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About This Game

Imagine a world where Tiamat was summoned successfully. Where the Princes of Elemental Evil tread unfettered. Where Demogorgon prowls the Underdark with the Wand of Orcus, leaving an army of undead in his wake. Where the storm giants have been cast to the bottom of the Ordning. Where Baldur's Gate has been banished to the Nine Hells. . . .

Game System

D&D 5e

Detailed Description

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The Rise & Fall of Vecna - A D&D 5e Saga (levels 3-20)

 

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Welcome to a dark chapter in the history of the Forgotten Realms. A chapter in which you are destined to play a starring role. Through your actions, the Realms will find salvation. Or doom.

The Doomed Forgotten Realms imagines a world where all the various catastrophes threatened in a Wizards of the Coast hardcover adventure have come to pass. It is an acknowledgment that for every successfully completed campaign, likely a dozen more have fizzled out or failed. This adventure serves as a tribute to these failed campaigns. As described in Rise of Tiamat, “Nations and kingdoms shatter, civilization collapses into bloody war, and chaos reigns supreme... Such dark times need not mean the end of your campaign, however... The new goal is to bring peace to the world once more.”

In the Doomed Forgotten Realms, the never-ending parade of apocalypses that have wracked the Sword Coast are not an improbable coincidence. They have, instead, been purposefully masterminded or exploited by the archlich Vecna so that he might conquer the Forgotten Realms. For those not familiar with Vecna, he is an iconic villain that has haunted Dungeons & Dragons since its earliest days. His relevant background has been briefly summarized, but for those interested in a deeper exploration of Vecna’s history, it can be easily found online.

 

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Faerûn has changed dramatically in the years since Vecna’s conquest. Tiamat holds court over the dragons of the Realms from atop her Soaring Citadel. Zariel wages war over the cratered ruin that was once Baldur’s Gate. The drow elf Jarlaxle, one of the last hopes for a dying realm, rules over the sailing city of Qu’madosfan Delmah. And the Frostmaiden Auril’s arctic grasp expands ever outwards.

Imagine a world where good has lost and evil prevailed.

Will you rise to the challenge? Or, will you too, fall before the might of Vecna?

For those brave enough to play Rise & Fall of Vecna in its entirety they can expect to:

  • Exterminate a gang of mephits amidst the streets of Mirabar!
  • Take a nightmarish trek through an underground highway haunted by the fiendish Dem'ghot'nec, He Who Wears the Flesh of the Dead!
  • Make a cross-continental journey along the Sword Coast, witnessing firsthand the ravages of a world without heroes!
  • Race through the streets of Helm's Hold in an infernal vehicle, before facing off against the dread purple worm, Gigantus!
  • Assault a tribe of slime-worshipping bullywugs laired within Thornhold, before braving the keep's trap-riddled catacombs in hopes of making an unlikely ally!
  • Infiltrate Grudd Haug, the mountain giant capital, to steal a magical conchshell from the monstrous Chief Guh!
  • Battle the infamous Krakolich amidst the ruins of the Maelstrom, with the fate of the Realms hanging in the balance!
  • Embark upon an impossible mission to break into the impregnable Hosttower of the Arcane!
  • Traverse the dread domains of Ravenloft in search of Vecna’s darkest secrets!
  • Descend into an undersea chasm within the Scarlet Marpenoth to battle Urthuyn, an ancient kraken!
  • Hijack the adamantine titan known as the Vonindod!
  • Ally with the Mad Mage of Undermountain!
  • Rescue the missing Bruenor Battlehammer from the Elemental Plane of Earth!
  • Smuggle themselves into Skullport, sneak into Waterdeep, and battle the archlich Vecna before his impending apotheosis and the consequent destruction of the Realms!

 

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What rulebooks should I use?
You can use non-optional rules found in the Player’s Handbook, the Basic Rules, and all the books listed below. If a rule has been reprinted in a newer resource, you must always use the latest printing.

• Fizban’s Treasury of Dragons (FTD)
• Mordenkainen Presents: Monsters of the Multiverse (MPMM)
• Sword Coast Adventurer's Guide (SCAG)
• Xanathar’s Guide to Everything (XGE)

Additionally, the following variant or optional rules are available:

• Chapter 6: Customization Options (PH)
• Variant Human Traits (PHB)

(Absolutely no flying races will be allowed)

Startin Level: 3rd

Alignment Requirement: No Evil

Starting Equipment: You will start with the basic equipment given to you by your class and background plus one moon-touched weapon of your choice and two healing potions. Moon-touched weapons count as magical but offer no bonuses and shed bright moonlight in a 15' radius and dim light another 15' beyond that. Casters can opt to start with two 1st level spell scrolls in the place of a moon touched weapon if they so choose.

Ability Scores: Ability scores can be generated using the 27 point buy as featured in the PHB.

Hit Points: Maximum at 1st level, average each additional level.

Backgrounds: Any from the source books listed above or any from the material in the Character Creation tab. Customizing backgrounds is allowed but must be approved by the DM, same with any player built custom backgrounds.

Backstories: I don't want to spoil anything for you here, but you should make your backstories as if none of the bad events from any of the 5e hardcovers has happened yet. The last thing you should remember is attending Vance's Academy of Adventure (a grand and prestigious finishing school for young adventurers), and graduating in the year 1451 DR, just prior to the Mt. Hotenow eruption. So everything was still all good at the time.

Character Submissions: You will also need to start a thread in the Applications area for your submission. If you have any questions about my rules for character building, any thoughts about character backgrounds, or to request that I review your character then you can do so by Clicking Here.

 

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Application Deadline: July 1st, 2023 midnight (US Central Standard Time)

Post Requirements: Minimum posting rate of two to three times per week.

Party Size: Looking for 4-6 players.

Other Requirements:
- I want players who give detailed and interesting posts. Not one-liners and blocks of speech text. The rule of three applies here. What is your character thinking, doing and saying.

- Expect your actions to have consequences. Don't be stupid. Play smart. If I give you lots of hints that opening the box will unleash fiery death. Don't open the box and expect to live.

- I'm a story teller, the rule of cool applies. If it's cool, cinematic and epic, screw the rules- I'll probably allow it. If this grates against your rules lawyer soul...we are not meant to play together.

- Unless I tell you otherwise...assume you can play with the scenery to help craft the story.

Can I submit more than one character?
No. I'm going to go ahead and limit it to one character submission per person. That being said, feel free to change your character concept as much as you want between now and the close date!

 

  1. What's new in this game
  2. Likewise! After next Wednesday, when all my term papers and final exam essays are graded, I'll take a detailed look at the game and game system.
  3. Very well, it's been a pleasure to play in this campaign, and to get to know you ! Thanks for yet another quality game Billy. See you both in a different world ! All the very best.
  4. Oh, what a bummer. Both that some of the players have real life stuff pulling them away from the game (that doesn't sound good), and that this game is over. I loved this game! I agree that the momentum never really happened they way I'd hoped. But I greatly enjoyed the plot, the combats, and the PC-PC interactions. And I had a blast playing Copper. Wish we could have found our momentum and made it last. I know you run several games. Next time you have a dropout in a game and find yourself needing to recruit (and you think I'm worth recruiting), please shoot me an PM to give me a heads up.
  5. With three players stepping away, I declare this game as finished as it only leaves two left. I neither have the time or desire to fight for a game that players simply do not have the desire or time to play in.
  6. Dungeons & Dragons 5e with DM BWatford As the group left the confines of the Goblet & Gems they wandered out into the market, the market stands as a stark reminder of a world that once was. Amidst the icy winds and the snow-covered stalls, a few resilient souls wander, their breaths visible in the frigid air. The market, once a bustling center of trade, now lies in quiet desolation. The stalls are sparse and scattered, with goods that speak to the necessity of survival in this new age. Here, a vendor displays a collection of furs and woolen garments, essential for warding off the relentless cold. There, a blacksmith offers a few hand-forged tools and weapons, their craftsmanship harking back to a time of knights and castles, now repurposed for the needs of a harsh and unforgiving world. The few people who roam the market do so with purpose, their eyes scanning for anything that might make life a little more bearable. Bartering is the norm, as currency has lost its value in the face of survival. A hunter exchanges a fresh catch for a sturdy pair of boots, while a mother trades heirloom seeds for a warm cloak for her child. In the distance, the remnants of grand structures loom, their once-majestic forms now serving as a backdrop to this small pocket of human resilience. The air is filled with a quiet murmur, a mix of haggling voices and the occasional clang of metal, a haunting echo of the vibrant life that once filled these streets. This market in Mirabar is not just a place of trade, but a symbol of hope—a testament to the enduring spirit of humanity, even as the world around them has fallen into ruin. It’s a place where the past and the present merge, and where life, against all odds, continues. Among the sparse stalls, one encounters Zain, whose greed is such that he can procure almost anything for the right price. It is in this place that the group engages in transactions for the necessary goods. After concluding their business, the group faces a tough choice. Andraste, Cassandra, and Copper decide to venture north to the domain of the Clockwork King to obtain the key to the great doors of the Underground Highway. Meanwhile, Hachilah and Mara Jade plan to regroup with Drift, aiming to discover the most discreet and safe route for the group's departure from the city. Upon their return to the realm of the Clockwork King, the three souls encountered the dwarf, who was astonished by their swift return. He pondered whether an observer might spot them traversing the same path and decide to search for whatever they had unearthed. Paranoia, perhaps, but it was a necessary trait for survival. When the group brought up the key, the Clockwork King revealed that the clockwork key was among his initial creations. Due to its sentimental value, he is not interested in selling it for money. However, after some negotiation, it became clear that he is open to a trade, especially since the group performed admirably on their last task. He is prepared to exchange the clockwork key for a complete set of gears, also known as a gear train, which is essential for one of his current projects. He tells the group that a large well in the town's central garden was once operated by such a gear train. The gardens, now overgrown with weeds and rumored to be haunted, still house the well. Lastly, he gives the group directions to the Boulevard of Religious Freedom and instructions on how to find the garden's entrance. MIRABAR On the 4th Day of ChessMarch in the 5th Year of Vecna's Reign 1:50 pm Day 2 Scene Information: We can handle any transactions from the market in the OOC thread as not to take up anymore of game time. I also summarized the scene with the Clockwork King for the same reason. Active Maps Not in Use!!! Bookkeeping PASSIVE PERCEPTION Cassandra 14 | Copper 13 | Andraste 9 INITIATIVE Not in Use!! MECHANICS Not in Use!! CONDITIONS Not in Use!! DESCRIPTIONS Not in Use!! ANDRASTE Hit Points: 21/23 (fey ancestry) Hit Dice: 3/3 Sorcery Points: 3/3 *L Spell Slots (+5, DC 13) *L 1st Level: 4/4 2nd Level: 0/2 DM Inspiration: 1/1 Experience Points: 900 / 2,700 CASSANDRA Hit Points: 25/25 (divine health) Hit Dice: 3/3 Channel Divinity: 1/1 *S/L Divine Sense: 2/3 *L Lay on Hands: 15/15 *L Lucky: 3/6 *L (6 times a day while in Mirabar.) Spell Slots (+4, DC 12) *L 1st Level: 3/3 DM Inspiration: 1/1 Experience Points: 900 / 2,700 COPPER Hit Points: 24/24 Hit Dice: 3/3 Spell Slots (+3, DC 11) *L 1st Level: 1/2 Attuned Magic Items: 1/3 DM Inspiration: 0/1 Experience Points: 900 / 2,700 CHARACTER #4 Not in Use!!! CHARACTER #5 Not in Use!!! CHARACTER #6 Not in Use!!!
  7. Just a heads up, I will be on vacation May 5th - 13th (Beach Trip) so there will be no updates during that time. Although I still will be available sporadically on the discord. That said, if you missed the conversation on the discord. Both Underleaf and Gralhruk are stepping away due to real life constraints that have affected their gaming time. That will leave us with 3 players. I do plan on recruiting to fill us back up during the vacation above. I just want to confirm that the remaining three are onboard still and wanting to push forward with new recruits. In game wise, I am going to push us forward to the Clockwork King, so we can retrieve or negotiate the retrieval of the key and give a reason for the other two characters exiting. New players incoming would be sent as reinforcements by Racine as newly created AAO's. I will be working on this update after lunch today.
  8. I dunno what Billy has planned, but I say we skip directly to the CK and handle the supply run out of character--unless that black marketeer is an encounter we really ought to roleplay, in which case skip to him. (Hope that makes sense)
  9. I didn't move us forward because only a couple players posted, so wasn't sure if we were done with the scene.
  10. I think I'm good with the briefing scene with Racine. I don't have any more questions. Does anyone else have any questions for her? Moving forward, it looks like we need to purchase supplies from the black marketeer guy, and get advice from the Clockwork King. If the rest of you are ready to move on, let's let Billy know.
  11. Dungeons & Dragons 5e with DM BWatford "So, if we're gone for a week or more, will that get us in trouble with the powers that be here in the city? I mean, they know where we live and I get the impression our cover story doesn't include disappearing for days or weeks at a time." Copper asked. "We are working on that, new orders, for your group to root out wayward AAO's and rebels that may be hiding in the mines. Should cover you with the goblins at least. As you will be exiting the city beneath it, hopefully the Clockwork King can give you some advice as well. However, use caution, we need that gemstone he is carrying. That is the first priority." Racine added. MIRABAR On the 4th Day of ChessMarch in the 5th Year of Vecna's Reign 11:50 am Day 2 Scene Information: Active Maps Not in Use!!! Bookkeeping PASSIVE PERCEPTION Mara 15 | Cassandra 14 | Copper 13 | Hachilah 13 | Andraste 9 INITIATIVE Not in Use!! MECHANICS Not in Use!! CONDITIONS Not in Use!! DESCRIPTIONS Not in Use!! ANDRASTE Hit Points: 21/23 (fey ancestry) Hit Dice: 3/3 Sorcery Points: 3/3 *L Spell Slots (+5, DC 13) *L 1st Level: 4/4 2nd Level: 0/2 DM Inspiration: 1/1 Experience Points: 900 / 2,700 CASSANDRA Hit Points: 25/25 (divine health) Hit Dice: 3/3 Channel Divinity: 1/1 *S/L Divine Sense: 2/3 *L Lay on Hands: 15/15 *L Lucky: 3/6 *L (6 times a day while in Mirabar.) Spell Slots (+4, DC 12) *L 1st Level: 3/3 DM Inspiration: 1/1 Experience Points: 900 / 2,700 COPPER Hit Points: 24/24 Hit Dice: 3/3 Spell Slots (+3, DC 11) *L 1st Level: 1/2 Attuned Magic Items: 1/3 DM Inspiration: 0/1 Experience Points: 900 / 2,700 CHARACTER #4 Not in Use!!! HACHILAH Hit Points: 30/35 (danger sense, resist: fire) Hit Dice: 3/3 Rage: 2/2 *L Reach the Blaze: 1/1 *L DM Inspiration: 1/1 Experience Points: 900 / 2,700 MARA Hit Points: 24/24 Hit Dice: 3/3 Ki Points: 1/3 *S/L DM Inspiration: 1/1 Experience Points: 900 / 2,700
  12. Ok, removing 250 gp for 3 viscous potions of healing and 1 viscous potion of greater healing. Removing 2 ice diamonds, and 5 trade bars for payment.
  13. Copper - Upbeat Urchin of Mirabar (Human Arcane Trickster) AC 13/16with Mage Armor | HP 24/24 | Init +3 | P Percptn. 13 (Pooka 15 smell) | Spells 1/2 (1st) | Inspr. 0/1 | Darts 4/4 | Arr. 20/20 | CP 12 SP 5 GP 5 Copper was twirling her knife--not the nervous twirl, but the impatient twirl. At the next adequately lengthy lull in the conversation, she asked, "So if we're gone for a week or more, will that get us in trouble with the powers that be here in the city? I mean, they know where we live and I get the impression our cover story doesn't include disappearing for days or weeks at a time." Mechanics Main Hand: Off Hand: Status Effects: none Active Spells: Mage Armor (8 hrs) Copper Free Action: -- Action: -- Move: -- Statblock Female Human (Varient) Rogue (Arcane Trickster) 3 Languages Common, Sylvan, Thieves' Cant Background Urchin Background Feature City SecretsYou know the secret patterns and flow to cities and can find passages through the urban sprawl that others would miss. When you are not in combat, you (and companions you lead) can travel between any two locations in the city twice as fast as your speed would normally allow. StrSave -1 Athletics -1 8 DexSave +5* Acrobatics +5 | Sleight of Hand +7 (E) | Stealth +5 16 ConSave +2 No skills associated. 14 IntSave +3 Arcana +3 | History +1 | Investigation +3 | Nature +1 | Religion +1 13 WisSave +3 Animal Handling +1 | Insight +1 | Medicine +1 | Perception +3 | Survival +1 12 ChaSave +0 Deception +5 (E) | Intimidation +1 | Performance +1 | Persuasion +1 12 ProficiencyTools: Thieves tools (+5 Pick Locks*), herbalism kit Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords Armors: Light Bonus +2 Saving Throws Dex, Int Speed 30 (60 w/Cunning Action Dash) Actions Booming BladeEvocation cantrip Casting Time: 1 action Range: Self (5-foot radius) Components: S, M (a melee weapon worth at least 1 sp) Duration: 1 round You brandish the weapon used in the spell's casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack's normal effects and then becomes sheathed in booming energy until the start of your next turn. If the target willingly moves 5 feet or more before then, the target takes 1d8 thunder damage, and the spell ends. This spell's damage increases when you reach certain levels. At 5th level, the melee attack deals an extra 1d8 thunder damage to the target on a hit, and the damage the target takes for moving increases to 2d8. Both damage rolls increase by 1d8 at 11th level (2d8 and 3d8) and again at 17th level (3d8 and 4d8). Scimitar +5 to hit for (1d6+3) slashing damage. | finesse, light Small Knife +5 to hit for (1d4+3) piercing damage. | finesse, light, thrown (20/60) Dart +5 to hit for (1d4+3) piercing damage. | finesse, thrown (20/60) Shortbow +5 to hit for (1d6+3) piercing damage | ammunition (80/120), two-handed Bonus Actions Small Knife +5 to hit for (1d4+3) piercing/slashing damage. | finesse, light Cunning ActionStarting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action. (Dash, Disengage, Hide, Mage Hand LegerdemainStarting at 3rd level, when you cast mage hand, you can make the spectral hand invisible, and you can perform the following additional tasks with it: >You can stow one object the hand is holding in a container worn or carried by another creature. >You can retrieve an object in a container worn or carried by another creature. >You can use thieves' tools to pick locks and disarm traps at range. You can perform one of these tasks without being noticed by a creature if you succeed on a Dexterity (Sleight of Hand) check contested by the creature's Wisdom (Perception) check. In addition, you can use the bonus action granted by your Cunning Action to control the hand.) Reactions Opportunity Attack (with additional Sneak Attack) Spell Save DC: 11 | Spell Attack Mod: +3 Cantrips Booming BladeEvocation cantrip Casting Time: 1 action Range: Self (5-foot radius) Components: S, M (a melee weapon worth at least 1 sp) Duration: 1 round You brandish the weapon used in the spell's casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack's normal effects and then becomes sheathed in booming energy until the start of your next turn. If the target willingly moves 5 feet or more before then, the target takes 1d8 thunder damage, and the spell ends. This spell's damage increases when you reach certain levels. At 5th level, the melee attack deals an extra 1d8 thunder damage to the target on a hit, and the damage the target takes for moving increases to 2d8. Both damage rolls increase by 1d8 at 11th level (2d8 and 3d8) and again at 17th level (3d8 and 4d8). | Mage HandConjuration cantrip Casting Time: 1 action Range: 30 feet Components: V, S Duration: 1 minute A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again. You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it. The hand can't attack, activate magic items, or carry more than 10 pounds. | MessageTransmutation cantrip Casting Time: 1 action Range: 120 feet Components: V, S, M (a short piece of copper wire) Duration: 1 round You point your finger toward a creature within range and whisper a message. The target (and only the target) hears the message and can reply in a whisper that only you can hear. You can cast this spell through solid objects if you are familiar with the target and know it is beyond the barrier. Magical silence, 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood blocks the spell. The spell doesn't have to follow a straight line and can travel freely around corners or through openings. | Minor IllusionIllusion cantrip Casting Time: 1 action Range: 30 feet Components: S, M (a bit of fleece) Duration: 1 minute You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again. If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends. If you create an image of an object—such as a chair, muddy footprints, or a small chest—it must be no larger than a 5-foot cube. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it. If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature. | PrestidigitationTransmutation cantrip Casting Time: 1 action Range: 10 feet Components: V, S Duration: Up to 1 hour This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range: >You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor. >You instantaneously light or snuff out a candle, a torch, or a small campfire. >You instantaneously clean or soil an object no larger than 1 cubic foot. >You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour. >You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour. >You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn. If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action. Spells Disguise Self1st-level illusion Casting Time: 1 action Range: Self Components: V, S Duration: 1 hour You make yourself—including your clothing, armor, weapons, and other belongings on your person—look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can't change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you. The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair. To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your spell save DC. | Find FamiliarCasting Time: 1 hour Range: 10 feet Components: V, S, M (10 gp worth of charcoal, incense, and herbs that must be consumed by fire in a brass brazier) Duration: Instantaneous You gain the service of a familiar, a spirit that takes an animal form you choose: bat, cat, crab, frog (toad), hawk, lizard, octopus, owl, poisonous snake, fish (quipper), rat, raven, sea horse, spider, or weasel. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of a beast. Additional animal form choices may be available at the DM's discretion. Your familiar acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. A familiar can't attack, but it can take other actions as normal. When the familiar drops to 0 hit points, it disappears, leaving behind no physical form. It reappears after you cast this spell again. As an action, you can temporarily dismiss the familiar to a pocket dimension. Alternatively, you can dismiss it forever. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you. Whenever the familiar drops to 0 hit points or disappears into the pocket dimension, it leaves behind in its space anything it was wearing or carrying. While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your familiar's eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are deaf and blind with regard to your own senses. You can't have more than one familiar at a time. If you cast this spell while you already have a familiar, you instead cause it to adopt a new form. Choose one of the forms from the above list. Your familiar transforms into the chosen creature. Finally, when you cast a spell with a range of touch, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll. | Mage Armor1st-level abjuration Casting Time: 1 action Range: Touch Components: V, S, M (a piece of cured leather) Duration: 8 hours You touch a willing creature who isn't wearing armor, and a protective magical force surrounds it until the spell ends. The target's base AC becomes 13 + its Dexterity modifier. The spell ends if the target dons armor or if you dismiss the spell as an action. | Sleep1st-level enchantment Casting Time: 1 action Range: 90 feet Components: V, S, M (a pinch of fine sand, rose petals, or a cricket) Duration: 1 minute This spell sends creatures into a magical slumber. Roll 5d8; the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures). Starting with the creature that has the lowest current hit points, each creature affected by this spell falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature's hit points from the total before moving on to the creature with the next lowest hit points. A creature's hit points must be equal to or less than the remaining total for that creature to be affected. Undead and creatures immune to being charmed aren't affected by this spell. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d8 for each slot level above 1st.
  14. Yeah, I figure we'll most likely use them out of combat because of that. Also, Copper is NOT going to ask why they're viscous or what they're made out of that makes them viscous. She's afraid it's somehow related to the lab we all first appeared in.
  15. Also remember that they are viscous healing potions, so don't apply the effect until the next round.
  16. If we do that, we could have a paladin capable of healing, and each of the other PCs with a means of healing--in case the paladin goes down.
  17. Doh! Clearly, I wasn't paying attention. So we buy the three healing potions. I'd say let's put them in the hands of people who can't heal. Do we want to buy the greater healing potion for 100 gp?
  18.  
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