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Leonidas1789

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  1. ELSPETH NERINEN HIGH ELF WIZARD 1 AC: 11 | HP: 6/6 | Maneuver DC: 11 | Passive Perception/Insight: 10/14 Spell Slots: 1st 2/2 | Spell Attack: +6 | Spell DC: 14 Glance the Future: 1/1 | DM Inspiration: 1/1 Posts should use the default size and color for optimal viewing across different themes and devices. If you decide to use colors, it's best to adhere to the basic palette since these colors vary with the themes. "Speech should always be in quotes and in bold." Thoughts should be in italics Mechanics Main Hand: Empty Off Hand: Empty Action: Your action goes here. Bonus Action: Your bonus action goes here. Move: Your movement goes here. Manipulate: Your one free object interaction goes here.
  2. ELSPETH NERINEN HIGH ELF WIZARD 1 Age 73 Height 5 feet 4 inches Weight 115 pounds Size Medium Culture High Elf Background: Bibliophile VITALS HIT POINTS 6 HIT DICE 1 (1d6) ARMOR CLASS 11 SPEED 30 ft. MANEUVER DC 11 PERCEPTION 10 (passive) IMMUNITIES None INSIGHT 14 (Passive) RESISTANCES None VULNERABLE None SKILLS & SAVES STRENGTH 8 (-1) Athletics -1 Strength Save -1 DEXTERITY 12 (+1) Acrobatics +3, Sleight of Hand +1, Stealth +1 Dexterity Save +1 CONSTITUTION 11 (+0) Constitution Save +0 INTELLIGENCE 18 (+4) Arcana +6, Engineering +4, History +6, Investigation +6, Nature +4, Religion +6 Intelligence Save +6 WISDOM 10 (+0) Animal Handling +0, Culture +2, Insight (Int) +4, Medicine +0, Perception +0, Survival +0 Wisdom Save +2 CHARISMA 12 (+1) Deception (Int) +4, Intimidation (Int) +4, Performance +1, Persuasion (Int) +4 Charisma Save +1 Bold denotes Proficiency (Red denotes expertise) PROFICIENCIES & LANGUAGES Armor None Weapons Rapiers, longswords, daggers, darts, slings, and quarterstaffs Tools alchemist’s supplies, calligrapher’s supplies Senses Darkvision 60 ft. Languages Common, Elvish, Draconic, Celestial CLASS AND ARCHTYPE: WIZARD Wizards work in all manners of occupations, applying their unique understanding of magic to various kinds of work. Each pride themselves in their discoveries and they are always on the lookout for more spells to add to their repertoire. Some are quiet about their findings while others eagerly debate peers in a library over the perfect material components for spells, the most suitable for certain situations, and clever uses of common arcana. Studious wizards spend years upon years (often under strict teachers and buried in books) learning the basis and workings of the omnipresent force of magic. These mages commonly see magic as a means to power or as a way to enrich their mind. Whether they seek magical power for combat, utility, or both, for them understanding the world is the same as further mastering their control over supernatural forces. www.levelup5e.com Arcane Recovery (Wizard Lvl 1) (1/1 available). Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th-level or higher. OTHER ABILITIES, FEATURES & FEATS Fey Ancestry (elf). Elspeth gains an expertise die on saving throws against being charmed, and magic can’t put her to sleep. Darkvision (elf). Having your ancestral origins in the twilight realms, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. Trance (elf). Elves don’t need to sleep. Instead, they meditate deeply, remaining conscious (the Common word for such meditation is “trance.”) While meditating, you can dream after a fashion; such dreams are actually mental exercises that became reflexive through years of practice. When you take a long rest, you spend 4 hours in your trance state (instead of sleeping for 6 hours). During the trance you suffer no penalty to passive Perception. A long rest remains 8 hours for you as normal, and the remainder of the time must be filled only with light activity. Prescient Vision (elf) (1/1 available). Glance the Future. Your eyes can see a few moments into the future, and your mind apprehends the divergent possibilities. Once between rests you can use a bonus action to roll a d20 and record the result. Before the end of your next short or long rest, when a creature you can see within 60 feet makes an ability check, attack roll, or saving throw, you can use your reaction to replace their roll with your recorded result. When the creature is also rolling an expertise die, only the d20 roll is replaced. When the creature is rolling more than one d20, such as when it has advantage or when a halfling is using their Lucky trait, the replacement applies to the creature’s final roll. Once you use this feature, you cannot use it again until you finish a short or long rest. Cunning Diplomat (High Elf). You can always choose to use Intelligence when making a Deception, Insight, Intimidation, or Persuasion check. High Elf Education (High Elf). You are proficient in Culture and one additional skill of your choice (Acrobatics). High Elf Weapon Training (High Elf). You have proficiency with rapiers and longswords. Magical Versatility (High Elf). You know a cantrip of your choice, which can be chosen from any spell list (Sacred Flame). Your spellcasting ability score for this cantrip is Intelligence. Languages (High Elf). You can speak, read, write, and sign in Common, Elvish, and Celestial. BACKGROUND: BIBLIOPHILE You love few things more than a good book, and as a result, Odd Stories is your favorite shop in Otari. The bookseller Morlibint supplies you with fiction, anthologies, and other delightful reads, and he’s always eager to discuss his latest finds with you. You know that imagination is the greatest magic, but a working knowledge of actual magic helps, too. Ability Score Increases: +1 to Intelligence and one other ability score (Wisdom). Skill Proficiencies: Arcana and Investigation. Tool Proficiencies: Calligrapher's Supplies Languages: One language of your choice (Draconic). Feature: Lover of Lore You have spent countless hours in libraries, and you have a knack for finding rare and obscure information. When you attempt to learn or recall a piece of lore, if you do not know that information, you often know where and from whom you can obtain it. Usually, this information comes from a library, scriptorium, university, or a sage or other learned person or creature. Your DM might rule that the knowledge you seek is secreted away in an almost inaccessible place, or that it simply cannot be found. Unearthing the deepest secrets of the multiverse can require an adventure or even a whole campaign. Arcane Sense: You have an innate sense for detecting magic. As an action, you can open your awareness to magically detect the presence of spellcasting or the use of magic items within 60 feet of you. This sense can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt. Connection: You have a long-standing rivalry with a fellow scholar who believes that imagination is frivolous compared to the pursuit of hard facts. This rivalry often leads to heated debates and a competitive drive to outdo each other in academic achievements. Memento: A weathered bookmark made from an unknown material, given to you by Morlibint after you found an extremely rare tome for him. It’s rumored to have magical properties that you have yet to unlock. DESTINY: KNOWLEDGE Elspeth seeks universal truths too vast and terrible for mortal minds to comprehend, or untold secrets hidden away from inquiring minds. She fulfills her destiny of Knowledge and gains her fulfillment feature when she has a true epiphany. SOURCE OF INSPIRATION Learning. Elspeth gains inspiration whenever she makes an arcane, divine, scholastic, or scientific discovery. FULLFILLMENT FEATURE Converging Theories. Elspeth’s understanding has bridged the gaps and she joins what once was disparate into a unified scientific and spiritual theory. Her Intelligence, Wisdom, and Charisma scores each increase by 2 and their maximums each become 22. INSPIRATION FEATURE Critical Evaluation. As a bonus action, Elspeth may spend her inspiration to quickly evaluate a creature or item she can see, accurately determining one objective attribute of her choice. When evaluating a creature, she may determine its resistances, immunities, vulnerabilities, what languages it speaks, or its armor class. When evaluating an object, she may determine if it is magical, poisonous, cursed, trapped, or its approximate value. EQUIPMENT Clothes (fine), dagger, wand (arcane focus), backpack, blanket, mess tin, rations (4 supplies), waterskin, pouches x2, spellbook, weathered bookmark, Ink (1 ounce bottle), Inkpen, Parchment (10 sheets), soap x2, tinderbox, candle holder, candles (x6) Maximum Supply: 8 Maximum Bulk: 1 WEALTH COIN POUCH Copper: 0 | Silver: 5 | Electrum: 0 | Gold: 5 | Platinum: 0 BANKED COIN Copper: 0 | Silver: 0 | Electrum: 0 | Gold: 0 | Platinum: 0 ITEMS OF VALUE (Gems, Art, Jewelry, etc.) 1. 2. 3. MAGIC ITEMS ATTUNED ITEMS (Maximum of 3) 1. 2. 3. NON-ATTUNED ITEMS 1. 2. 3. CONSUMABLES 1. 2. 3. COMBAT Action Bonus Action Reaction ATTACKS Dagger +3 to hit; reach 5 ft; one target; 4 (1d4+1) piercing damage. Dual-wielding. This weapon is designed to be wielded in concert with another weapon. When wielding another weapon in your main hand that does not have the heavy property, you can use your bonus action to make an attack with this weapon. Finesse. You may choose to use your Dexterity modifier for attack and damage rolls made with this weapon (included). SPELLCASTING & SPELLBOOK Caster Level 1 | Spell Casting Ability Intelligence | Spell Save DC 14 | Spell Attack +6 CANTRIPS Prestidigitation (V, S). You wield arcane energies to produce minor effects within 30 feet. Choose one of the following: Create a single burst of magic that manifests to one of the senses (for example a burst of sound, sparks, or an odd odor). Clean or soil an object of 1 cubic foot or less. Light or snuff a flame. Chill, warm, or flavor nonliving material of 1 cubic foot or less for 1 hour. Color or mark an object or surface for 1 hour. Create an ordinary trinket or illusionary image that fits in your hand and lasts for 1 round. You may cast this spell multiple times, though only three effects may be active at a time. Dismissing each effect requires an action. Fire Bolt (V, S). You cast a streak of flame at the target. Make a ranged spell attack. On a hit, you deal 1d10 fire damage. An unattended flammable object is ignited. This spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). Minor Illusion (S, M). This spell creates a sound or image of an object. The illusion disappears if dismissed or Cenya casts the spell again. Cenya may create any sound she chooses, ranging in volume from a whisper to a scream. She may choose one sound for the duration or change them at varying points before the spell ends. Sounds are audible outside the spell’s area. Visual illusions may replicate any image and remain within the spell’s area, but cannot create sound, light, smell, or other sensory effects. The image is revealed as an illusion with any physical interaction as physical objects and creatures pass through it. An Investigation check against Cenya’s spell save DC also reveals the image is an illusion. When a creature realizes the image is an illusion, the effects become fainter for that creature. Mage Hand (V, S). A faintly shimmering phantasmal hand appears at a point you choose within range. It remains until you dismiss it as an action, or until you move more than 30 feet from it. You can use an action to control the hand and direct it to do any of the following: manipulate an object. open an unlocked container or door. stow or retrieve items from unlocked containers. The hand cannot attack, use magic items, or carry more than 10 pounds. Sacred Flame (V, S). As long as you can see the target (even if it has cover) radiant holy flame envelops it, dealing 1d8 radiant damage. This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8) 1ST-LEVEL (2/2 Slots) (Red denotes memorized spells) Sleep (V, S, M). You send your enemies into a magical slumber. Starting with the target with the lowest hit points (ignoring unconscious creatures), targets within the area fall unconscious in ascending order according to their hit points. Slumbering creatures stay asleep until the spell ends, they take damage, or someone uses an action to physically wake them. As each target falls asleep, subtract its hit points from the total before moving on to the next target. A target’s hit points must be equal to or less than the total remaining for the spell to have any effect. If the spell puts no creatures to sleep, the creature in the area with the lowest hit point total is rattled until the beginning of its next turn. Constructs and undead are not affected by this spell. Cast at Higher Levels. The spell affects an additional 2d10 hit points worth of creatures for each slot level above 1st. Magic Missile (V, S). A trio of glowing darts of magical force unerringly and simultaneously strike the targets, each dealing 1d4+1 force damage. Cast at Higher Levels. Evoke one additional dart and target up to one additional creature for each slot level above 1st. Mage Armor (V, S, M). Until the spell ends, the target is protected by a shimmering magical force. Its AC becomes 13 + its Dexterity modifier. The spell ends if the target dons armor, or if you use an action to dismiss it. Cast at Higher Levels. The target gains 5 temporary hit points for each slot level above 1st. The temporary hit points last for the spell’s duration. Shield (V, S). You create a shimmering arcane barrier between yourself and an oncoming attack. Until the spell ends, you gain a +5 bonus to your AC (including against the triggering attack) and any magic missile targeting you is harmlessly deflected. Feather Fall (V, M). Magic slows the descent of each target. Until the spell ends, a target’s rate of descent slows to 60 feet per round. If a target lands before the spell ends, it takes no falling damage and can land on its feet, ending the spell for that target. Cast at Higher Levels. When using a 2nd-level spell slot, targets can move horizontally 1 foot for every 1 foot they descend, effectively gliding through the air until they land or the spell ends. Detect Magic (V, S) (ritual, concentration). Until the spell ends, you automatically sense the presence of magic within range, and you can use an action to study the aura of a magic effect to learn its schools of magic (if any). The spell penetrates most barriers but is blocked by 3 feet of wood or dirt, 1 foot of stone, 1 inch of common metal, or a thin sheet of lead. Cast at Higher Levels. When using a 2nd-level spell slot or higher, the spell no longer requires your concentration. When using a 3rd-level spell slot or higher, the duration increases to 1 hour. When using a 4th-level spell slot or higher, the duration increases to 8 hours APPEARANCE Elspeth Nerinen, while petite for an elf, carries an air of elegance and a subtle charm that complements her distinctive features. Her flowing white hair cascades like a silken waterfall, most often left to shimmer freely as it catches the light. Her honey-gold eyes, reminiscent of the warm glow of twilight, sparkle with intelligence and curiosity, reflecting her imaginative and introspective nature. Her ears, sharply pointed more so than is usual even among her kind, add a touch of whimsicality to her appearance, perhaps hinting at her playful spirit and creative mind. Elspeth's features are finely drawn, with high cheekbones and a soft jawline that enhance her youthful appearance, giving her a look of delicate beauty rather than striking allure. In terms of attire, Elspeth favors fine clothing that mirrors her high-born status and artistic inclinations. She often chooses flowing gowns of soft, shimmering fabrics that reflect her taste for the aesthetic and her affinity for luxury. Intricate embroidery, often featuring floral or arcane motifs, adorns her dresses, adding a layer of sophistication and personal flair. Elspeth is seldom seen without a book or a scroll in hand, her thirst for knowledge as apparent in her appearance as in her actions. True to her habit, she always carries a small, ornate candle holder, its candle ready to be lit. This quirky habit underscores her romantic and slightly idiosyncratic nature, as she insists on the soft, flickering light of a candle to accompany her reading, regardless of the adequacy of the ambient light. Her overall demeanor is graceful and measured. Despite her scholarly pursuits and her sometimes whimsical nature, there is a resilience in her posture and a readiness in her step that hint at her newfound life as an adventurer. Elspeth's attire, while beautiful, does not hinder her ability to embark on sudden journeys or face unexpected challenges, blending elegance with practicality—a true reflection of her complex personality and multifaceted life. BACKSTORY Elspeth hails from the metropolis of Absalom, on the Isle of Kortos. Born to a relatively prosperous merchant family of High Elves, Elspeth was introduced early to the finer things in life, surrounded by trinkets from far-flung corners of the world. Her father, a renowned trader of rare books and magical scrolls, always hoped Elspeth would follow in his scholarly pursuits. From a young age, Elspeth exhibited a sharp intellect and an irresistible charm, making her a beloved figure among Absalom’s Elven society. Encouraged by her natural aptitude, her father enrolled her in the prestigious Luminous Arcanum, a school for aspiring wizards. However, Elspeth's highly imaginative, romantic, and wandering mind often drifted away during meticulous arcane lectures, drawn more to the world of dreams, poetry, and myths than to rigid discipline. As her interest in formal studies waned, Elspeth turned her attention to the social scene of Absalom. She began to host extravagant gatherings using the gold that her parents had set aside for her dowry; at those gatherings, the city's intellectuals and artists would meet to exchange ideas, compose lyrical poetry, and debate over cups of rare – and expensive – elvish mead. It was during these nights that Elspeth's true talents shone through: her knack for storytelling, her ability to solve complex riddles presented by her guests, and her diplomatic grace that kept diverse groups in harmonious discourse. Yet, as the gold dwindled, so too did the possibility of a sheltered life filled with idle pleasures. Facing the reality of her squandered fortune, Elspeth made a bold decision. She resolved to forge a new path as an adventurer, seeking both the thrill of the unknown and a chance to fund her continued self-education in the arcane arts. Her goal was clear: to rediscover and master the magical disciplines she had neglected, and to prove to herself and her family that her daydreams were not just flights of fancy, but visions of what could be. With a mixture of excitement and trepidation, Elspeth left Absalom for the small port town of Otari, renowned for its retired adventurers, where she hoped she could learn more about her new trade and find her first missions. She has been living there for six months now, spending her last remaining coins, but also befriending the town’s eccentric oddities merchant, Wrin Sivinxi, as well as Morlibint, the bookseller at her favorite shop in Otari, a bookstore called Odd Stories. Elspeth now seeks to fill the pages of her own story, not with words of imagined feats, but with the true tales of her adventures and discoveries. Her journey is one of self-discovery, magic, and the unending quest for knowledge.
  3. Sabrael Gandhari - Human Sorceress 8 AC: 30 | HP: 15 temp + 72/72 | Speed: 30' | Initiative: +12 | Damage Reduction: 5 acid, cold, fire, electricity | Fast Healing 1 | Condition: Normal OOC N/A
  4. 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.
  5. AEWYN NAETORIS WOOD ELF CLERIC 1 SUN PRIEST AC: 17 | HP: 11/11 | Maneuver DC: 13 | Passive Perception/Insight: 14/16 Spell Slots: 1st 2/2 | Spell Attack: +6 | Spell DC: 14 Glance the Future: 1/1 | DM Inspiration: 1/1 Posts should use the default size and color for optimal viewing across different themes and devices. If you decide to use colors, it's best to adhere to the basic palette since these colors vary with the themes. "Speech should always be in quotes and in bold." Thoughts should be in italics Mechanics Main Hand: Empty Off Hand: Empty Action: Your action goes here. Bonus Action: Your bonus action goes here. Move: Your movement goes here. Manipulate: Your one free object interaction goes here.
  6. Very well, I shall take my leave. A pleasure playing with you guys, and see you in the multiverse !
  7. Very well, I shall bow out now. If you decide to give this game another chance, please remember me! All the best.
  8. Aewyn Naetoris, Wood Elf Sun Priest AEWYN NAETORIS Wood Elf Cleric 1 Sun Priest Age 76 Height 5 feet 10 inches Weight 158 pounds Size Medium Culture Wood Elf Background: Gambler VITALS HIT POINTS 11 HIT DICE 1 (1d8+3) ARMOR CLASS 17 (Armor of Conviction) SPEED 35 ft. MANEUVER DC 13 PERCEPTION 14 (passive) IMMUNITIES None INSIGHT 16 (Passive) RESISTANCES None VULNERABLE None SKILLS & SAVES STRENGTH 12 (+1) Athletics +1 Strength Save +1 DEXTERITY 16 (+3) Acrobatics +3, Sleight of Hand +3, Stealth +3 Dexterity Save +3 CONSTITUTION 16 (+3) Constitution Save +3 INTELLIGENCE 12 (+1) Arcana +1, Engineering +1, History +1, Investigation +1, Nature +3, Religion +3 Intelligence Save +1 WISDOM 18 (+4) Animal Handling +4, Culture +4, Insight +6, Medicine +6, Perception +4, Survival +4 Wisdom Save +6 CHARISMA 12 (+1) Deception +3, Intimidation +1, Performance +1 , Persuasion +1 Charisma Save +3 Bold denotes Proficiency (Red denotes expertise) PROFICIENCIES & LANGUAGES Armor None Weapons Simple weapons, longbows, shortswords Tools Herbalism kit, Gaming set (dice set, playing cards set), Flute Senses Darkvision 60 ft. Languages Common, Elvish CLASS AND ARCHTYPE: SUN PRIEST Whether it’s the first hopeful rays of sunrise, the roar of flame in darkness, or the gentle glow of a candle, sun priests wield and worship the power that illuminates and warms the world. www.levelup5e.com Armor of Conviction (Cleric Lvl 1). While you are not wearing any armor or wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier. Also, in addition to the spells you normally prepare, you always have shield of faith prepared. Zeal of the Convert (Cleric Lvl 1). You enthusiastically see the hand of a greater entity everywhere. You gain advantage on Persuasion checks when you invoke the name of your deity or movement during a conversation with a pious person. If the listener is negatively disposed to your greater entity or movement, you have disadvantage instead. Favored Illumination (Sun Priest Lvl 1). Starting at 1st level when you choose this archetype, you learn the produce flame cantrip. This does not count against your number of known cantrips. Flash Fight (Sun Priest Lvl 1) (4/4 available). Also at 1st level, you learn that light is everything on the battlefield. You can use an action to touch a hostile creature within your reach, gently illuminating it with your divine will and granting advantage on attacks made against it before the start of your next turn. Alternatively, you can use an action to touch an ally within reach, surrounding them with a coruscating shimmer of bright light. Until the start of your next turn, creatures have disadvantage on attack rolls against the touched ally. Once you have used this feature a number of times equal to your Wisdom modifier, you cannot do so again until you finish a long rest. OTHER ABILITIES, FEATURES & FEATS Fey Ancestry (elf). Aewyn gains an expertise die on saving throws against being charmed, and magic can’t put him to sleep. Darkvision (elf). Having your ancestral origins in the twilight realms, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. Trance (elf). Elves don’t need to sleep. Instead, they meditate deeply, remaining conscious (the Common word for such meditation is “trance.”) While meditating, you can dream after a fashion; such dreams are actually mental exercises that became reflexive through years of practice. When you take a long rest, you spend 4 hours in your trance state (instead of sleeping for 6 hours). During the trance you suffer no penalty to passive Perception. A long rest remains 8 hours for you as normal, and the remainder of the time must be filled only with light activity. Prescient Vision (elf) (1/1 available). Glance the Future. Your eyes can see a few moments into the future, and your mind apprehends the divergent possibilities. Once between rests you can use a bonus action to roll a d20 and record the result. Before the end of your next short or long rest, when a creature you can see within 60 feet makes an ability check, attack roll, or saving throw, you can use your reaction to replace their roll with your recorded result. When the creature is also rolling an expertise die, only the d20 roll is replaced. When the creature is rolling more than one d20, such as when it has advantage or when a halfling is using their Lucky trait, the replacement applies to the creature’s final roll. Once you use this feature, you cannot use it again until you finish a short or long rest. Fleet of Foot (Wood Elf). Your Speed increases by 5 feet. Nature’s Ally (Wood Elf) (1/1 available). You can cast animal friendship without material components once per long rest. Your spellcasting ability for this spell is Wisdom. Nature’s Touch (Wood Elf). Way with Plants. You gain proficiency in Nature and with herbalism kits. Treeborne Scout (Wood Elf). You gain a climb speed equal to your Speed. BACKGROUND: GAMBLER Feature. Lady Luck. Each week you may attempt a “lucky throw” to support yourself by gambling. Roll a d6 to determine the lifestyle you can afford with your week’s winnings (1–2: poor, 3–5: moderate, 6: rich). Adventures and Advancement. Once you’ve had more than your fair share of lucky throws, you attract the attention of richer opponents. You add +1 to all your lucky throws. Additionally, you and your friends may be invited to exclusive games with more at stake than money. Connection. The legendary gambler Aewyn aspires to beat. Memento. An invitation to an annual high-stakes game to which Aewyn can’t even afford the ante. Skill Proficiencies. Deception and Insight. DESTINY: WEALTH Glittering gold holds the promise of luxuries and freedom from want, all wrapped with the exhilarating rush of acquisition. Of the countless people who spend their lives in pursuit of Wealth some are just shrewd, clever, or brave enough to achieve their destiny. SOURCE OF INSPIRATION Profits. You draw inspiration from spoils both easily gained and hard fought. You gain inspiration whenever you acquire substantial wealth. FULFILLMENT FEATURE Wise Investments. The fabulously wealthy stay wealthy by creating businesses or investing wisely— then the engine of industry works tirelessly to keep the vaults full. You have a rich lifestyle. In addition, living lavishly can be reinvigorating. You can lavish yourself and any number of other creatures with luxuries whenever you start a long rest at the cost of 100 gold per creature. Each creature lavished in this way is cured of all diseases and poison, becomes immune to poison and being frightened, and makes all Wisdom saving throws with advantage. A creature’s hit point maximum also increases by 2d10, and it gains the same number of hit points. These benefits last for 24 hours. INSPIRATION FEATURE Everyone Has a Price. You can see the glint in people’s hungry eyes as they watch money change hands and can perfectly name their price. As a bonus action you may spend your inspiration to accurately determine if a creature you see will take a bribe and what price they’ll accept. EQUIPMENT Fine clothes, shortsword, Sun emblem, backpack, bedroll, blanket, rations (5 supplies), waterskin, clothes (common), Holy water (flask), Healing potion, herbalism kit, mess tin, pouches (x2), soap (x2), dice set, playing card set. Maximum Supply: 12 Maximum Bulk: 2 WEALTH COIN POUCH Copper: 8 | Silver: 0 | Electrum: 0 | Gold: 6 | Platinum: 0 BANKED COIN Copper: 0 | Silver: 0 | Electrum: 0 | Gold: 0 | Platinum: 0 ITEMS OF VALUE (Gems, Art, Jewelry, etc.) 1. 2. 3. MAGIC ITEMS ATTUNED ITEMS (Maximum of 3) 1. 2. 3. NON-ATTUNED ITEMS 1. 2. 3. CONSUMABLES 1. Healing Potion 2. 3. COMBAT Action Bonus Action Reaction ATTACKS Shortsword +5 to hit; reach 5 ft; one target; 1d6+3 slashing damage. Finesse. You may choose to use your Dexterity modifier for attack and damage rolls made with this weapon (included). Parrying. When you are wielding this weapon and you are not using a shield, once before your next turn you can gain an expertise die to your AC against a single melee attack made against you by a creature you can see. You cannot use this property while incapacitated, paralyzed, rattled, restrained, or stunned. Defensive (medium). This weapon is designed to be used with a shield of the stated degree or lighter (light or medium). When you make an attack with this weapon and are using a shield designed for it, you can use a bonus action to either make an attack with your shield or increase your Armor Class by 1 until the start of your next turn. SPELLCASTING Caster Level 1 | Spell Casting Ability Wisdom | Spell Save DC 14 | Spell Attack +6 CANTRIPS Sacred Flame (V, S). As long as you can see the target (even if it has cover) radiant holy flame envelops it, dealing 1d8 radiant damage. This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). She can use a bonus action to move the lights up to 60 feet so long as each remains within 20 feet of another light created by this spell. A dancing light winks out when it exceeds the spell’s range of 120 feet. Guidance (V, S, Concentration). The target may gain an expertise die to one ability check of its choice, ending the spell. The expertise die can be rolled before or after the ability check is made. Spare the Dying (V, S). A jolt of healing energy flows through the target and it becomes stable. Thaumaturgy (V). You draw upon divine power and create a minor divine effect. When you cast the spell, choose one of the following: • Your voice booms up to three times louder than normal • You cause flames to flicker, brighten, dim, or change color • You send harmless tremors throughout the ground. • You create an instantaneous sound, like ethereal chimes, sinister laughter, or a dragon’s roar at a point of your choosing within range. • You instantaneously cause an unlocked door or window to fly open or slam shut. • You alter the appearance of your eyes. Lingering effects last until the spell ends. If you cast this spell multiple times, you can have up to 3 of the lingering effects active at a time, and can dismiss an effect at any time on your turn Produce Flame (V, S). You create a flame in your hand which lasts until the spell ends and does no harm to you or your equipment. The flame sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The spell ends when you dismiss it, cast it again, or attack with the flame. As part of casting the spell or as an action on a following turn, you can fling the flame at a creature within 30 feet, making a ranged spell attack that deals 1d8 fire damage. This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). 1ST-LEVEL (2/2 Slots available) Shield of Faith (Always prepared - V, S, M, Concentration). Until the spell ends, a barrier of divine energy envelops the target and increases its AC by +2. Cast at Higher Levels: The bonus to AC increases by +1 for every three slot levels above 1st. Burning Hands (Always prepared - V, S). A thin sheet of flames shoots forth from your outstretched hands. Each creature in the area takes 3d6 fire damage. The fire ignites any flammable unattended objects in the area. Cast at Higher Levels:The damage increases by 1d6 for each slot level above 1st. Faerie Fire (Always prepared - V, Concentration). Each object in a 20-foot cube within range is outlined in light (your choice of color). Any creature in the area when the spell is cast is also outlined unless it makes a Dexterity saving throw. Until the spell ends, affected objects and creatures shed dim light in a 10-foot radius. Any attack roll against an affected object or creature has advantage. The spell also negates the benefits of invisibility on affected creatures and objects. Healing Word (V). Healing energy washes over the target and it regains hit points equal to 1d4 + your spellcasting modifier. Cast at Higher Levels: The hit points regained increase by 1d4 for each slot level above 1st. Cure Wounds (V, S). The target regains hit points equal to 1d8 + your spellcasting ability modifier. Cast at Higher Levels: The hit points regained increase by 1d8 for each slot level above 1st. Bless (V, S, M, Concentration). The blessing you bestow upon the targets makes them more durable and competent. Until the spell ends, a d4 is added to attack rolls and saving throws made by a target. Cast at Higher Levels: You target one additional creature for each slot level above 1st. Guiding Bolt (V, S). A bolt of light erupts from your hand. Make a ranged spell attack against the target. On a hit, you deal 4d6 radiant damage and the next attack roll made against the target before the end of your next turn has advantage. Cast at Higher Levels: The damage increases by 1d6 for each slot level above 1st. Detect Magic (V, S, Concentration, Ritual). Until the spell ends, you automatically sense the presence of magic within range, and you can use an action to study the aura of a magic effect to learn its schools of magic (if any). The spell penetrates most barriers but is blocked by 3 feet of wood or dirt, 1 foot of stone, 1 inch of common metal, or a thin sheet of lead. Cast at Higher Levels: When using a 2nd-level spell slot or higher, the spell no longer requires your concentration. When using a 3rd-level spell slot or higher, the duration increases to 1 hour. When using a 4th-level spell slot or higher, the duration increases to 8 hours APPEARANCE Aewyn’s appearance, marked by the duality of his existence, perfectly encapsulates the blend of the spiritual leader and the cunning gambler. With his tall and slender frame, Aewyn moves with a grace that speaks of his elven heritage. His deep brown eyes, warm and enigmatic, mirror the rich earth of the forest floor, hinting at a depth of character shaped by both devotion and desire. His skin, kissed by countless hours under the sun, carries a golden tan that gleams subtly in the light, a testament to his unyielding worship of the Sun God. The slight roughness of his hands, marked by calluses and subtle scars, tells tales of countless rituals performed, dice rolled, and fortunes sought. These hands, though worn, are steady and capable, always ready to cast a spell or shuffle a deck. The aura of mystery that surrounds Aewyn is palpable. It's in the slight, knowing smile that plays on his lips, the distant, thoughtful look in his eyes as he gazes upward to the sun or outward to the horizon. It's also in the way he interacts with others—charming yet reserved, revealing just enough to intrigue but never enough to unveil the full extent of his complexities. Around his neck, he wears a pendant shaped like the sun, its rays crafted from fine gold, which rests against his chest as a constant reminder of his faith, as well as of his deepest desires. BACKSTORY Aewyn Naetoris was born under the dappled canopies of Sheheserin, a quaint Elven setllement nestled within the ancient whispers of the Greyfell Forest. Raised by the serene, sun-dappled glades, Aewyn was taught from a tender age to venerate the Sun, which the elves regarded not just as a celestial body but as a divine entity. In these early years, draped in the golden hues of sunlight filtering through the leaves, Aewyn's faith in the Sun God blossomed. At the age of 43, Aewyn's devotion earned him the revered title of Sun Priest among his people. Each morning, as the dawn broke over the horizon, Aewyn led the chants and prayers, his voice a melodious echo that danced with the morning breeze. His spirit was as radiant as the Sun he worshiped, and his heart was fervent with divine zeal. But beneath this spiritual veneer, another passion quietly simmered—a burgeoning desire for gold and worldly riches. Despite his sacred duties, Aewyn's eyes sparkled with a different kind of light when he gazed upon gold. This greed grew as silently and persistently as ivy, wrapping around his heart. Whenever he would travel to human towns, his priestly robes, which once symbolized purity and devotion, began to see the insides of gambling dens. Aewyn turned to dice and cards, believing he could gamble his way to fortune. He became a flamboyant figure in these shadowy haunts, his charismatic presence a stark contrast to the cloistered serenity of his spiritual life. Aewyn's dual nature did not go unnoticed. Among the elves of Sheheserin, where spiritual purity was prized above all, his materialistic cravings became a source of discomfort. His relentless haggling and obsession with wealth and material possessions were seen as stains upon the sacred cloth he wore. The conflict between his spiritual duties and material desires reached a crescendo, leading to his inevitable exile. The elves, disheartened by his obsession with material wealth, could no longer sanction his actions with their blessing. Cast out from Sheheserin, Aewyn found solace and acceptance among humans in a bustling town where the lines between the spiritual and the material were more blurred. Here, his unique blend of divine zeal and worldly pursuits was viewed with less disdain and more curiosity. Humans, with their diverse beliefs and values, welcomed him as a peculiar oddity—a priest who could invoke the Sun's blessings by day and play cards at night. Now, Aewyn continues to walk the fine line between these two worlds. He is a man of contradictions, as capable of profound spiritual insights as he is of cunning financial maneuvers. His love for gold remains as strong as his faith in the Sun, and in every glint of gold, he sees the radiance of his divine benefactor. Though he has lost the pristine forests of Sheheserin, he has gained a new realm where he can explore the complexities of his dual desires without restraint. In his heart, Aewyn still holds a hope that one day, he might reconcile these two halves of his soul. Until then, he wanders, a priest in the light, a gambler in the shadows, always beneath the watchful gaze of the Sun.
  9. Hi all, can we declare that this game is officially dead?
  10. Post if up. Sabrael has used all her level 4 slots.
  11. Sabrael Gandhari - Human Sorceress 8 AC: 30 | HP: 15 temp + 72/72 | Speed: 30' | Initiative: +12 | Damage Reduction: 5 acid, cold, fire, electricity | Fast Healing 1 | Condition: Normal OOC N/A
  12. Cassandra of the Summer - Human Paladin AC: 19 | HP: 25/25 | HD: 3d10/3 | Initiative: -1 | PP: 14 | DM Inspiration: 1/1 Dracoliches, shadow dragons, the Underdark... Cassandra had only heard rumors and legends (whether true or false) about these frightful monsters and places. She sighed. Her duty was to face them all, and to protect the party under her care. She would do what needed to be done. "Very well" she thought. "I am ready to go whenever the others are. I am not much of a planner, but you have my sword." With that, she muttered a quick prayer to Lathander and Tymora, the two benevolent deities that had helped her since her arrival in that wretched land. She took solace in the thought that she was not alone; the Gods were not dead, and Hachilah would help her face the demons and monstrosities that Vecna's rise to power had awoken. Mechanics and OOC Main Hand: Longsword. Off Hand: Shield Action: Divine Sense. Bonus Action: Move: - Manipulate: - OOC: Cassandra will use her Lucky feat if hit by a critical hit.
  13. Wait, there are only three potions of healing, right? So who is getting one?
  14. The potions and the mind-sharpened armor are the items I find the most appealing.
  15. Sabrael Gandhari - Human Sorceress 8 AC: 30 | HP: 15 temp + 72/72 | Speed: 30' | Initiative: +12 | Damage Reduction: 5 acid, cold, fire, electricity | Fast Healing 1 | Condition: Normal OOC N/A
  16. Sorry I'm on vacation with family. Limited availability - will catch up asap.
  17. Sabrael Gandhari - Human Sorceress 8 AC: 30 | HP: 15 temp + 72/72 | Speed: 30' | Initiative: +12 | Damage Reduction: 5 acid, cold, fire, electricity | Fast Healing 1 | Condition: Normal OOC N/A
  18. That's fine with me. Cassandra will provide a little healing, and we can always pick our feats wisely.
  19. Cassandra of the Summer - Human Paladin AC: 19 | HP: 25/25 | HD: 3d10/3 | Initiative: -1 | PP: 14 | DM Inspiration: 1/1 So if Zespara was to be believed, she had never been able to open the frozen doors of Auril's temple downstairs. That shed a new light on the party's chances to solve the issue there and now. "If Zespara and her companions were never able to open the huge frozen doors downstairs, it is very unlikely that we can hope to succeed today without proper preparation." Cassandra said. She paused. "I am not a great scout, but I can stand watch together with Mara." she finally said. "Take your time and check for supplies." Mechanics and OOC Main Hand: Longsword. Off Hand: Shield Action: Bonus Action: Move: - Manipulate: - OOC: Cassandra will use her Lucky feat if hit by a critical hit.
  20. Take good care . All the best, and I hope to see you around.
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