile (1d10+4) piercing... bonus attack +6 (1d4+4) blunt... reach 5' reaction attack +7 (1d10+4) piercing... extra attack +7, versatile (1d10+4) piercing Greatsword +6 (1d10+3) slashing ranged... extra attack Spear +6, thrown range 20/60 (1d6+3) piercing... extra attack tba Longbow +3, arrow range 80/360 (1d8) piercing... extra attack +3, arrow range 80/360 (1d8) piercing Buffs :  Divine Smite, add spell slot to add 2d6 radiant dam... or 3d6 radiant dam Sacred Weapon, channel divinity adds +2 attack bonus Magic weapon, +1 attack, +1 dam Protection from evil and good (fiends, undead, elementals, celestials, fey) disadvantage on attacks, cannot be charmed, possessed or frightened by them. Lesser Restoration, removes one condition in effect (blinded, deafened, paralyzed, or poisoned.) Heroism, target cannot be frightened, gain +2 (CHA) temp hp per turn... duration: 1 minute    
  18. Knock knock... Friendly exhausted hungry wizard elf...
  19.   Ahmos Butehamun - High Elven Order of the Scribe Wizard 5 AC: 13(16) | HP: 32/32 | Init: +3 | PP: 15 | Saves: S-1/D3/C2/I7/W5/C-1 | Spell: DC16 |  I 4/4 | II 3/3 There was smoke? He'd not seen lightning, nor any other natural causes of fire and the undead were not the sort to conjure flames. No fire was life, it meant that there were others, survivors on the island. The thought nearly made him collapse on the spot. He'd been traveling so long, hardly sleeping, hardly eating, just walking, keeping ahead and away from the shamblers until now, his legs so worn that his gait was not unlike the walking dead. The observation gave him pause. He needed to make certain he was presentable and clearly not one of the walking dead. With a struggled focus he transmuted his clothes, whisking away dirt and grim and sweat. It did little to hide the tears, worn cuffs and threadbare elbows, he frowned and hoisted his pack full of whatever worldly possessions he could muster, up higher on his back, then staggered forth. Reaching the door of the house, he rapped in a pattern: one two-three-four five ... one two. "Hello?"     OOC    
  20. It is now night, Mwende has lit a fire in the fireplace and will cook some food.
  21.   Ahmonet Ahmonet  HP: 35/35   Saves: Str: -1, Dex: +2, Con: +5, Int: +1, Wis: +5, Cha: +7  AC: 17, Initiative: 2, Speed: 30 Ahmonet paced around for a few moments, avoiding the spot where Pta vanished from. "I don't like the idea of not trying to figure out how to get her out of that box, or wherever she was transported to." "At least for now, if there's nothing left here, we should get going then." says Ahmonet. Although the gnome seemed to rub her the wrong way, she never wished harm to come of her. Looking out the door, seeing the current time of day. Statblock [b][url=https://test.myth-weavers.com/sheets/?id=2702395]Ahmonet[/url][/b] [i]Darakhul Warlock 2, Sorcerer 3 5 CG[/i] [b]AC[/b] 17 [b]HP[/b] 35 [b]Speed[/b] ft, [b]Initiative:[/b] +2 [b]Str[/b] 8 (-1) [b]Dex[/b] 14 (2) [b]Con[/b] 14 (2) [b]Wis[/b] 12 (1) [b]Int[/b] 12 (1) [b]Cha[/b] 18 (4) [b]Attacks[/b] [b]Glaive[/b] +7 1d10+4 [b]Eldritch Blast (120')[/b] +7 1d10+4 [B]Skills:[/B] [B]Str:[/B] -1 [B]Dex:[/B] +2, Stealth 5, Con 2 (5), [B]Int:[/B] +1, Arcana 4, History 4, Investigation 4, Religion 4, [B]Wis:[/B] +1, Insight 4, [B]Cha:[/B] +4, Deception 7, Intimidation 7, Performance 4, Persuasion 7 [B]Feats:[/B] [ooc="Polearm Master"] When you take the Attack action and attack with only a glaive, halberd, quarterstaff, or spear, you can use a bonus action to make a melee attack with the opposite end of the weapon; this attack uses the same ability modifier as the primary attack. The weapon's damage die for this attack is a d4, and the attack deals bludgeoning damage. While you are wielding a glaive, halberd, pike, quarterstaff, or spear, other creatures provoke an opportunity attack from you when they enter the reach you have with that weapon.[/ooc], [ooc="Warcaster"] 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.[/ooc] [B]Warlock Abilities: 1st:[/B] [ooc=" 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.[/ooc], [ooc=" Hex Warrior"]At 1st level, you acquire the training necessary to effectively arm yourself for battle. You gain proficiency with medium armor, shields, and martial weapons. The influence of your patron also allows you to mystically channel your will through a particular weapon. Whenever you finish a long rest, you can touch one weapon that you are proficient with and that lacks the two-handed property. When you attack with that weapon, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls. This benefit lasts until you finish a long rest. If you later gain the Pact of the Blade feature, this benefit extends to every pact weapon you conjure with that feature, no matter the weapon's type.[/ooc] [B]Sorcerer Abilities: 1st:[/B] Origin: Shadow, [ooc=" Eyes of the Dark"]Starting at 1st level, you have darkvision with a range of 120 feet. When you reach 3rd level in this class, you learn the darkness spell, which doesn't count against your number of sorcerer spells known. In addition, you can cast it by spending 2 sorcery points or by expending a spell slot. If you cast it with sorcery points, you can see through the darkness created by the spell.[/ooc], [ooc=" Strength of the Grave"]Starting at 1st level, your existence in a twilight state between life and death makes you difficult to defeat. When damage reduces you to 0 hit points, you can make a Charisma saving throw (DC 5 + the damage taken). On a success, you instead drop to 1 hit point. You can't use this feature if you are reduced to 0 hit points by radiant damage or by a critical hit. After the saving throw succeeds, you can't use this feature again until you finish a long rest.[/ooc], [B]2nd:[/B] Sorcery Points: 3, Flexible Casting, [B]3rd:[/B] Metamagic: ([ooc=" Quickened Spell"]When you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting.[/ooc], [ooc="Twinned Spell"]When you cast a spell that targets only one creature and doesn't have a range of self, you can spend a number of sorcery points equal to the spell's level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip). To be eligible, a spell must be incapable of targeting more than one creature at the spell's current level. For example, magic missile and scorching ray aren't eligible, but ray of frost and chromatic orb are.[/ooc]) [spoiler="Warlock Spells"][B]Warlock Spells Known:[/B] Cantrips: 2, Spells 2 (1st), Invocations 2 [B]0:[/B] Eldritch Blast, True Strike [B]1st:[/B] Armor of Agathys, Hex [B]Invocations:[/B] Agonizing Blast, Beguiling Influence[/spoiler] [spoiler="Sorcerer Spells"][B]Sorcerer Spells Known:[/B] Cantrips: 4, Spells 4 [B]Spells Per Day:[/B] 1st: 4, 2nd: 2 Sorcery Points: 3 [B]0:[/B] Create Bonfire, Mage Hand, Prestidigitation, Shape Water [B]1st:[/B] Burning Hands, Detect Magic [B]2nd:[/B] Aganazzar's Scorcher, Blindness/Deafness, bonus: Darkness [/spoiler] Ahmonet Darakhul Warlock 2, Sorcerer 3 5 CG AC 17 HP 35 Speed ft, Initiative: +2 Str 8 (-1) Dex 14 (2) Con 14 (2) Wis 12 (1) Int 12 (1) Cha 18 (4) Attacks Glaive +7 1d10+4 Eldritch Blast (120') +7 1d10+4 Skills: Str: -1 Dex: +2, Stealth 5, Con 2 (5), Int: +1, Arcana 4, History 4, Investigation 4, Religion 4, Wis: +1, Insight 4, Cha: +4, Deception 7, Intimidation 7, Performance 4, Persuasion 7 Feats: Polearm Master When you take the Attack action and attack with only a glaive, halberd, quarterstaff, or spear, you can use a bonus action to make a melee attack with the opposite end of the weapon; this attack uses the same ability modifier as the primary attack. The weapon's damage die for this attack is a d4, and the attack deals bludgeoning damage. While you are wielding a glaive, halberd, pike, quarterstaff, or spear, other creatures provoke an opportunity attack from you when they enter the reach you have with that weapon. , Warcaster 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. Warlock Abilities: 1st: Hexblade's CurseStarting 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. , Hex WarriorAt 1st level, you acquire the training necessary to effectively arm yourself for battle. You gain proficiency with medium armor, shields, and martial weapons. The influence of your patron also allows you to mystically channel your will through a particular weapon. Whenever you finish a long rest, you can touch one weapon that you are proficient with and that lacks the two-handed property. When you attack with that weapon, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls. This benefit lasts until you finish a long rest. If you later gain the Pact of the Blade feature, this benefit extends to every pact weapon you conjure with that feature, no matter the weapon's type. Sorcerer Abilities: 1st: Origin: Shadow, Eyes of the DarkStarting at 1st level, you have darkvision with a range of 120 feet. When you reach 3rd level in this class, you learn the darkness spell, which doesn't count against your number of sorcerer spells known. In addition, you can cast it by spending 2 sorcery points or by expending a spell slot. If you cast it with sorcery points, you can see through the darkness created by the spell. , Strength of the GraveStarting at 1st level, your existence in a twilight state between life and death makes you difficult to defeat. When damage reduces you to 0 hit points, you can make a Charisma saving throw (DC 5 + the damage taken). On a success, you instead drop to 1 hit point. You can't use this feature if you are reduced to 0 hit points by radiant damage or by a critical hit. After the saving throw succeeds, you can't use this feature again until you finish a long rest. , 2nd: Sorcery Points: 3, Flexible Casting, 3rd: Metamagic: ( Quickened SpellWhen you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting. , Twinned SpellWhen you cast a spell that targets only one creature and doesn't have a range of self, you can spend a number of sorcery points equal to the spell's level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip). To be eligible, a spell must be incapable of targeting more than one creature at the spell's current level. For example, magic missile and scorching ray aren't eligible, but ray of frost and chromatic orb are. ) "Warlock Spells" Warlock Spells Known: Cantrips: 2, Spells 2 (1st), Invocations 2 0: Eldritch Blast, True Strike 1st: Armor of Agathys, Hex Invocations: Agonizing Blast, Beguiling Influence   "Sorcerer Spells" Sorcerer Spells Known: Cantrips: 4, Spells 4 Spells Per Day: 1st: 4, 2nd: 2 Sorcery Points: 3 0: Create Bonfire, Mage Hand, Prestidigitation, Shape Water 1st: Burning Hands, Detect Magic 2nd: Aganazzar's Scorcher, Blindness/Deafness, bonus: Darkness    
  22. Rumrunner will make a new PC, his mechanical friend will follow on as he knows she is in the box and Mwende has picked it up.
  23. Man thats like power word kill... or being eaten by an Astral Juggernaut  
  24.  
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