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About This Game

A 1-Year Adventurer's League Game for 5th-7th Level Characters

Game System

D&D 5e

Detailed Description

Adventurer's League Game

Icewind Dale: Rime of the Frostmaiden is a tale of dark terror that revisits the forlorn, flickering candlelights of civilization known as Ten-Towns and sheds light on the many bone-chilling locations that surround these frontier settlements.

Chapter 2: Icewind Dale
A 1-Year Adventure for 5th-7th Level Characters

Community

Adventurers' League
  1. What's new in this game
  2. Duergar Outpost 21 Kythorn at 1pm-ish; Illumination: Exterior - Dim; Interior: Dark Weather: High Winds A fiery spell and a cannon blast from Johnny, a pair of quick cuts from Roscoe's sword, and two arrows from Vithka bring the two duergar to their knees. As they fall to the ground they revert to their normal stature, bleeding out on the snow covered floor. How do you proceed? OOC Daylight emanates from Darvin. Prevailing light inside is Dark. Disadvantage on Perception checks (and a -5 to Passive Perception) outside of the magic light if you have Darkvision, Blind otherwise.
  3. Vithka | Lawful Neutral, Female Githzerai Ranger 5 (Gloomstalker) HP: 44/44 | HD: 5/5 (d10) | AC: 16 | Initiative: +7 | PP: 16 | Speed: 30 ft | Prof Bonus: +3 Status: Conc on PWT (1 hr) | DM Inspiration: 0 | Spell Slots: L1 3/4 L2 1/2 | DefensesAdvantage on saving throws vs being charmed or frightened, resistance to psychic damage Stat Block Attributes, Saves and Skills Str 10Save +3 (proficient) Athletics +0 Dex 18Save +7 (proficient) Acrobatics +4 Sleight of Hand +4 Stealth +7 (proficient) Con 14Save +2 Int 10Save +0 Arcana +0 History +0 Investigation +0 Nature +0 Religion +0 Wis 16Save +3 Animal Handling +6 (proficient) Insight +3 Medicine +6 (proficient) Perception +6 (proficient) Survival +6 (proficient) Cha 8Save -1 Deception -1 Intimidation -1 Performance -1 Persuasion -1 Race Features: Mental Discipline, Githzerai Psionics, Psychic Resilience Background Feature: Safe Haven Class Features: Favored EnemyAberrations, Natural ExplorerArctic, Fighting StyleTwo weapon fighting, Spellcasting, Primal Awareness Subclass Features (Gloomstalker): Gloomstalker Magic, Dread Ambusher, Umbral Sight Attacks +1 Shortsword +8 attack, 1d6+5 piercing Offhand Shortsword +7 attack, 1d6+4 piercing Longbow +7 attack, 1d8+4 piercing Languages, Tool Proficiencies Common, Gith, Undercommon, Primordial, Deep Speech Spells Ranger: +6, DC 14 Cantrips: Mage Hand Level 1: Absorb Elements, Disguise Self (Gloomstalker), Hunter's Mark, Shield (1/day, racial), Speak with Animals (1/day, Primal Awareness), Zephyr Strike Level 2: Beast Sense (1/day, Primal Awareness), Detect Thoughts (1/day, racial), Pass Without Trace, Rope Trick (Gloomstalker) Magic Items Consumable Magic Items: Spell Scroll of Animal Friendship Permanent Magic Items: Gray Bag of Tricks, +1 Shortsword (Level 5 Magic Item) Inactive Magic Items: Vithka grinned wickedly when she saw one of the duergar light up with a spell she knew well. She guessed that had been Johnny and suppressed a cackle. Grabbing a couple of arrows, she took aim and let loose. Mechanics Movement: None Action: I'm not sure if Vithka is in the range of Darvin's daylight spell and so visible now. If she isn't, and so is still invisible, she will attack Garmus. If she's visible now, she will attack Urthhild (unless Urthhild is dead already, obviously)
  4. Johnny Alpharius- Half Elf Artificer 5 HP: 29/38 | AC: 17 | Speed: 30ft | HD: 15d8/15d8 /| Spell Slots: Lv 1 4/4 Lv2 2/2 Perception: +3 | Saving Throws: Str -1 Dex +4 Con +5 Int +6 Wis +1 Cha +0 | Spell DC: 14 | Initiative: +4 StatisticsStr -1 Dex +4 Con +2 Int +3 Wis +1 Cha 0 Languages: Common, Elvish, Dwarfish, Giant, Orc Attacks: -Light Crossbow +7 Damage: 1d8+4 • Piercing -Eldritch Cannon +7 2d8 Force -Firebolt +7 2d10+d8 Fire -Shocking Grasp +7 2d8+d8 Lightning | Magic Items -Walloping Ammo *5 -Grey Bag of Tricks -Healing Potion -Spell Scroll of Fabricate -Spell Scroll of Blink -Charm of Biting Cold | SkillsAcrobatics: +10* Arcana: +6* Athletics: -1 Animal Handling: +1 Deception: +0 History: +3 Intimidate: +2* Insight: +4* Investigate: +3 Medicine: +1 Nature: +3 Perception: +4* Performance: +0 Persuasion: +0 Religion: +3 Stealth: +6* Sleight of Hand: +6* Survival: +1 Abilities Safe Haven As a faction agent, you have access to a secret network of supporters and operatives who can provide assistance on your adventures. You know a set of secret signs and passwords you can use to identify such operatives, who can provide you with access to a hidden safe house, free room and board, or assistance in finding information. These agents never risk their lives for you or risk revealing their true identities Darkvision You can see in darkness within 60 feet of you as if it were dim light. However, you can’t discern color in darkness, only shades of gray. Fey Ancestry You have advantage on saving throws against being charmed, and magic can’t put you to sleep. Magical Tinkering You've learned how to invest a spark of magic into mundane objects. To use this ability, you must have thieves' tools or artisan's tools in hand. You then touch a Tiny nonmagical object as an action and give it one of the following magical properties of your choice: • The object sheds bright light in a 5-foot radius and dim light for an additional 5 feet. • Whenever tapped by a creature, the object emits a recorded message that can be heard up to 10 feet away. You utter the message when you bestow this property on the object, and the recording can be no more than 6 seconds long. • The object continuously emits your choice of an odour or a nonverbal sound (wind, waves, chirping, or the like). The chosen phenomenon is perceivable up to 10 feet away. • A static visual effect appears on one of the object's surfaces. This effect can be a picture, up to 25 words of text, lines and shapes, or a mixture of these elements, as you like. The chosen property lasts indefinitely. As an action, you can touch the object and end the property early. You can bestow magic on multiple objects, touching one object each time you use this feature, though a single object can only bear one property at a time. The maximum number of objects you can affect with this feature at one time is equal to your Intelligence modifier (minimum of one object). If you try to exceed your maximum, the oldest property immediately ends, and then the new property applies. Spellcasting You produce your artificer spell effects through your tools. You must have a spellcasting focus-specifically thieves' tools or some kind of artisan's tool-in hand when you cast any spell with this Spellcasting feature(meaning the spell has an "M" component when you cast it). You must be proficient with the tool to use it in this way. After you gain the Infuse Item feature at 2nd level, you can also use any item bearing one of your infusions as a spellcasting focus. You regain all expended spell slots when you finish a long rest. You prepare the list of artificer spells that are available for you to cast, choosing from the artificer spell list. When you do so, choose a number of artificer spells equal to your Intelligence modifier + half your artificer level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots. You can change your list of prepared spells when you finish a long rest. Preparing a new list of artificer spells requires time spent tinkering with your spellcasting focuses: at least 1 minute per spell level for each spell on your list. Intelligence is your spellcasting ability for your artificer spells. You can cast an artificer spell as a ritual if that spell has the ritual tag and you have the spell prepared. Infuse Item You've gained the ability to imbue mundane items with certain magical infusions, turning those objects into magic items. When you gain this feature, pick four artificer infusions to learn, choosing from the "Artificer Infusions" section at the end of the class's description. You learn additional infusions of your choice when you reach certain levels in this class, as shown in the Infusions Known column of the Artificer table. Whenever you gain a level in this class, you can replace one of the artificer infusions you learned with a new one. Whenever you finish a long rest, you can touch a nonmagical object and imbue it with one of your artificer infusions, turning it into a magic item. An infusion works on only certain kinds of objects, as specified in the infusion's description. If the item requires attunement, you can attune yourself to it the instant you infuse the item. If you decide to attune to the item later, you must do so using the normal process for attunement. Your infusion remains in an item indefinitely, but when you die, the infusion vanishes after a number of days equal to your Intelligence modifier (minimum of 1 day). The infusion also vanishes if you replace your knowledge of the infusion. You can infuse more than one nonmagical object at the end of a long rest; the maximum number of objects appears in the Infused Items column of the Artificer table. You must touch each of the objects, and each of your infusions can be in only one object at a time. Moreover, no object can bear more than one of your infusions at a time. If you try to exceed your maximum number of infusions, the oldest infusion ends, and then the new infusion applies. If an infusion ends on an item that contains other things, like a bag of holding, its contents harmlessly appear in and around its space. The Right Tool for the Job You've learned how to produce exactly the tool you need: with thieves' tools or artisan's tools in hand, you can magically create one set of artisan's tools in an unoccupied space within 5 feet of you. This creation requires 1 hour of uninterrupted work, which can coincide with a short or long rest. Though the product of magic, the tools are nonmagical, and they vanish when you use this feature again. Eldritch Cannon You've learned how to create a magical cannon. Using woodcarver's tools or smith's tools, you can take an action to magically create a Small or Tiny eldritch cannon in an unoccupied space on a horizontal surface within 5 feet of you. A Small eldritch cannon occupies its space, and a Tiny one can be held in one hand. Once you create a cannon, you can't do so again until you finish a long rest or until you expend a spell slot to create one. You can have only one cannon at a time and can't create one while your cannon is present. The cannon is a magical object. Regardless of size, the cannon has an AC of 18 and a number of hit points equal to five times your artificer level. It is immune to poison damage and psychic damage. If it is forced to make an ability check or a saving throw, treat all its ability scores as 10 (+0). If the mending spell is cast on it, it regains 2d6 hit points. It disappears if it is reduced to 0 hit points or after 1 hour. You can dismiss it early as an action. When you create the cannon, you determine its appearance and whether it has legs. You also decide which type it is, choosing from the options on the Eldritch Cannons table. On each of your turns, you can take a bonus action to cause the cannon to activate if you are within 60 feet of it. As part of the same bonus action, you can direct the cannon to walk or climb up to 15 feet to an unoccupied space, provided it has legs. Flamethrower The cannon exhales fire in an adjacent 15 foot cone that you designate. Each creature in that area must make a Dexterity saving throw against your spell save DC, taking 2d8 fire damage on a failed save or half as much damage on a successful one. The fire ignites any flammable objects in the area that aren't being worn or carried. Force Ballista Make a ranged spell attack, originating from the cannon, at one creature or object with in 120 feet of it. On a hit, the target takes 2d8 force damage, and if the target is a creature, it is pushed up to 5 feet away from the cannon. Protector The cannon em its a burst of positive energy that grants itself and each creature of your choice within 10 feet of it a number of temporary hit points equal to 1d8 + your Intelligence modifier (min of + 1 ) Arcane Firearm You know how to turn a wand, staff, or rod into an arcane firearm, a conduit for your destructive spells. When you finish a long rest, you can use woodcarver's tools to carve special sigils into a wand, staff, or rod and thereby turn it into your arcane firearm. The sigils disappear from the object if you later carve them on a different item. The sigils otherwise last indefinitely. You can use your arcane firearm as a spellcasting focus for your artificer spells. When you cast an artificer spell through the firearm, roll a d8, and you gain a bonus to one of the spell's damage rolls equal to the number rolled. Spells Cantrips Known: Lv1 Spells Prepared Lv2 Spells Prepared Infusions Infusions Known: 4 Infused Items: 2 Enhanced Studded Leather, Enhanced Arcane Wand Enhanced Arcane Focus Item: A rod, staff, or wand (requires attunement) While holding this item, a creature gains a + 1 bonus to spell attack rolls. In addition, the creature ignores half cover when making a spell attack. The bonus increases to +2 when you reach 10th level in this class. Enhanced Defense Item: A suit of armor or a shield A creature gains a +1 bonus to Armor Class while wearing (armor) or wielding (shield) the infused item. The bonus increases to +2 when you reach 10th level in this class. Repeating Shot Item: A simple or martial weapon with the ammunition property (requires attunement) This magic weapon grants a + 1 bonus to attack and damage rolls made with it when it's used to make a ranged attack, and it ignores the loading property if it has it. If you load no ammunition in the weapon, it produces its own, automatically creating one piece of magic ammunition when you make a ranged attack with it. The ammunition created by the weapon vanishes the instant after it hits or misses a target. Replicate Magic Item Using this infusion, you replicate a particular magic item. You can learn this infusion multiple times; each time you do so, choose a magic item that you can make with it, picking from the Replicable Items tables. Johnny was surprised by the warpick, it struck his leather armour and he felt a rib crack under the blow. As the dwarf pulled back, Johnny lashed out with his bootknife and then followed it up with a fiery blast aimed at the retreating dwarf. His cannon fired just after Reaction : Dagger at Urthhild Action: Cast Firebolt at Urthhild Bonus: Fire Cannon at Urthhild Move: none
  5. Human (Varient) Paladin 5th Level Lawful Good Deity Bahamut AC: 18 (Chainmail/Shield) HP: 39 Speed: 30ft Str 18(+4) Dex 12(+1) Con 13(+1) Wis 10 (0) Int 8(-1) Cha 16 (+3) Passive Perception: 13 Passive Investigation: 9 Passive Insight: 13 2 Attacks Per Round Long Sword (Versatile) +7 1d8+4 (1d10+4) Handaxe +7 1d6+4 With the battle in full swing, Roscoe continues to press the attack upon Garmus in order to take him down quick so he could turn his attention to the other one, and more importantly, finding Vithka.
  6. Duergar Outpost 21 Kythorn at 1pm-ish; Illumination: Exterior - Dim; Interior: Dark Weather: High Winds With the door opened, Johnny casts a spell that fills an area with faerie fire. A duergar is outlined in the flickering flames. Johnny's cannon fires and strikes! Darvin casts a spell that fills the complex with daylight, clearly showing to enlarged duergar flanking the doorway and Vithka on the far side of the room. Markax follows by conjuring a bonfire under one of the duergar who hops out of the burning flames. Roscoe wades into the room and slashes his blade at one duergar, striking through its armor. The northern duergar steps before the door and slams its war pick into Johnny and then steps back, out of the bonfire. The other engages Roscoe, swinging its enlarged wa rpick which is parries away. Round 2: PCs OOC Vithka: use mage hand; move; draw bow; Johnny: cast faerie fire; cannon at Garmus, 6 dmg; Darvin: cast daylight Markax: cast bonfire at Urthhild, Save passed; Roscoe: move; longsword at Garmus, 11 dmg; longsword at Garmus, miss; Urthhild: move; war pick at Johnny, 9 dmg; move (provokes OA from Johnny); Johnny loses 9 hit points Garmus: war pick at Roscoe, miss; Daylight emanates from Darvin. Prevailing light inside is Dark. Disadvantage on Perception checks (and a -5 to Passive Perception) outside of the magic light if you have Darkvision, Blind otherwise. Advantage with attacks at Urthhild (faerie fire)
  7. Human (Varient) Paladin 5th Level Lawful Good Deity Bahamut AC: 18 (Chainmail/Shield) HP: 39 Speed: 30ft Str 18(+4) Dex 12(+1) Con 13(+1) Wis 10 (0) Int 8(-1) Cha 16 (+3) Passive Perception: 13 Passive Investigation: 9 Passive Insight: 13 2 Attacks Per Round Long Sword (Versatile) +7 1d8+4 (1d10+4) Handaxe +7 1d6+4 Pausing momentarily as the door opens, he peers into the darkness hoping that Vithka is on the other side of the door. As the light from Darvin's spell illuminates the room and no Vithka in sight, he fears the worst. Seeing the two rather large duergar's he moves towards the one on his right side and takes a couple of swings at it with his sword...............
  8. Welcome back, PK - I hope it was a good vacay!
  9. Markax, AC 16 HP 38/38 As soon as Johnny's spell illuminated the enlarged duergar, Markax targeted it with one of his spells as well. He twirls his hand quickly in the air and a tiny beam of light strikes the ground beneath the duergar's feet. Suddenly, a large bonfire erupts from the spot to burn the dark dwarf. OOC Casting Bonfire in the square where Urthhild's shield is. DEX DC16 fire damage Statblock () Male Dragonborn, Neutral Good, Level 5 Circle of Stars Druid Armor Class 16 | Hit Points 38/38 | Speed 30 ft. STR 12 (+1) DEX 14 (+2) CON 14 (+2) INT 10 () WIS 18 (+4) CHA 8 (-1) Saving Throws INT +3, WIS +7 Skills Arcana +3, Nature +3, Perception +7, Survival +7 Senses Passive Perception 17 Spell Casting Wisdom, Save DC 15, Spell Attack +7, +1 Moon Sickle (DC 16, Spell Attack +8)
  10. Darvin tried to peer into the darkness as the doors opened. He saw one of the two become wreathed in light and added his own. With a word of power, he held the orb he had carried from Neverwinter up. A light erupted from within, shining out as the eyes gazed out into the darkness and dispelled it. "I do believe that someone asked for light." He added with a smirk as he held the light aloft to fill the room beyond. Actions/OOC Standard Action: Cast Daylight upon my crystal arcane focus. That will be a 60ft bright, 60ft dim sphere centered on Darvin. Move Action: Concentration: Daylight; Duration 1hr Conditions: Statblock Str 8 (-1) Dex 14 (2) Con 12 (1) Int 14 (2) Wis 10 (0) Cha 16 (3) Proficiency Bonus: +3 INIT: +2 AC: 13 HD: 5/5d8 HP: 32/32; TEMP: 0 Speed: 30 ft Passive Perception: 12 Gifts: Charm of Bounty: Create Food and Water 3/3 Human: Bonus Skill/Feat Cloistered Scholar: Library Access Warlock: Otherworldly Patron: Celestial (Savras) Pact Magic Healing Light: 6/6 Eldritch Invocations: -Agonizing Blast -Beguiling Influence -Book of Ancient Secrets -Repelling Blast Pact of the Tome (Detect Magic; Identify) Rod of the Packeeper: 1/1 (1 per day, regain a spell slot) ASI: Magic Initiate (Warlock): Minor Illusion; Mage Hand; Hex lvl 4: Eldritch Adept Attacks Eldritch Blast +7 1d10+3 Club +2 1d6-1 Dagger +5 1d4+2 Spell Slots Pact Magic: LVL 3: 1/2 Magic Initiate: Hex: 1/1 Spells Known Spells Known LVL 0: Eldritch Blast; Guidance; Light; Mage Hand; Mending; Minor Illusion; Prestidigitaion; Sacred Flame; Thaumaturgy; Mind Sliver LVL 1: Cure Wounds; Comprehend Languages; Hex; Detect Magic; Identify LVL 2: Lesser Restoration; Suggestion LVL 3: Daylight; Hypnotic Pattern
  11. Added Saves to 's post - south one passed, north one failed.
  12. Welcome back. Hope your vacation was nice. I'll have a post up later today, but I'm planning on a daylight spell for all the light.
  13. FF should catch both big dwarves, and hopefully give us all advantage.
  14. Duergar Outpost 21 Kythorn at 1pm-ish; Illumination: Exterior - Dim; Interior: Dark Weather: High Winds The door swings open, apparently on it's own accord, revealing (once there is light to reveal such details) a large, nearly empty room. Snow has drifted into the corners, and frost covers the stone walls. Three barred openings overlook the snow-covered grounds outside the stronghold. You see two duergar, as large as the ogre you just killed, lying in wait on either side of the door. But there is no sign of Vithka. Vithka notices a passage moves to the east, connecting to another area of the stronghold. Round 1: PCs (continued) OOC Vithka: use mage hand; move; draw bow; Johnny: Markax: Roscoe: Duergar: Prevailing light inside is Dark. Disadvantage on Perception checks (and a -5 to Passive Perception) outside of the magic light if you have Darkvision, Blind otherwise.
  15. Took a quick vacation - updating now. You can adjust actions as desired.
  16. Human (Varient) Paladin 5th Level Lawful Good Deity Bahamut AC: 18 (Chainmail/Shield) HP: 39 Speed: 30ft Str 18(+4) Dex 12(+1) Con 13(+1) Wis 10 (0) Int 8(-1) Cha 16 (+3) Passive Perception: 13 Passive Investigation: 9 Passive Insight: 13 2 Attacks Per Round Long Sword (Versatile) +7 1d8+4 (1d10+4) Handaxe +7 1d6+4 With sword and shield still at the ready, "Sounds that way, but if the room is like everything else around here, we're going to need some light to see.........." as his hand reach's for the door in order to open it.
  17. Vithka will open the door to remove any issue of meta-gaming. Poor weasel. It would have been more interesting if it had been a dire wolf. But it was a fun opportunity to use the psionic nature of Vithka's mage hand and to try to cause some havoc!
  18. Vithka | Lawful Neutral, Female Githzerai Ranger 5 (Gloomstalker) HP: 44/44 | HD: 5/5 (d10) | AC: 16 | Initiative: +7 | PP: 16 | Speed: 30 ft | Prof Bonus: +3 Status: Conc on PWT (1 hr) | DM Inspiration: 0 | Spell Slots: L1 3/4 L2 1/2 | DefensesAdvantage on saving throws vs being charmed or frightened, resistance to psychic damage Stat Block Attributes, Saves and Skills Str 10Save +3 (proficient) Athletics +0 Dex 18Save +7 (proficient) Acrobatics +4 Sleight of Hand +4 Stealth +7 (proficient) Con 14Save +2 Int 10Save +0 Arcana +0 History +0 Investigation +0 Nature +0 Religion +0 Wis 16Save +3 Animal Handling +6 (proficient) Insight +3 Medicine +6 (proficient) Perception +6 (proficient) Survival +6 (proficient) Cha 8Save -1 Deception -1 Intimidation -1 Performance -1 Persuasion -1 Race Features: Mental Discipline, Githzerai Psionics, Psychic Resilience Background Feature: Safe Haven Class Features: Favored EnemyAberrations, Natural ExplorerArctic, Fighting StyleTwo weapon fighting, Spellcasting, Primal Awareness Subclass Features (Gloomstalker): Gloomstalker Magic, Dread Ambusher, Umbral Sight Attacks +1 Shortsword +8 attack, 1d6+5 piercing Offhand Shortsword +7 attack, 1d6+4 piercing Longbow +7 attack, 1d8+4 piercing Languages, Tool Proficiencies Common, Gith, Undercommon, Primordial, Deep Speech Spells Ranger: +6, DC 14 Cantrips: Mage Hand Level 1: Absorb Elements, Disguise Self (Gloomstalker), Hunter's Mark, Shield (1/day, racial), Speak with Animals (1/day, Primal Awareness), Zephyr Strike Level 2: Beast Sense (1/day, Primal Awareness), Detect Thoughts (1/day, racial), Pass Without Trace, Rope Trick (Gloomstalker) Magic Items Consumable Magic Items: Spell Scroll of Animal Friendship Permanent Magic Items: Gray Bag of Tricks, +1 Shortsword (Level 5 Magic Item) Inactive Magic Items: Vithka resisted the urge to sigh as the weasel was snuffed out of existence just as quickly as it came into it. She ran as far as she could away from the duergar and used her mage hand to open the door as she did. Mechanics Initiative Movement: 30ft due E (she should still be invisible so no opportunity attack) Action: Use mage hand to open the door Free Object Interaction: Get bow ready
  19. I was considering doing the same thing. I figured the weapon smacking on something sound was "the signal" so was going to fling the door open and drop faerie fire into the space, but you can do that instead since Johnny's initiative is higher :)
  20. Johnny could cast Faerie Fire through the doorway, but I am not sure if that is too metagame! We only know that something is attacking something?
  21. Johnny Alpharius- Half Elf Artificer 5 HP: 38/38 | AC: 17 | Speed: 30ft | HD: 15d8/15d8 /| Spell Slots: Lv 1 4/4 Lv2 2/2 Perception: +3 | Saving Throws: Str -1 Dex +4 Con +5 Int +6 Wis +1 Cha +0 | Spell DC: 14 | Initiative: +4 StatisticsStr -1 Dex +4 Con +2 Int +3 Wis +1 Cha 0 Languages: Common, Elvish, Dwarfish, Giant, Orc Attacks: -Light Crossbow +7 Damage: 1d8+4 • Piercing -Eldritch Cannon +6 2d8 Force -Firebolt +8 2d10+d8 Fire -Shocking Grasp +7 2d8+d8 Lightning | Magic Items -Walloping Ammo *5 -Grey Bag of Tricks -Healing Potion -Spell Scroll of Fabricate -Spell Scroll of Blink -Charm of Biting Cold | SkillsAcrobatics: +10* Arcana: +6* Athletics: -1 Animal Handling: +1 Deception: +0 History: +3 Intimidate: +2* Insight: +4* Investigate: +3 Medicine: +1 Nature: +3 Perception: +4* Performance: +0 Persuasion: +0 Religion: +3 Stealth: +6* Sleight of Hand: +6* Survival: +1 Abilities Safe Haven As a faction agent, you have access to a secret network of supporters and operatives who can provide assistance on your adventures. You know a set of secret signs and passwords you can use to identify such operatives, who can provide you with access to a hidden safe house, free room and board, or assistance in finding information. These agents never risk their lives for you or risk revealing their true identities Darkvision You can see in darkness within 60 feet of you as if it were dim light. However, you can’t discern color in darkness, only shades of gray. Fey Ancestry You have advantage on saving throws against being charmed, and magic can’t put you to sleep. Magical Tinkering You've learned how to invest a spark of magic into mundane objects. To use this ability, you must have thieves' tools or artisan's tools in hand. You then touch a Tiny nonmagical object as an action and give it one of the following magical properties of your choice: • The object sheds bright light in a 5-foot radius and dim light for an additional 5 feet. • Whenever tapped by a creature, the object emits a recorded message that can be heard up to 10 feet away. You utter the message when you bestow this property on the object, and the recording can be no more than 6 seconds long. • The object continuously emits your choice of an odour or a nonverbal sound (wind, waves, chirping, or the like). The chosen phenomenon is perceivable up to 10 feet away. • A static visual effect appears on one of the object's surfaces. This effect can be a picture, up to 25 words of text, lines and shapes, or a mixture of these elements, as you like. The chosen property lasts indefinitely. As an action, you can touch the object and end the property early. You can bestow magic on multiple objects, touching one object each time you use this feature, though a single object can only bear one property at a time. The maximum number of objects you can affect with this feature at one time is equal to your Intelligence modifier (minimum of one object). If you try to exceed your maximum, the oldest property immediately ends, and then the new property applies. Spellcasting You produce your artificer spell effects through your tools. You must have a spellcasting focus-specifically thieves' tools or some kind of artisan's tool-in hand when you cast any spell with this Spellcasting feature(meaning the spell has an "M" component when you cast it). You must be proficient with the tool to use it in this way. After you gain the Infuse Item feature at 2nd level, you can also use any item bearing one of your infusions as a spellcasting focus. You regain all expended spell slots when you finish a long rest. You prepare the list of artificer spells that are available for you to cast, choosing from the artificer spell list. When you do so, choose a number of artificer spells equal to your Intelligence modifier + half your artificer level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots. You can change your list of prepared spells when you finish a long rest. Preparing a new list of artificer spells requires time spent tinkering with your spellcasting focuses: at least 1 minute per spell level for each spell on your list. Intelligence is your spellcasting ability for your artificer spells. You can cast an artificer spell as a ritual if that spell has the ritual tag and you have the spell prepared. Infuse Item You've gained the ability to imbue mundane items with certain magical infusions, turning those objects into magic items. When you gain this feature, pick four artificer infusions to learn, choosing from the "Artificer Infusions" section at the end of the class's description. You learn additional infusions of your choice when you reach certain levels in this class, as shown in the Infusions Known column of the Artificer table. Whenever you gain a level in this class, you can replace one of the artificer infusions you learned with a new one. Whenever you finish a long rest, you can touch a nonmagical object and imbue it with one of your artificer infusions, turning it into a magic item. An infusion works on only certain kinds of objects, as specified in the infusion's description. If the item requires attunement, you can attune yourself to it the instant you infuse the item. If you decide to attune to the item later, you must do so using the normal process for attunement. Your infusion remains in an item indefinitely, but when you die, the infusion vanishes after a number of days equal to your Intelligence modifier (minimum of 1 day). The infusion also vanishes if you replace your knowledge of the infusion. You can infuse more than one nonmagical object at the end of a long rest; the maximum number of objects appears in the Infused Items column of the Artificer table. You must touch each of the objects, and each of your infusions can be in only one object at a time. Moreover, no object can bear more than one of your infusions at a time. If you try to exceed your maximum number of infusions, the oldest infusion ends, and then the new infusion applies. If an infusion ends on an item that contains other things, like a bag of holding, its contents harmlessly appear in and around its space. The Right Tool for the Job You've learned how to produce exactly the tool you need: with thieves' tools or artisan's tools in hand, you can magically create one set of artisan's tools in an unoccupied space within 5 feet of you. This creation requires 1 hour of uninterrupted work, which can coincide with a short or long rest. Though the product of magic, the tools are nonmagical, and they vanish when you use this feature again. Eldritch Cannon You've learned how to create a magical cannon. Using woodcarver's tools or smith's tools, you can take an action to magically create a Small or Tiny eldritch cannon in an unoccupied space on a horizontal surface within 5 feet of you. A Small eldritch cannon occupies its space, and a Tiny one can be held in one hand. Once you create a cannon, you can't do so again until you finish a long rest or until you expend a spell slot to create one. You can have only one cannon at a time and can't create one while your cannon is present. The cannon is a magical object. Regardless of size, the cannon has an AC of 18 and a number of hit points equal to five times your artificer level. It is immune to poison damage and psychic damage. If it is forced to make an ability check or a saving throw, treat all its ability scores as 10 (+0). If the mending spell is cast on it, it regains 2d6 hit points. It disappears if it is reduced to 0 hit points or after 1 hour. You can dismiss it early as an action. When you create the cannon, you determine its appearance and whether it has legs. You also decide which type it is, choosing from the options on the Eldritch Cannons table. On each of your turns, you can take a bonus action to cause the cannon to activate if you are within 60 feet of it. As part of the same bonus action, you can direct the cannon to walk or climb up to 15 feet to an unoccupied space, provided it has legs. Flamethrower The cannon exhales fire in an adjacent 15 foot cone that you designate. Each creature in that area must make a Dexterity saving throw against your spell save DC, taking 2d8 fire damage on a failed save or half as much damage on a successful one. The fire ignites any flammable objects in the area that aren't being worn or carried. Force Ballista Make a ranged spell attack, originating from the cannon, at one creature or object with in 120 feet of it. On a hit, the target takes 2d8 force damage, and if the target is a creature, it is pushed up to 5 feet away from the cannon. Protector The cannon em its a burst of positive energy that grants itself and each creature of your choice within 10 feet of it a number of temporary hit points equal to 1d8 + your Intelligence modifier (min of + 1 ) Arcane Firearm You know how to turn a wand, staff, or rod into an arcane firearm, a conduit for your destructive spells. When you finish a long rest, you can use woodcarver's tools to carve special sigils into a wand, staff, or rod and thereby turn it into your arcane firearm. The sigils disappear from the object if you later carve them on a different item. The sigils otherwise last indefinitely. You can use your arcane firearm as a spellcasting focus for your artificer spells. When you cast an artificer spell through the firearm, roll a d8, and you gain a bonus to one of the spell's damage rolls equal to the number rolled. Spells Cantrips Known: Lv1 Spells Prepared Lv2 Spells Prepared Infusions Infusions Known: 4 Infused Items: 2 Enhanced Studded Leather, Enhanced Arcane Wand Enhanced Arcane Focus Item: A rod, staff, or wand (requires attunement) While holding this item, a creature gains a + 1 bonus to spell attack rolls. In addition, the creature ignores half cover when making a spell attack. The bonus increases to +2 when you reach 10th level in this class. Enhanced Defense Item: A suit of armor or a shield A creature gains a +1 bonus to Armor Class while wearing (armor) or wielding (shield) the infused item. The bonus increases to +2 when you reach 10th level in this class. Repeating Shot Item: A simple or martial weapon with the ammunition property (requires attunement) This magic weapon grants a + 1 bonus to attack and damage rolls made with it when it's used to make a ranged attack, and it ignores the loading property if it has it. If you load no ammunition in the weapon, it produces its own, automatically creating one piece of magic ammunition when you make a ranged attack with it. The ammunition created by the weapon vanishes the instant after it hits or misses a target. Replicate Magic Item Using this infusion, you replicate a particular magic item. You can learn this infusion multiple times; each time you do so, choose a magic item that you can make with it, picking from the Replicable Items tables. Johnny lifts his weapon, ready to start firing. When the door swung open and no enemies were apparent he flooded the area in Faerie Fire. The ghostly flames licked at all creatures and objects in the area, hopefully missing Vithka. If an enemy was revealed, his cannon would fire at it. Action: Cast Faerie Fire in the area beyond the door. Bonus: Fire Cannon at any revealed enemies Move: Make sure he is not in the doorway in case others want to move in.
  22. gonna wait and see if anyone rolls higher init than Markax before posting an action.
  23. Markax, AC 16 HP 38/38 OOC Initiative Statblock () Male Dragonborn, Neutral Good, Level 5 Circle of Stars Druid Armor Class 16 | Hit Points 38/38 | Speed 30 ft. STR 12 (+1) DEX 14 (+2) CON 14 (+2) INT 10 () WIS 18 (+4) CHA 8 (-1) Saving Throws INT +3, WIS +7 Skills Arcana +3, Nature +3, Perception +7, Survival +7 Senses Passive Perception 17 Spell Casting Wisdom, Save DC 15, Spell Attack +7, +1 Moon Sickle (DC 16, Spell Attack +8)
  24. Darvin turned toward the source of the sound, not that he could see it regardless of the door in the way. "I think that's our cue." Actions/OOC Standard Action: Move Action: Concentration: Conditions: Light Statblock Str 8 (-1) Dex 14 (2) Con 12 (1) Int 14 (2) Wis 10 (0) Cha 16 (3) Proficiency Bonus: +3 INIT: +2 AC: 13 HD: 5/5d8 HP: 32/32; TEMP: 0 Speed: 30 ft Passive Perception: 12 Gifts: Charm of Bounty: Create Food and Water 3/3 Human: Bonus Skill/Feat Cloistered Scholar: Library Access Warlock: Otherworldly Patron: Celestial (Savras) Pact Magic Healing Light: 6/6 Eldritch Invocations: -Agonizing Blast -Beguiling Influence -Book of Ancient Secrets -Repelling Blast Pact of the Tome (Detect Magic; Identify) Rod of the Packeeper: 1/1 (1 per day, regain a spell slot) ASI: Magic Initiate (Warlock): Minor Illusion; Mage Hand; Hex lvl 4: Eldritch Adept Attacks Eldritch Blast +7 1d10+3 Club +2 1d6-1 Dagger +5 1d4+2 Spell Slots Pact Magic: LVL 3: 2/2 Magic Initiate: Hex: 1/1 Spells Known Spells Known LVL 0: Eldritch Blast; Guidance; Light; Mage Hand; Mending; Minor Illusion; Prestidigitaion; Sacred Flame; Thaumaturgy; Mind Sliver LVL 1: Cure Wounds; Comprehend Languages; Hex; Detect Magic; Identify LVL 2: Lesser Restoration; Suggestion LVL 3: Daylight; Hypnotic Pattern
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