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LucianV

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Posts posted by LucianV

  1. Shayne Kuznetsov - Human Warlockhttps://i.pinimg.com/564x/6a/2c/62/6a2c6228b9f48aaad43fee12b6199eef.jpg


    AC: 13 (leather) | HP: 14/24 | Initiative: +2 | Passive Perception: 13 (120ft Darkvision) | Spell Slots: 2nd 2/2 (+5, DC 13) | Healing Light: 1/4 | Hero Points: 2/3undefined 

    Oddly, more than the vulnerability, Shayne was certain this was the first time he'd actually seen Eve smile, and a jest to boot. As she gave him a compliment and ribbing in equal measure, he gave her a sly smile and bow. "Some might call it cockiness, others might call it being rakishly bold."

    "But you're right about working as a team. I don't know if you've noticed, but Sabyne isn't one to listen to anyone's council that isn't her own. I think I'm making some progress, but she tends to jump down holes before thinking of the consequences. I really do hope it doesn't get anyone killed, especially her." Shayne let out a soft sigh. "Which is why I've got to jump down holes with her." A shadow of a smile flickered across his face. Despite everything else that had changed between the siblings, he still felt like he was looking out for her in some twisted sort of way. "I think after today, it might be the right time to hammer upon her the importance of not rushing forward. And worst case, I can always hold myself hostage."

    It was very interesting how intrigued with his sister Eve was. At first he had chalked it up to wariness, but now he wasn't so sure. "She's spoken to me about it a bit. Sounds like more of a curse than a blessing, though I know about both in spades so I don't know if that should be an excuse. If this continues I may need to make a few more pacts so I can go kill a god." He made the last remark so casually, as he looked out into the forest, as if such a ridiculous thing was possible. When he turned back to face Eve, he finally picked up on the change in her demeanor as the conversation shifted to his sister. "If I may, why does it bother you so much? Aside from the fact that she almost gets others killed more often than she should. I'm glad that it does, she needs all the friends she can get. But you seem very...distant, all the time. It is strange to see you take so much consideration with her."

     



    Mechanics

    Main Hand: Empty
    Off Hand: Empty


    Bonus Action: N/A
    Action: N/A
    Move: N/A
    Manipulate: N/A

    After this conversation is over during the short rest, Shayne is going to use the ring of power to get back a spell slot and heal Sabyne.

         

     

  2.  

    Iymbryl Darcassan - Shahalesti Paladin https://i.pinimg.com/564x/19/cc/f5/19ccf52461370b5a820a83760ba0a075.jpg


    AC: 17 (chainshirt & shield) | HP: 25/25 | Initiative: +2 | Passive Perception: 13 (60ft Darkvision) | Spell Slots: 1st 3/3 (+5, DC 13) | Lay on Hands: 15/15 | Leadership Performance 3/3 

    "Yes, that is unfortunate." Was Iymbryl's only response, but he didn't bother to look at Olvyn. Since Diogenes seemed sure Shaelis would come to the challenge alone, the plan seemed to be falling into place quickly. There were far fewer students remaining in the Castle than the guard captain had expected. With so many people looking for shelter, it was a bit sad they hadn't opened their gates to help protect the people of the Gate Pass.

    "I have a spell of disguise, but unfortunately it only works on myself. One of us could probably run some sort of interference for you though. I've seen pick pockets in the city do that quite a bit. Between the other people and a bit of commotion, I'm sure you could manage Bronn."

    It was frustrating that he couldn't help more, and more than a bit ironic that his skills in espionage were what was lacking. But the more he thought about it, he'd spent his time as a sleeper agent. His only goal was to go and live his life unless called upon. Or at least that was the only goal given to him by the Shahalesti...That was also growing more complicated by the day.



    Mechanics

    Main Hand: Empty
    Off Hand: Shield


    Action: N/A
    Bonus Action: Your bonus action goes here.
    Move: Your movement goes here.
    Manipulate: Your one free object interaction goes here.

    Spells

    Cantrips:
    Minor Illusion (Shape Shadows)

    1st Level:
    Cure Wounds, Command, Disguise Self, Shield of Faith

    2nd Level:
    Invisibility (Shape Shadows)

         

     

  3. Shayne Kuznetsov - Human Warlockhttps://i.pinimg.com/564x/6a/2c/62/6a2c6228b9f48aaad43fee12b6199eef.jpg


    AC: 13 (leather) | HP: 14/24 | Initiative: +2 | Passive Perception: 13 (120ft Darkvision) | Spell Slots: 2nd 2/2 (+5, DC 13) | Healing Light: 1/4 | Hero Points: 2/3undefined 

    For a long moment Shayne assumed Eve was just trying to get more out of him and then she would walk away. But to his surprise, her response seemed so genuine. This was perhaps the first real thing he'd learned about her since finding out she wasn't human. It wasn't hard for him to put himself in a position similar to hers. He'd been a stranger in a strange land. Alienated from everyone he had known, and with ever fewer allies. Even now, he had been forced to literally never speak of it. Gandpops had on his deathbed, but who knows if the old codger would have pulled through if he had kept his mouth shut.

    The male Kuznetsov stood quietly, listening to Eve be (what he hoped was) honest with him. If he was being honest, he was still a little pissed, but he could certainly get over that. "I'd definitely say you've done the right thing. The heroic thing at times, if I'm being honest. But even you've got to admit walking such a dangerous path next to a bunch of strangers isn't the most reassuring thing. Also I wouldn't mind a few less lectures in the middle of life and death situations, but hey, we can work on that." He could definitely sense there was more to it, she'd let him touch the surface of a vast lake, but she wasn't inviting him to dive in...yet. But perhaps in this moment, being just a little open and vulnerable was enough.

    "Look, I know I'm not the easiest person to get along with. And everyone knows Sabyne isn't. You were raised to see humans a certain way. We were raised to see Elves a certain way. Sabyne is just very..." Stubborn? Short-sighted? Ignorant? Narrowminded? Frustrating? He probably could have spent the rest of the day listing things in his head, but he realized he had been pausing too long already. "Committed to the traditions by which we were raised. I won't make excuses for her, but I think even she will come around. I mean honestly...She's never left Three Sisters. She met more people of different ancestries since the church came under attack three days ago, than the entire rest of her life.

    And you weren't wrong to say she needs people to keep her out of trouble. But I do think you're wrong that anyone is going to make her stop doing it." He let out a sigh and rolled his eyes. He couldn't even count the number of times they had fought about that over the last few days. She'd almost gotten herself killed repeatedly. "But if you take one thing away from this conversation, I hope it is this: The only person I suspect it isn't enough for...is you.

     I thought you were quite the badass before finding out you were an Elf. That really hasn't changed." Shayne took a step back, looking Eve over before locking his gaze with hers. "I'd like to be friends. I think you're a good person. A bit preachy at times but hey, nobody is perfect, right?

    But seriously. Don't worry too much about my sister. I'm certain she will come around. And if you ever want to share more, or know about me, it does seem like we'll be traveling together for a while so..." 

     



    Mechanics

    Main Hand: Empty
    Off Hand: Empty


    Bonus Action: N/A
    Action: N/A
    Move: N/A
    Manipulate: N/A

    After this conversation is over during the short rest, Shayne is going to use the ring of power to get back a spell slot and heal Sabyne.

         

     

  4. Shayne Kuznetsov - Human Warlockhttps://i.pinimg.com/564x/6a/2c/62/6a2c6228b9f48aaad43fee12b6199eef.jpg


    AC: 13 (leather) | HP: 14/24 | Initiative: +2 | Passive Perception: 13 (120ft Darkvision) | Spell Slots: 2nd 2/2 (+5, DC 13) | Healing Light: 1/4 | Hero Points: 2/3undefined 

    He had imagined the start would be explosive. But upon finishing his little tirade, he realized that really wasn't who Eve was. His mind started going over every interaction he had seen from her. Granted, he had never been the sort that was great at reading others feelings. Even so, she'd skipped over the brunt of what he'd asked of her to shoot back a snide comment. He took a deep breath and pressed his thumb and index finger to the bridge of his nose. "Okay." His voice was the epitome of emotionless calm. He could definitely see they were talking past each other, and she clearly didn't have the social skills to let him be...fully him. He had thought he could leave the fully diplomatic, always paranoid version of him behind when he'd been set free. There was some modicum of irony that he had to pull it back out to deal with an Elf though. Or was it just girls? Did Shayne just not understand girls like he thought he did? He really hoped that wasn't the case, but Pops had always told him women were a mystery. "I get there is something going on with you. I don't know what it is. So if you want to actually have this conversation, you've got to meet me half way. But for the record, I do not despise you. But I also have no idea what it is you want. And don't think I didn't notice you have answered none of my questions." He fought back the urge to actually call her out on that being a very spy thing to do.

     



    Mechanics

    Main Hand: Empty
    Off Hand: Empty


    Bonus Action: N/A
    Action: N/A
    Move: N/A
    Manipulate: N/A

    After this conversation is over during the short rest, Shayne is going to use the ring of power to get back a spell slot and heal Sabyne.

    Also, you removed Saybne's LoH but didn't update Shayne's HP. It should be 14.

         

     

  5.    Lyyren Illuvitesh - Elf Wizard 4 | Bard 3 

    Character PortraitLyyren gave a slight scowl as he considered what he had learned. There were too many variables to isolate anything substantial...yet. "That makes sense. I think we might be able to pull this off as a duo. A single thief with the skills to breach this place would be almost too high profile." The Elf began to run his fingers along his eyebrow, making sure it was still perfectly in place as he pondered. He let out a soft sigh. "This would certainly be easier to piece together if we understood the motive...or at least who would be affected so we understood what the thief had to gain." Why in the hells was Orlando still being so dodgey about all of this if he wanted them to be effective? He suspected based on the monetary offer, it adversely impacted him in some way. And it wasn't like he wouldn't read the journal before they returned it to him anyway...

    Lyyren knelt down and scooped up some of the metal shavings and walked over to the headmaster. "Do you know of a spell that requires metal shavings and can temporarily suppress any magic in the immediate area? Because I only know one. Well, theoretically anyway. I've never met a mage powerful enough to cast an anti-magic field. Not even sure I would want to."

    He heard Maty starting to press on getting the legend lore spell now, and from an efficiency perspective, he had to agree with her. He doubted they were going to find anymore answers in the office, so once they were finished getting what they needed from Orlando, they could finally get moving.


     

    Show Mechanics

    ___________________________________________________

    Main Hand: Empty
    Off Hand: Empty

    Status:

    ___________________________________________________

    Manipulate: N/A
    Bonus Action: N/A
    Action: N/A
    Move: N/A
    Reaction: N/A

    Show Mini Character Sheet

    Mahtar Lyyren Illuvitesh
    Elf Wizard (Bladesinger) 4 | Bard (College of Echoes) 3

    ___________________________________________________
    STATS

    Str 10 (+0) Dex 18 (+4) Con 14 (+2) Int 20 (+5) Wis 12 (+1) Cha 16 (+3)
    HP 72/72 HD 4d6/4d8 AC 17 (mage armor) Speed 30 ft.

    Passive Perception 14 (Blindsight 10ft) Initiative +5
    DM Inspiration Yes
    Languages Common, Elvish, Kobold, Caelmaran, Whisperium
    Background Collegian Feature 

    Knowledge of the Ages

    As a current student or alumnus of your university, you have free access to its expansive library. While in this library, you can spend 1 hour of research to make an Intelligence (Arcana, History, Nature, or Religion) check with advantage. At your GM’s discretion, if this knowledge is present within the library, you can spend 8 hours of research to learn it.
    If this knowledge is beyond your university's knowledge, you can request a research grant to discover the information you seek. The university supplies your travel and lifestyle expenses (up to a Modest lifestyle) for up to 2 months while researching.
    You cannot request a grant more than once per year.

    ___________________________________________________
    WEAPONS

    +1 Elven Warblade +8 attack, 1d8+5 piercing damage

    (Rapier) 1d8 piercing - finesse
    Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.

    Dagger +7 attack, 1d4+4 damage

    1d4 piercing - finesse, light, thrown (20/60 ft.)
     

    Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.


    Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.


    Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property.

    ___________________________________________________
    PROFICIENCIES

    Proficiency +3 Saving Throws Intelligence +8, Wisdom +4
    Skills Acrobatics +7, Arcana +10*, Deception +9*, History +8, Investigation +8, Perception +4, Performance +6
    Tools Lute
    Weapons daggers, darts, slings, quarterstaffs, light crossbows, longsword, shortsword, longbow, shortbow, rapier
    Armor Light

    ___________________________________________________
    FEATS 

    Elven Accuracy

    The accuracy of elves is legendary, especially that of elf archers and spellcasters. You have uncanny aim with attacks that rely on precision rather than brute force. You gain the following benefits:

    Increase your Dexterity, Intelligence, Wisdom, or Charisma by 1, to a maximum of 20.

    Whenever you have advantage on an attack roll using Dexterity, Intelligence, Wisdom, or Charisma, you can reroll one of the dice once.

    ___________________________________________________
    RACIAL FEATURES

    Darkvision

    Accustomed to twilit forests and the night sky, 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.

    Keen Senses

    You have proficiency in the Perception skill.

    Fey Ancestry

    You have advantage on saving throws against being charmed, and magic can't put you to sleep.

    Trance

    Elves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is "trance.") While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.

    Elf Weapon Training

    You have proficiency with the longsword, shortsword, longbow, and shortbow

    Cantrip

    You know one cantrip of your choice from the wizard's spell list. Intelligence is your spellcasting ability for it.

    ___________________________________________________
    WIZARD CLASS FEATURES

    Arcane Recovery

    You have learned to regain some of your magical energy by studying your spellbook. 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. For example, if you're a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots.

    Ritual Casting

    You can cast a wizard spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don't need to have the spell prepared.

    Arcane Tradition (Bladesinging)

    Bladesingers are elves who bravely defend their people and lands. They are elf wizards who master a school of sword fighting grounded in a tradition of arcane magic. In combat, a bladesinger uses a series of intricate, elegant maneuvers that fend off harm and allow the bladesinger to channel magic into devastating attacks and a cunning defense.

    Training in War and Song

    When you adopt this tradition at 2nd level, you gain proficiency with light armor, and you gain proficiency with one type of one-handed melee weapon of your choice. (Rapier)

    You also gain proficiency in the Performance skill if you don't already have it.

    Bladesong

    Starting at 2nd level, you can invoke a secret elven magic called the Bladesong, provided you aren't wearing medium or heavy armor or using a shield. It graces you with supernatural speed, agility, and focus.

    You can use a bonus action to start the Bladesong, which lasts for 1 minute. It ends early if you are incapacitated, if you don medium or heavy armor or a shield, or if you use two hands to make an attack with a weapon. You can also dismiss Bladesong at any time you choose (no action required).

    While your bladesong is active, you gain the following benefits:

    You gain a bonus to your AC equal to your Intelligence modifier (minimum of +1).

    Your walking speed increases by 10 feet.

    You have advantage on Dexterity (Acrobatics) checks.

    You gain a bonus to any Constitution saving throws you make to maintain concentration on a spell. The bonus equals your Intelligence modifier (minimum of +1).

    You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.

    Cantrip Formulas

    You have scribed a set of arcane formulas in your spellbook that you can use to formulate a cantrip in your mind. Whenever you finish a long rest and consult those formulas in your spellbook, you can replace one wizard cantrip you know with another cantrip from the wizard spell list.

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    BARD CLASS FEATURES

    Bardic Inspiration [d6]

    You can inspire others through stirring words or music. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d6.

    Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time.

    You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest.

    Your Bardic Inspiration die changes when you reach certain levels in this class. The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level.

    Jack of All Trades +1

    Starting at 2nd level, you can add half your proficiency bonus, rounded down, to any ability check you make that doesn't already include your proficiency bonus.

    Song of Rest [1d6]

    Beginning at 2nd level, you can use soothing music or oration to help revitalize your wounded allies during a short rest. If you or any friendly creatures who can hear your performance regain hit points by spending Hit Dice at the end of the short rest, each of those creatures regains an extra 1d6 hit points.

    The extra hit points increase when you reach certain levels in this class: to 1d8 at 9th level, to 1d10 at 13th level, and to 1d12 at 17th level.

    Magical Inspiration

    If a creature has a Bardic Inspiration die from you and casts a spell that restores hit points or deals damage, the creature can roll that die and choose a target affected by the spell. Add the number rolled as a bonus to the hit points regained or the damage dealt. The Bardic Inspiration die is then lost.

    Echolocation

    When you join the College of Echoes at 3rd level, you learn how to see with your ears as well as your eyes. As long as you can hear, you have blindsight out to a range of 10 feet, and you have disadvantage on saving throws against effects that would deafen you.

    At 14th level, your blindsight is now out to a range of 15 feet, and you no longer have disadvantage on saving throws against effects that would deafen you.

    Alter Sound

    At 3rd level, you can manipulate the sounds of your speech to mimic any sounds you’ve heard, including voices. A creature that hears the sounds can tell they are imitations with a successful Wisdom (Insight) check contested by your Charisma (Deception) check.

    In addition, you can manipulate some of the sounds around you. You can use your reaction to cause one of the following effects.

    Enhance. You can increase the volume of a sound originating within 30 feet of you, doubling the range it can be heard and granting creatures in range of the sound advantage on Wisdom (Perception) checks to detect the sound. In addition, when a hostile creature within 30 feet of you takes thunder damage, you can expend one use of Bardic Inspiration and increase the thunder damage by an amount equal to the number you roll on the Bardic Inspiration die.

    Dampen. You can decrease the volume of a sound originating within 30 feet of you, halving the range it can be heard and granting creatures in range of the sound disadvantage on Wisdom (Perception) checks to detect the sound. In addition, when a friendly creature within 30 feet of you takes thunder damage, you can expend one use of Bardic Inspiration and decrease the thunder damage by an amount equal to the number you roll on the Bardic Inspiration die.

    Distort. You can change 1 word or up to 2 notes within 30 feet of you to another word or other notes. You can expend one use of Bardic Inspiration to change a number of words within 30 feet of you equal to 1 + the number you roll on the Bardic Inspiration die, or you can change a number of notes of a melody within 30 feet of you equal to 2 + double the number you roll on the Bardic Inspiration die. A creature that can hear the sound can notice it was altered by succeeding on a Wisdom (Perception) check contested by your Charisma (Deception) check. At your GM’s discretion, this effect can alter sounds that aren’t words or melodies, such as altering the cries of a young animal to sound like the roars of an adult.

    Disrupt. When a spellcaster casts a spell with verbal components within 30 feet of you, you can expend one use of your Bardic Inspiration to disrupt the sounds of the verbal components. The spellcaster must succeed on a concentration check (DC 8 + the number you roll on the Bardic Inspiration die) or the spell fails and has no effect. You can disrupt a spell only if it is of a spell level you can cast.


     

    Show Equipment

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    Worn/Carried Inventory (14 lbs.)

    o +1 Elven Warblade [rapier] (uncommon) - 2 lbs.

    o Dagger  - 1 lb.

    o Spell Component Pouch - 2 lbs.

    o +1 Arcane Grimoire [Elven Spell Cube] (uncommon) - 3 lbs.

    o Longbow (50gp) - 2 lbs.

    o Quiver of arrows (1gp) 1 lb.

    o Healer's Kit (5gp) - 3 lbs.

    o Find Familiar Spell Components (50gp)
    o Identify Spell Component (100gp)
    o Slither Spell Component (50gp)

     

    General Inventory (34 lbs.)

    o Spellbook - 3 lbs

    o Waterskin (2sp) - 5 lbs.
    o Silk Rope & Grappling Hook (12gp) - 9 lbs.
    o Traveler's Clothes (2gp) - 4 lbs.
    o Bedroll & Blanket (1.5gp) - 10 lbs.
    o Lute (35gp) - 2 lbs.
    o Mess Kit (2sp) - 1 lbs.
    o Rations () - 0 lbs.

    o Black Opal with crest (125gp)

    Coin Purse (6 lbs.)

    Obsidian: 100
    Platinum: 0
    Gold: 203
    Electrum: 0
    Silver: 1
    Copper: 0

     

    Encumbrance

    Max Load: 150 lbs. (15 x STR)

    Current Weight: 54 lbs.

    Show Spells

      

    Wizard Spells
    ___________________________________________________
    Spell Save DC: 16
    Spell Attack Mod: +8

    Cantrips

     

    Booming Blade

    Green Flame Blade

    Memento Mori*

    Shocking Grasp

    Message

    1st Level

    Disguise Self

    Insightful Maneuver* [bonus]

    Shield [Reaction]

    Thunderous Charge* [Bonus Action]

    Unluck on That* [Reaction]

    Comprehend Languages [Ritual]

    Detect Magic (Concentration)[Ritual]

    Find Familiar [Ritual]

    Identify [Ritual]


    2nd Level

    Creeping Ice* (Concentration)

    Enhance Ability (Concentration)

    Hold Person (Concentration)

    Slither* (Concentration)


    Bard Spells
    ___________________________________________________
    Spell Save DC: 14
    Spell Attack Mod: +6
    Spells Known: 6

    Cantrips

    Clockwork Bolt*

    Mage Hand

    1st Level

    Anticipate Weakness* [Bonus Action]

    Auspicious Warning* [Reaction]

    Healing Word [Bonus Action]

    Subliminal Aversion*

    2nd Level

    Lesser Restoration

    Invisibility (Concentration)

     

     

     

  6. Shayne Kuznetsov - Human Warlockhttps://i.pinimg.com/564x/6a/2c/62/6a2c6228b9f48aaad43fee12b6199eef.jpg


    AC: 13 (leather) | HP: 14/24 | Initiative: +2 | Passive Perception: 13 (120ft Darkvision) | Spell Slots: 2nd 0/2 (+5, DC 13) | Healing Light: 1/4 | Hero Points: 2/3undefined 

    Shayne raised an eyebrow at his sister's comment. He scanned his memories. He vividly remembered Grandmops had been sick, but he wouldn't have forgotten something as major as her funeral. "Bean what are you talking about? We never went to Grandmops' funer-" Shayne cut himself off. He had no memory of a funeral, he was certain of that. But he let his mind drift further along. He also had no memories of the woman after that either. This was a pattern he recognized. A perfectly shaped hole where a memory made sense to be. He covered his look of confusion with a veneer of confidence. "Actually...You're right. I can't believe I forgot that." The male Kuznetsov twin hoped giving in would be enough to assuage his sister's suspicion. "You go on ahead inside. I'll be there shortly."

    He turned to Eve, who had been shooting him looks but hadn't said anything. "Since Fritz has offered to help watch the hole, I was hoping you and I could have a word...in private." When the Elf gave a nod, he wandered to the side of the church, out of earshot of the rest of the group. Then he held up a finger to Eve, poked his head back around the corner and shouted to Fritz. "The tombstone is on some sort of mechanism, you could just close it and I don't think anything is going to be able to come up." He turned back to Eve and let out a long sigh, studying her face.

    Humans and Elves could be quite different emotionally. And Kuznetsov's were a different breed even when it came to most Humans. Shayne was perhaps the most reasonable of his family (with the exception of Mops of course), but even he didn't care for keeping these sorts of things going at a slow boil. He'd start with something subtle to test the waters... "So what is your problem?" He stared intently at her for a long moment. Okay, maybe he should give her a bit more to go on. "The dirty looks, the comments." He quoted Eve in an impression that sounded a bit more like he was mocking her than just trying to imitate her voice. "Despise me if you must" He gave a shrug as if to say 'what the hell?' "You've either got some issues with me personally, or some paranoia and preconceptions about what I think about you being a spy, or...I don't know, you tell me. But honestly, it is kind of annoying, and since I like you more than most of the others, I figured it would be best to hash this out. So why don't you just tell me?" He hadn't meant for it all to come out like that, the 'ol 'Kuznetsov subtlety', subtle as hitting someone with a bag of hammers. At this point, he didn't suspect things could actually get worse, so he just rolled with it.



    Mechanics

    Main Hand: Empty
    Off Hand: Empty


    Bonus Action: N/A
    Action: N/A
    Move: N/A
    Manipulate: N/A

         

     

     

  7.  

    Iymbryl Darcassan - Shahalesti Paladin https://i.pinimg.com/564x/19/cc/f5/19ccf52461370b5a820a83760ba0a075.jpg


    AC: 17 (chainshirt & shield) | HP: 25/25 | Initiative: +2 | Passive Perception: 13 (60ft Darkvision) | Spell Slots: 1st 3/3 (+5, DC 13) | Lay on Hands: 15/15 | Leadership Performance 3/3 

    Iymbryl didn't bother to hide the sourness in his expression as Diogenes continued talking. While most would have assumed the underhanded plan was the culprit, he was much more concerned with a mage who could drop a fireball atop the entire group without hurting their allies. The plan to remove Shaelis' spell component pouch was a clever one, and Bronn did seem to have the skill set. Iymbryl silently cursed himself for wasting a precious resource that might have allowed Bronn to deal with the issue with no trouble. "How will you disguise yourself, Bronn? Shaelis won't recognize you, but if Larion or Sagan are present, they certainly would. If we can get around that, it sounds like our best option." This wasn't so different from any infiltration mission he'd been apart of as a member of the guard. The problem was the potential failure points for a group of untrained civilians. Even with their commitment to saving the city, he wanted to keep them out of as much danger as possible.

    "If we could reduce the number of unknowns, that might work Anne. But there is no guarantee she isn't paranoid enough to keep the case with her, or make someone else carry it to the duel. The goal is to divide the enemies strength, not our own. Our battle with that lone wyvern rider last night was less than a minute and we faired rather poorly. An evoker of that skill level certainly won't be a push over, even without most of her spells. Can we really afford to split up?" He wasn't going to say it, but after what had happened to several of the guards in the tower, Iymbryl had no intention of letting Anne out of his sight.

    "Personally, I favor the direct route of going to her room. We know where she is, and who is with her. If Bronn can still snatch Shaelis' spell component pouch, we can keep the whole conflict more contained. But I'm more than willing to defer to Bronn's expertise on this, since he would be the one performing the greatest risk."



    Mechanics

    Main Hand: Empty
    Off Hand: Shield


    Action: N/A
    Bonus Action: Your bonus action goes here.
    Move: Your movement goes here.
    Manipulate: Your one free object interaction goes here.

    Spells

    Cantrips:
    Minor Illusion (Shape Shadows)

    1st Level:
    Cure Wounds, Command, Disguise Self, Shield of Faith

    2nd Level:
    Invisibility (Shape Shadows)

         

     

  8. Shayne Kuznetsov - Human Warlockhttps://i.pinimg.com/564x/6a/2c/62/6a2c6228b9f48aaad43fee12b6199eef.jpg


    AC: 13 (leather) | HP: 14/24 | Initiative: +2 | Passive Perception: 13 (120ft Darkvision) | Spell Slots: 2nd 0/2 (+5, DC 13) | Healing Light: 1/4 | Hero Points: 2/3undefined 

    A strange sort of nostalgia crept over Shayne. When was the last time Sabyne had held his hand? The memory came flooding back to him with perfect clarity, like they all did. It had been the winter of their tenth year. Kazimir Orlov had thrown a snowball with a stone in it. He could still picture the small cut on the side of her head. A minor thing, but she'd been a bit of a twig back then. Shayne had never beaten anyone so badly in his life. He'd grabbed her by the hand and taken her home, promising it wouldn't leave a scar. Shayne had been her protector back then. And now the situation was...uncomfortably reversed. Still, he'd made his choices in life, and he certainly didn't regret them.

    He looked over and tussled her hair like he had when they were younger. He couldn't understand what her obsession with knowing where he had vanished to was, but it was a bit of a relief she was starting to get over it. Someday, Shayne could figure out a way to explain everything to her, despite his...inability to do so now.

    He felt a surge of healing flow into him. His lungs still felt crippled from the wight's touch, like no matter how hard he tried, he just couldn't take in a full breath. "These are dangerous times, Bean. After the hell we've already been through and how much worse I imagine it will get...All I can promise is that I'll have your back every step of the way. Just like I know you have mine." He gave her a smile and a soft sigh before turning to the others.

    Try as he might, the problem with remembering everything is that it made things impossible to ignore. The groups constant back and forth was the main reason Sabyne's recklessness at times had driven them 'forward'. Not that he always agreed with that by a long shot. As much as he considered Alexandria a wench for slapping him, he felt like she was correct. He let out another sigh, trying to be the bigger person and ignore Eve's constant prickling. It was something he would have to address at some point. "I don't trust Alexandria any further than I can throw her." He paused, wanting to make sure that point was perfectly clear. "So trust that I'm the last person willing to take this slap-happy woman's advice. Not to mention her argument doesn't really even make sense. There were undead among the creatures that attacked Rybalka. There were undead in the crypt of the church. We clearly fought other undead during the many ambushes we...stumbled into.

    But the rest of you didn't see the tombstone. The grass and earth was so set in place I doubt this has been opened for a very long time. It took both of us to even open it. Having a group of undead lying in wait for a way into a fortress that no one has found in years? That seems ridiculous, and this is coming from a guy who met multiple plant demons who tried to eat us on the way here!

    And it doesn't matter if they are in league with the Drow or not. Because if they aren't, we'll deal with them. And if they are, she is right that we won't catch them. Or worse, we'll stumble into more dangers rushing after them.

    Now I can speak from experience when I say that wight can hit you so hard you won't feel whole again. So let us talk about what we have, and what we don't have. What we have, is a potential way into that fortress that is tenable. Since I assume no one here wants to scale the walls. If those undead serve the Drow, they may come kill us all anyway. So we're no worse off waiting. What we don't have in abundance though, is healing. So when people inevitably start to fall, they are screwed. I can have spells again if we wait an hour. Then at least if you all want to go get murdered in a hole, there is a better chance of surviving." He didn't bother to point out that a better chance and a good chance, were not the same thing.

     



    Mechanics

    Main Hand: Empty
    Off Hand: Empty


    Bonus Action: N/A
    Action: N/A
    Move: N/A
    Manipulate: N/A

         

     

     

  9. Shayne Kuznetsov - Human Warlockhttps://i.pinimg.com/564x/6a/2c/62/6a2c6228b9f48aaad43fee12b6199eef.jpg


    AC: 13 (leather) | HP: 9/24 | Initiative: +2 | Passive Perception: 13 (120ft Darkvision) | Spell Slots: 2nd 0/2 (+5, DC 13) | Healing Light: 1/4 | Hero Points: 2/3undefined 

    With the sudden retreat of their ambushers, Shayne pulled up the rope after his sister before turning to face her. Relief quickly gave way worry as he noted the several arrows protruding from her. The questions and comments from the others flared his temper, but none of that mattered at the moment, only that his sister was safe. As he let out a sigh of relief, all the tension of battle flooded out of him and he wearily took a seat next to his Sabyne.

    "You alright, Bean?" No matter how you considered the situation, it had been a close call. The events played over in his mind and he was amazed how lucky they were. In retrospect, they hadn't even considered the chance of an ambush at this point. Shayne made a mental note to add a bit more weight to his cynical scale. 

    After a few more deep breaths to fully calm himself down, he nudged his sister with a smirk. "Plus side, this may just solve the problem of getting into a castle guarded by fifty men." He paused again and looked over at Sabyne. "Thanks." It was in that moment Shayne realized, with all the dangers they faced they would have been dead without each other. When things were at their most bleak, he knew she was the only one who he could truly rely on. He did suppose Eve helped a little, but there was a big difference between support from safety and being in the thick of things. When Sabyne had pulled him away from the rope and down the hall, part of him wondered if he'd ever feel daylight again before he died...

    "Hey Eve, arrows: helpful; comments: not so much. You wanna be the scout, then do scout things instead of asking permission. If you think I'm not going to follow Sabyne, often times against my better judgement, into danger so she isn't alone, then you're just wasting your breath. Also..." Shayne turned to Amber and pointed a finger. "Only people who haven't walked into obvious traps I warned them about get to make comments!"

     



    Mechanics

    Main Hand: Empty
    Off Hand: Empty


    Bonus Action: N/A
    Action: N/A
    Move: N/A
    Manipulate: N/A

         

     

     

  10.  

    Iymbryl Darcassan - Shahalesti Paladin https://i.pinimg.com/564x/19/cc/f5/19ccf52461370b5a820a83760ba0a075.jpg


    AC: 17 (chainshirt & shield) | HP: 25/25 | Initiative: +2 | Passive Perception: 13 (60ft Darkvision) | Spell Slots: 1st 3/3 (+5, DC 13) | Lay on Hands: 15/15 | Leadership Performance 3/3 

    Iymbryl's ears perked up at the name Larion. Not because he knew it was the Elf they met in the tower last night, but because it was Anne who asked the question. The previous night's exchange had left a bitter taste in Iymbryl's mouth. He'd been to much of a coward to refute Larion's crass remarks about her, because he'd thought it was the only path to avoid bloodshed. She didn't show it, but he knew it had bothered her deeply, though he couldn't figure out why it was any worse than anything else that had ever been said to her. Perhaps she thought all Shahalesti thought that way about her? Perhaps she thought that Iymbryl thought that way about her? He worried about how she was doing, but pushed the thought from his mind. He needed to focus on the task at hand, to make sure they were both alive to worry about it later.

    Diogenes earlier question had started to make a bit more sense. What the man was looking for was an ally. If Gabal favored Shaelis and was no where to be found, it was possible she had been left in charge. That made this place an asset to the Shahalesti. If Iymbryl was being honest, he also preferred evokers to illusionists or enchanters, especially enchanters. The sort of magic that could twist someone else's mind had never sat well with him. Even the enchantment spell in his own repertoire was reserved only for the most dire of circumstances. It had always made him wonder what someone who focused in that field was actually after. But Diogenes hadn't simply cast a geas over the crowd to get them to disperse, he'd used his words. He'd walked the path of peace that could have otherwise led to violence and death for those scared, confused citizens. Iymbryl was more than happy to set his own predilections aside if it meant getting what they needed, and what they needed right now was allies.

    Iymbryl raised his mug of tea to Anne. "She is right. The city needs more level headed people like you. With Gabal gone, everyone left at the Castle needs someone to step up. I'm not sure how long Shaelis has been here, but based on what I know of her current mission, I suspect the loss of that case would certainly go a long way toward her being...recalled." 

    He looked around at their group. Anne's question was a good one. He doubted they could separate Shaelis and her familiar, but with Larion as well, the risk was very high for the group. Despite the dangerous position they were in, he half smiled as he continued to consider Anne's suggestion. Was that her own version of the quote he often used? If his forces are united, separate them. It was a fairly good idea, the question was how. 

    "What can you tell us about Shaelis' skills as an evoker? Or about her personally? If we knew where she was keeping the case, we might be able to pull her away long enough to take it without even fighting. That case is, without a doubt her top priority from what we learned from our encounter with Larion and the...lantern archon, last night."


     



    Mechanics

    Main Hand: Empty
    Off Hand: Shield


    Action: Anne doesn't look like she needs it, but Iymbryl is providing the help action here. Mostly because I need to reward/condition Underleaf whenever she is thoughtful about things instead of rushing off to get us all murdered.
    Bonus Action: Your bonus action goes here.
    Move: Your movement goes here.
    Manipulate: Your one free object interaction goes here.

    Spells

    Cantrips:
    Minor Illusion (Shape Shadows)

    1st Level:
    Cure Wounds, Command, Disguise Self, Shield of Faith

    2nd Level:
    Invisibility (Shape Shadows)

         

     

  11.    Lyyren Illuvitesh - Elf Wizard 4 | Bard 3 

    Character PortraitThe Headmaster's office rested on the top floor of the Black Tower, though it would be more accurate to say top floors. There was an opulence to the space, more a two story museum or library than an office. Of course it held Orlando's desk, a massive iron wrought affair with gold and mithril filigree. Several gyroscopic devices spun about in the space tracking time or planets or any number of other oddities. No matter how many times he visited, Lyyren couldn't help but compare it to his own closet of an office, stuffed away in a dark corner of the lower floors.

    His eyes began to rove the areas Orlando had pointed out were trapped, not daring to step far into the room. Just about anything at this point could be considered evidence, and while the Dragged Woman might get them to their destination, an inspection of the office would could speak a great deal about the person or people they might encounter once they got there.

    Lyyren slowly toured the outside of the room, his finger running along the edge of the bookshelf. He pulled his hand away and rubbed his thumb and forefinger together. For as unorganized as he was, whomever cleaned the Headmaster's office, they were quite adept at their job. He continued around, stopping at an antique mirror taller than he was. He paused to admire the craftsmanship. It stood taller than he was, with feet made to resemble dragon's claws. The glass itself was slightly cloudy, Lyyren surmised it had probably been a relic from before the revolt, and he wondered why Orlando kept such an item when it clearly didn't fit his 'mad mechanical mage' motif.

    He continued his inspection, stopping at the massive glass window, the only one on the lower floor. Light flooded in from the afternoon sun, warming his skin despite how cold he knew it was outside. Most towers were terrible, drafty things. But the Black Tower was a mage tower, and even mad mages liked to bask in comfort. He moved to the window and peered down. They were several stories up and to his eyes the window itself didn't even open. Of course that wouldn't stop a talented magician, but the wards overlaid on the glass certainly would.

    Instead of continuing up one of the two stair cases that led to the second floor, he turned to face the desk. More specifically, he turned to face the thick decorative rug that the desk stood on. Lyyren knelt down and studied the area. He knew there wouldn't be any footprints remaining, but perhaps there were flecks of dirt or some other material that would indicate where the intruder had been. He let out a short sigh and raised his left hand. "Zanash." The great browed owl appeared from the space he'd been resting in.

    "You summoned, sir?" The owl fluttered down onto Lyrren's arm, his head spinning about the room to take in his surroundings.

    "Please go check the second floor for means of ingress. Someone broke into the Orlando's office last night and took something of great value."

    "Broke in? To the headmaster's office? And he requested you and miss Omazeiros? No shortage of desperation then."

    Lyyren rolled his eyes and gave his arm a shake, causing the owl to take wing up toward the second floor.

    "So you didn't ever answer, Orlando. What makes this a higher priority than our investigation of the Shadowfey's attempt to take over the city? I mean, if anyone could simply ask the Dragged Woman for the location of the the lab, then why go through the trouble of stealing something from you?" While he talked, he knelt close to the desk, inspecting the drawer that had once held the diary. Lyyren closed one eye and inspected the lock, doing his best to see if there were any scratches inside the mechanism that didn't match the usual ones.


     

    Show Mechanics

    ___________________________________________________

    Main Hand: Empty
    Off Hand: Empty

    Status: Lyyren is searching for any clues that might tell us who broke in, what their skill set is, where they have been, etc. Real magic police type stuff lol

    ___________________________________________________

    Manipulate: N/A

    Bonus Action: N/A

    Action: N/A
    Move: N/A

    Reaction: N/A

    Show Mini Character Sheet

    Mahtar Lyyren Illuvitesh
    Elf Wizard (Bladesinger) 4 | Bard (College of Echoes) 3

    ___________________________________________________
    STATS

    Str 10 (+0) Dex 18 (+4) Con 14 (+2) Int 20 (+5) Wis 12 (+1) Cha 16 (+3)
    HP 72/72 HD 4d6/4d8 AC 17 (mage armor) Speed 30 ft.

    Passive Perception 14 (Blindsight 10ft) Initiative +5
    DM Inspiration Yes
    Languages Common, Elvish, Kobold, Caelmaran, Whisperium
    Background Collegian Feature 

    Knowledge of the Ages

    As a current student or alumnus of your university, you have free access to its expansive library. While in this library, you can spend 1 hour of research to make an Intelligence (Arcana, History, Nature, or Religion) check with advantage. At your GM’s discretion, if this knowledge is present within the library, you can spend 8 hours of research to learn it.
    If this knowledge is beyond your university's knowledge, you can request a research grant to discover the information you seek. The university supplies your travel and lifestyle expenses (up to a Modest lifestyle) for up to 2 months while researching.
    You cannot request a grant more than once per year.

    ___________________________________________________
    WEAPONS

    +1 Elven Warblade +8 attack, 1d8+5 piercing damage

    (Rapier) 1d8 piercing - finesse
    Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.

    Dagger +7 attack, 1d4+4 damage

    1d4 piercing - finesse, light, thrown (20/60 ft.)
     

    Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.


    Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.


    Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property.

    ___________________________________________________
    PROFICIENCIES

    Proficiency +3 Saving Throws Intelligence +8, Wisdom +4
    Skills Acrobatics +7, Arcana +10*, Deception +9*, History +8, Investigation +8, Perception +4, Performance +6
    Tools Lute
    Weapons daggers, darts, slings, quarterstaffs, light crossbows, longsword, shortsword, longbow, shortbow, rapier
    Armor Light

    ___________________________________________________
    FEATS 

    Elven Accuracy

    The accuracy of elves is legendary, especially that of elf archers and spellcasters. You have uncanny aim with attacks that rely on precision rather than brute force. You gain the following benefits:

    Increase your Dexterity, Intelligence, Wisdom, or Charisma by 1, to a maximum of 20.

    Whenever you have advantage on an attack roll using Dexterity, Intelligence, Wisdom, or Charisma, you can reroll one of the dice once.

    ___________________________________________________
    RACIAL FEATURES

    Darkvision

    Accustomed to twilit forests and the night sky, 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.

    Keen Senses

    You have proficiency in the Perception skill.

    Fey Ancestry

    You have advantage on saving throws against being charmed, and magic can't put you to sleep.

    Trance

    Elves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is "trance.") While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.

    Elf Weapon Training

    You have proficiency with the longsword, shortsword, longbow, and shortbow

    Cantrip

    You know one cantrip of your choice from the wizard's spell list. Intelligence is your spellcasting ability for it.

    ___________________________________________________
    WIZARD CLASS FEATURES

    Arcane Recovery

    You have learned to regain some of your magical energy by studying your spellbook. 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. For example, if you're a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots.

    Ritual Casting

    You can cast a wizard spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don't need to have the spell prepared.

    Arcane Tradition (Bladesinging)

    Bladesingers are elves who bravely defend their people and lands. They are elf wizards who master a school of sword fighting grounded in a tradition of arcane magic. In combat, a bladesinger uses a series of intricate, elegant maneuvers that fend off harm and allow the bladesinger to channel magic into devastating attacks and a cunning defense.

    Training in War and Song

    When you adopt this tradition at 2nd level, you gain proficiency with light armor, and you gain proficiency with one type of one-handed melee weapon of your choice. (Rapier)

    You also gain proficiency in the Performance skill if you don't already have it.

    Bladesong

    Starting at 2nd level, you can invoke a secret elven magic called the Bladesong, provided you aren't wearing medium or heavy armor or using a shield. It graces you with supernatural speed, agility, and focus.

    You can use a bonus action to start the Bladesong, which lasts for 1 minute. It ends early if you are incapacitated, if you don medium or heavy armor or a shield, or if you use two hands to make an attack with a weapon. You can also dismiss Bladesong at any time you choose (no action required).

    While your bladesong is active, you gain the following benefits:

    You gain a bonus to your AC equal to your Intelligence modifier (minimum of +1).

    Your walking speed increases by 10 feet.

    You have advantage on Dexterity (Acrobatics) checks.

    You gain a bonus to any Constitution saving throws you make to maintain concentration on a spell. The bonus equals your Intelligence modifier (minimum of +1).

    You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.

    Cantrip Formulas

    You have scribed a set of arcane formulas in your spellbook that you can use to formulate a cantrip in your mind. Whenever you finish a long rest and consult those formulas in your spellbook, you can replace one wizard cantrip you know with another cantrip from the wizard spell list.

    ___________________________________________________
    BARD CLASS FEATURES

    Bardic Inspiration [d6]

    You can inspire others through stirring words or music. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d6.

    Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time.

    You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest.

    Your Bardic Inspiration die changes when you reach certain levels in this class. The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level.

    Jack of All Trades +1

    Starting at 2nd level, you can add half your proficiency bonus, rounded down, to any ability check you make that doesn't already include your proficiency bonus.

    Song of Rest [1d6]

    Beginning at 2nd level, you can use soothing music or oration to help revitalize your wounded allies during a short rest. If you or any friendly creatures who can hear your performance regain hit points by spending Hit Dice at the end of the short rest, each of those creatures regains an extra 1d6 hit points.

    The extra hit points increase when you reach certain levels in this class: to 1d8 at 9th level, to 1d10 at 13th level, and to 1d12 at 17th level.

    Magical Inspiration

    If a creature has a Bardic Inspiration die from you and casts a spell that restores hit points or deals damage, the creature can roll that die and choose a target affected by the spell. Add the number rolled as a bonus to the hit points regained or the damage dealt. The Bardic Inspiration die is then lost.

    Echolocation

    When you join the College of Echoes at 3rd level, you learn how to see with your ears as well as your eyes. As long as you can hear, you have blindsight out to a range of 10 feet, and you have disadvantage on saving throws against effects that would deafen you.

    At 14th level, your blindsight is now out to a range of 15 feet, and you no longer have disadvantage on saving throws against effects that would deafen you.

    Alter Sound

    At 3rd level, you can manipulate the sounds of your speech to mimic any sounds you’ve heard, including voices. A creature that hears the sounds can tell they are imitations with a successful Wisdom (Insight) check contested by your Charisma (Deception) check.

    In addition, you can manipulate some of the sounds around you. You can use your reaction to cause one of the following effects.

    Enhance. You can increase the volume of a sound originating within 30 feet of you, doubling the range it can be heard and granting creatures in range of the sound advantage on Wisdom (Perception) checks to detect the sound. In addition, when a hostile creature within 30 feet of you takes thunder damage, you can expend one use of Bardic Inspiration and increase the thunder damage by an amount equal to the number you roll on the Bardic Inspiration die.

    Dampen. You can decrease the volume of a sound originating within 30 feet of you, halving the range it can be heard and granting creatures in range of the sound disadvantage on Wisdom (Perception) checks to detect the sound. In addition, when a friendly creature within 30 feet of you takes thunder damage, you can expend one use of Bardic Inspiration and decrease the thunder damage by an amount equal to the number you roll on the Bardic Inspiration die.

    Distort. You can change 1 word or up to 2 notes within 30 feet of you to another word or other notes. You can expend one use of Bardic Inspiration to change a number of words within 30 feet of you equal to 1 + the number you roll on the Bardic Inspiration die, or you can change a number of notes of a melody within 30 feet of you equal to 2 + double the number you roll on the Bardic Inspiration die. A creature that can hear the sound can notice it was altered by succeeding on a Wisdom (Perception) check contested by your Charisma (Deception) check. At your GM’s discretion, this effect can alter sounds that aren’t words or melodies, such as altering the cries of a young animal to sound like the roars of an adult.

    Disrupt. When a spellcaster casts a spell with verbal components within 30 feet of you, you can expend one use of your Bardic Inspiration to disrupt the sounds of the verbal components. The spellcaster must succeed on a concentration check (DC 8 + the number you roll on the Bardic Inspiration die) or the spell fails and has no effect. You can disrupt a spell only if it is of a spell level you can cast.


     

    Show Equipment

    ___________________________________________________

    Worn/Carried Inventory (14 lbs.)

    o +1 Elven Warblade [rapier] (uncommon) - 2 lbs.

    o Dagger  - 1 lb.

    o Spell Component Pouch - 2 lbs.

    o +1 Arcane Grimoire [Elven Spell Cube] (uncommon) - 3 lbs.

    o Longbow (50gp) - 2 lbs.

    o Quiver of arrows (1gp) 1 lb.

    o Healer's Kit (5gp) - 3 lbs.

    o Find Familiar Spell Components (50gp)
    o Identify Spell Component (100gp)
    o Slither Spell Component (50gp)

     

    General Inventory (34 lbs.)

    o Spellbook - 3 lbs

    o Waterskin (2sp) - 5 lbs.
    o Silk Rope & Grappling Hook (12gp) - 9 lbs.
    o Traveler's Clothes (2gp) - 4 lbs.
    o Bedroll & Blanket (1.5gp) - 10 lbs.
    o Lute (35gp) - 2 lbs.
    o Mess Kit (2sp) - 1 lbs.
    o Rations () - 0 lbs.

    o Black Opal with crest (125gp)

    Coin Purse (6 lbs.)

    Obsidian: 100
    Platinum: 0
    Gold: 203
    Electrum: 0
    Silver: 1
    Copper: 0

     

    Encumbrance

    Max Load: 150 lbs. (15 x STR)

    Current Weight: 54 lbs.

    Show Spells

      

    Wizard Spells
    ___________________________________________________
    Spell Save DC: 16
    Spell Attack Mod: +8

    Cantrips

     

    Booming Blade

    Green Flame Blade

    Memento Mori*

    Shocking Grasp

    Message

    1st Level

    Disguise Self

    Insightful Maneuver* [bonus]

    Shield [Reaction]

    Thunderous Charge* [Bonus Action]

    Unluck on That* [Reaction]

    Comprehend Languages [Ritual]

    Detect Magic (Concentration)[Ritual]

    Find Familiar [Ritual]

    Identify [Ritual]


    2nd Level

    Creeping Ice* (Concentration)

    Enhance Ability (Concentration)

    Hold Person (Concentration)

    Slither* (Concentration)


    Bard Spells
    ___________________________________________________
    Spell Save DC: 14
    Spell Attack Mod: +6
    Spells Known: 6

    Cantrips

    Clockwork Bolt*

    Mage Hand

    1st Level

    Anticipate Weakness* [Bonus Action]

    Auspicious Warning* [Reaction]

    Healing Word [Bonus Action]

    Subliminal Aversion*

    2nd Level

    Lesser Restoration

    Invisibility (Concentration)

     

     

     

  12.  

    Iymbryl Darcassan - Shahalesti Paladin https://i.pinimg.com/564x/19/cc/f5/19ccf52461370b5a820a83760ba0a075.jpg


    AC: 17 (chainshirt & shield) | HP: 25/25 | Initiative: +2 | Passive Perception: 13 (60ft Darkvision) | Spell Slots: 1st 3/3 (+5, DC 13) | Lay on Hands: 15/15 | Leadership Performance 3/3 

    "Yes. My name is Iymbryl. Or Captain Darcassan, if you prefer." He followed Diogenes through the gate, his eyes doing a once over of the grounds. Part of him was tempted to reach out and search for the presence of The lantern archon, but he knew with such limited range it would most likely be a waste. Instead he focused on Diogenes.

    Iymbryl didn't know if the social protocols of mages were different than most people, so he accepted the offered cup of tea. At least if it was poisoned, he might spare the others from it by drinking first. As he pondered that last part, he considered how dismal his outcome on others had become in just the last few days. Years of patrols and protecting citizens from the underbelly of society had done nothing to stem his faith in others. But everything that had transpired...It left him seeing danger in every shadow. The irony of being a spy himself wasn't lost on him...

    As he listened to Diogenes speak, he half choked on one of the sandwiches as the man casually called them out on their deceptions. Iymbryl wondered if perhaps Diogenes had heard of Olvyn and simply assumed what he always did: The man was always lying and up to no good. And yet, Olvyn had, for some strange reason healed Iymbryl; brought him back from the very brink. That act alone was so incongruous with the image the guard captain had of the man, it was hard to reconcile. The Elf took a long moment to clear his throat, giving himself time to re-orient himself. Diogenes had let them in, despite knowing at least some of what they said wasn't true. Could he be trusted? Would he even be useful as an ally? How much was Iymbryl even willing to tell him? In truth, they direly needed allies and he would take anything they could get.

    "As I said. I've never met Shaelis. So no, I would not consider them a friend. If I am being honest..." The phrase hung in his throat, his heart felt like a lead weight in his chest. He'd been sent to Gate Pass as a spy. He'd come with his own agenda, one which was no easily within his reach. But as he considered the words to use, he couldn't help but feel he was betraying his own people. If Shaelis was working for the Shahalesti, and Iymbryl opposed them...That made him an enemy, didn't it? No, it would make him something far worse. "Shaelis has come into a case that contains information that can aid Gate Pass against Ragesia. That is however, not where Shaelis plans to send the information. We're here to ensure the city doesn't burn to the ground for the sake of political games." He still believed the Shahalesti, the Resistance, and Gate Pass could work together to stop Ragesia. But he realized that before that could happen, he would have to pick a side. He glanced at Anne for a split second before turning to face Diogenes, his expression nothing but resolve. "I don't want to hurt Shaelis or anyone for that matter, but in this instance, we must do whatever we can to save the people of Gate Pass." And just like that, Iymbryl Darcassan became a traitor to his own people.


     



    Mechanics

    Main Hand: Empty
    Off Hand: Shield


    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.

    Spells

    Cantrips:
    Minor Illusion (Shape Shadows)

    1st Level:
    Cure Wounds, Command, Disguise Self, Shield of Faith

    2nd Level:
    Invisibility (Shape Shadows)

         

     

  13. Shayne Kuznetsov - Human Warlockhttps://i.pinimg.com/564x/6a/2c/62/6a2c6228b9f48aaad43fee12b6199eef.jpg


    AC: 13 (leather) | HP: 9/24 | Initiative: +2 | Passive Perception: 13 (120ft Darkvision) | Spell Slots: 2nd 0/2 (+5, DC 13) | Healing Light: 1/4 | Hero Points: 2/3undefined 

    He couldn't help but shake his head. "You know exactly what I needed right now Eve? A gods damned lecture." There was so much more he wanted to say, but the situation below demanded his full attention. He expression of frustration morphed into one of shock and horror as the zombies attempted not to hurt Sabyne, but simply keep her from escaping. There was a cunning to their choice of action that he hadn't expected. We're they supposed to be all but mindless creatures? With so many now holding on to his sister, it became apparent the odds of her making it up were becoming more slim by the moment. 

    With a flick of his wrist, the sphere of fire hurled itself into one of the zombies, searing ancient and dried flesh. The Kuznetsov warlock hadn't even noticed as he focused his attention on one of the zombies below. Shayne held his left hand aloft, fist clenched as though wrapped around something invisible. He took a deep breath and with his right hand delicately pulled back from his left hand to his cheek. It was a motion Eve was very familiar with. As his hand retreated, an arrow made of pure sunlight hummed into existence. Energy crackled about the arrow and invisible bow as his arm started to shake. "I'm begging you Astranella, I need this to work." He released, the bolt crashing down into the burning zombie light a bolt of lightning. Even as it impacted, rays of light burst into motes surrounding the thing. "We need to kill the other one holding her so she can get up here. There is still something worse down there."

     



    Mechanics

    Main Hand: Empty
    Off Hand: Empty


    Bonus Action: Ram Flaming Sphere into #4
    Action: Guiding Bolt on #4
    Move: N/A
    Manipulate: N/A

         

     

     

  14.    Lyyren Illuvitesh - Elf Wizard 4 | Bard 3 

    Character PortraitThe wizard fell into quiet contemplation as Orlando launched into the details of what he wanted from them. Despite the total lack of evidence, his mind drifted to their newly made acquaintance, Underhill as a potential suspect. The notion was dismissed almost immediately. Forming theories based on personal opinions was a poor way to run an investigation. What Lyyren needed was more facts. As he started to sift through the Headmaster's narration a second time, one odd thing stuck out to him: What could be so important about a simple journal that it was worth more than the information they were already looking at with the city under some manner of shadowy siege?

    He shot Maty a pensive glance, and when she gave him the nod he knew she would, he let the details of the deal fall away like leaves in autumn and focused on the task itself. Maty would deal with the specifics of wresting what they needed from Orlando, Lyyren needed to start laying the foundation of this new investigation. "First we'll need to look at the crime scene. We'll need unrestricted access to your office as well as a list of all the defenses it has, that includes both magical and non magical. Next is information about the stolen item: Details about the journal, both a physical description of the item as well as all known personal information about the one who wrote it. What was contained within and why was it so damning? That includes both the parties who would be affected by the information, and how it could be used against those parties." He paused for a moment, trying to recall any information about a wizard named Kovac. Nothing immediately came to mind, but he was happy to put that pot on the back burner for the moment; history wasn't going anywhere. "We'll also need a list of people who knew about the journal, as well as another list of people who have visited or have access to your office regularly." He drummed his fingers across the workbench as he considered what other information might be useful to them. After a moment, he looked up at Maty. 

    "It would also be in our interest to include a spell resource clause in the deal with Orlando, if he has any spells that can accelerate the investigation, we'll want to make sure we have access to him to resolve this as fast as possible. Oh! And some manner of writ to let everyone know we're acting with his authority to question whomever we need to. Being a professor gives me some sway in that regard, but obviously our illustrious headmaster's backing could help speed things up." There was also a dozen other things he wanted to mention to Maty, but those could wait until after they were alone. After another moment's silence, he continued. "This should go without saying, but if you have any suspects, now would also be a prudent time to share them." Lyyren had been to Orlando's office many times, so he was already busy constructing a mental model of the place so he could overlay the defenses and try to understand how the perpetrator had managed to get in. Method of egress often told a lot about a thief.

     

    Show Mechanics

    ___________________________________________________

    Main Hand: Empty
    Off Hand: Empty

    Status: 

    ___________________________________________________

    Manipulate: N/A

    Bonus Action: N/A

    Action: N/A
    Move: N/A

    Reaction: N/A

    Show Mini Character Sheet

    Mahtar Lyyren Illuvitesh
    Elf Wizard (Bladesinger) 4 | Bard (College of Echoes) 3

    ___________________________________________________
    STATS

    Str 10 (+0) Dex 18 (+4) Con 14 (+2) Int 20 (+5) Wis 12 (+1) Cha 16 (+3)
    HP 72/72 HD 4d6/4d8 AC 17 (mage armor) Speed 30 ft.

    Passive Perception 14 (Blindsight 10ft) Initiative +5
    DM Inspiration Yes
    Languages Common, Elvish, Kobold, Caelmaran, Whisperium
    Background Collegian Feature 

    Knowledge of the Ages

    As a current student or alumnus of your university, you have free access to its expansive library. While in this library, you can spend 1 hour of research to make an Intelligence (Arcana, History, Nature, or Religion) check with advantage. At your GM’s discretion, if this knowledge is present within the library, you can spend 8 hours of research to learn it.
    If this knowledge is beyond your university's knowledge, you can request a research grant to discover the information you seek. The university supplies your travel and lifestyle expenses (up to a Modest lifestyle) for up to 2 months while researching.
    You cannot request a grant more than once per year.

    ___________________________________________________
    WEAPONS

    +1 Elven Warblade +8 attack, 1d8+5 piercing damage

    (Rapier) 1d8 piercing - finesse
    Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.

    Dagger +7 attack, 1d4+4 damage

    1d4 piercing - finesse, light, thrown (20/60 ft.)
     

    Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.


    Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.


    Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property.

    ___________________________________________________
    PROFICIENCIES

    Proficiency +3 Saving Throws Intelligence +8, Wisdom +4
    Skills Acrobatics +7, Arcana +10*, Deception +9*, History +8, Investigation +8, Perception +4, Performance +6
    Tools Lute
    Weapons daggers, darts, slings, quarterstaffs, light crossbows, longsword, shortsword, longbow, shortbow, rapier
    Armor Light

    ___________________________________________________
    FEATS 

    Elven Accuracy

    The accuracy of elves is legendary, especially that of elf archers and spellcasters. You have uncanny aim with attacks that rely on precision rather than brute force. You gain the following benefits:

    Increase your Dexterity, Intelligence, Wisdom, or Charisma by 1, to a maximum of 20.

    Whenever you have advantage on an attack roll using Dexterity, Intelligence, Wisdom, or Charisma, you can reroll one of the dice once.

    ___________________________________________________
    RACIAL FEATURES

    Darkvision

    Accustomed to twilit forests and the night sky, 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.

    Keen Senses

    You have proficiency in the Perception skill.

    Fey Ancestry

    You have advantage on saving throws against being charmed, and magic can't put you to sleep.

    Trance

    Elves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is "trance.") While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.

    Elf Weapon Training

    You have proficiency with the longsword, shortsword, longbow, and shortbow

    Cantrip

    You know one cantrip of your choice from the wizard's spell list. Intelligence is your spellcasting ability for it.

    ___________________________________________________
    WIZARD CLASS FEATURES

    Arcane Recovery

    You have learned to regain some of your magical energy by studying your spellbook. 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. For example, if you're a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots.

    Ritual Casting

    You can cast a wizard spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don't need to have the spell prepared.

    Arcane Tradition (Bladesinging)

    Bladesingers are elves who bravely defend their people and lands. They are elf wizards who master a school of sword fighting grounded in a tradition of arcane magic. In combat, a bladesinger uses a series of intricate, elegant maneuvers that fend off harm and allow the bladesinger to channel magic into devastating attacks and a cunning defense.

    Training in War and Song

    When you adopt this tradition at 2nd level, you gain proficiency with light armor, and you gain proficiency with one type of one-handed melee weapon of your choice. (Rapier)

    You also gain proficiency in the Performance skill if you don't already have it.

    Bladesong

    Starting at 2nd level, you can invoke a secret elven magic called the Bladesong, provided you aren't wearing medium or heavy armor or using a shield. It graces you with supernatural speed, agility, and focus.

    You can use a bonus action to start the Bladesong, which lasts for 1 minute. It ends early if you are incapacitated, if you don medium or heavy armor or a shield, or if you use two hands to make an attack with a weapon. You can also dismiss Bladesong at any time you choose (no action required).

    While your bladesong is active, you gain the following benefits:

    You gain a bonus to your AC equal to your Intelligence modifier (minimum of +1).

    Your walking speed increases by 10 feet.

    You have advantage on Dexterity (Acrobatics) checks.

    You gain a bonus to any Constitution saving throws you make to maintain concentration on a spell. The bonus equals your Intelligence modifier (minimum of +1).

    You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.

    Cantrip Formulas

    You have scribed a set of arcane formulas in your spellbook that you can use to formulate a cantrip in your mind. Whenever you finish a long rest and consult those formulas in your spellbook, you can replace one wizard cantrip you know with another cantrip from the wizard spell list.

    ___________________________________________________
    BARD CLASS FEATURES

    Bardic Inspiration [d6]

    You can inspire others through stirring words or music. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d6.

    Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time.

    You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest.

    Your Bardic Inspiration die changes when you reach certain levels in this class. The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level.

    Jack of All Trades +1

    Starting at 2nd level, you can add half your proficiency bonus, rounded down, to any ability check you make that doesn't already include your proficiency bonus.

    Song of Rest [1d6]

    Beginning at 2nd level, you can use soothing music or oration to help revitalize your wounded allies during a short rest. If you or any friendly creatures who can hear your performance regain hit points by spending Hit Dice at the end of the short rest, each of those creatures regains an extra 1d6 hit points.

    The extra hit points increase when you reach certain levels in this class: to 1d8 at 9th level, to 1d10 at 13th level, and to 1d12 at 17th level.

    Magical Inspiration

    If a creature has a Bardic Inspiration die from you and casts a spell that restores hit points or deals damage, the creature can roll that die and choose a target affected by the spell. Add the number rolled as a bonus to the hit points regained or the damage dealt. The Bardic Inspiration die is then lost.

    Echolocation

    When you join the College of Echoes at 3rd level, you learn how to see with your ears as well as your eyes. As long as you can hear, you have blindsight out to a range of 10 feet, and you have disadvantage on saving throws against effects that would deafen you.

    At 14th level, your blindsight is now out to a range of 15 feet, and you no longer have disadvantage on saving throws against effects that would deafen you.

    Alter Sound

    At 3rd level, you can manipulate the sounds of your speech to mimic any sounds you’ve heard, including voices. A creature that hears the sounds can tell they are imitations with a successful Wisdom (Insight) check contested by your Charisma (Deception) check.

    In addition, you can manipulate some of the sounds around you. You can use your reaction to cause one of the following effects.

    Enhance. You can increase the volume of a sound originating within 30 feet of you, doubling the range it can be heard and granting creatures in range of the sound advantage on Wisdom (Perception) checks to detect the sound. In addition, when a hostile creature within 30 feet of you takes thunder damage, you can expend one use of Bardic Inspiration and increase the thunder damage by an amount equal to the number you roll on the Bardic Inspiration die.

    Dampen. You can decrease the volume of a sound originating within 30 feet of you, halving the range it can be heard and granting creatures in range of the sound disadvantage on Wisdom (Perception) checks to detect the sound. In addition, when a friendly creature within 30 feet of you takes thunder damage, you can expend one use of Bardic Inspiration and decrease the thunder damage by an amount equal to the number you roll on the Bardic Inspiration die.

    Distort. You can change 1 word or up to 2 notes within 30 feet of you to another word or other notes. You can expend one use of Bardic Inspiration to change a number of words within 30 feet of you equal to 1 + the number you roll on the Bardic Inspiration die, or you can change a number of notes of a melody within 30 feet of you equal to 2 + double the number you roll on the Bardic Inspiration die. A creature that can hear the sound can notice it was altered by succeeding on a Wisdom (Perception) check contested by your Charisma (Deception) check. At your GM’s discretion, this effect can alter sounds that aren’t words or melodies, such as altering the cries of a young animal to sound like the roars of an adult.

    Disrupt. When a spellcaster casts a spell with verbal components within 30 feet of you, you can expend one use of your Bardic Inspiration to disrupt the sounds of the verbal components. The spellcaster must succeed on a concentration check (DC 8 + the number you roll on the Bardic Inspiration die) or the spell fails and has no effect. You can disrupt a spell only if it is of a spell level you can cast.


     

    Show Equipment

    ___________________________________________________

    Worn/Carried Inventory (14 lbs.)

    o +1 Elven Warblade [rapier] (uncommon) - 2 lbs.

    o Dagger  - 1 lb.

    o Spell Component Pouch - 2 lbs.

    o +1 Arcane Grimoire [Elven Spell Cube] (uncommon) - 3 lbs.

    o Longbow (50gp) - 2 lbs.

    o Quiver of arrows (1gp) 1 lb.

    o Healer's Kit (5gp) - 3 lbs.

    o Find Familiar Spell Components (50gp)
    o Identify Spell Component (100gp)
    o Slither Spell Component (50gp)

     

    General Inventory (34 lbs.)

    o Spellbook - 3 lbs

    o Waterskin (2sp) - 5 lbs.
    o Silk Rope & Grappling Hook (12gp) - 9 lbs.
    o Traveler's Clothes (2gp) - 4 lbs.
    o Bedroll & Blanket (1.5gp) - 10 lbs.
    o Lute (35gp) - 2 lbs.
    o Mess Kit (2sp) - 1 lbs.
    o Rations () - 0 lbs.

    o Black Opal with crest (125gp)

    Coin Purse (6 lbs.)

    Obsidian: 100
    Platinum: 0
    Gold: 203
    Electrum: 0
    Silver: 1
    Copper: 0

     

    Encumbrance

    Max Load: 150 lbs. (15 x STR)

    Current Weight: 54 lbs.

    Show Spells

      

    Wizard Spells
    ___________________________________________________
    Spell Save DC: 16
    Spell Attack Mod: +8

    Cantrips

     

    Booming Blade

    Green Flame Blade

    Memento Mori*

    Shocking Grasp

    Message

    1st Level

    Disguise Self

    Insightful Maneuver* [bonus]

    Shield [Reaction]

    Thunderous Charge* [Bonus Action]

    Unluck on That* [Reaction]

    Comprehend Languages [Ritual]

    Detect Magic (Concentration)[Ritual]

    Find Familiar [Ritual]

    Identify [Ritual]


    2nd Level

    Creeping Ice* (Concentration)

    Enhance Ability (Concentration)

    Hold Person (Concentration)

    Slither* (Concentration)


    Bard Spells
    ___________________________________________________
    Spell Save DC: 14
    Spell Attack Mod: +6
    Spells Known: 6

    Cantrips

    Clockwork Bolt*

    Mage Hand

    1st Level

    Anticipate Weakness* [Bonus Action]

    Auspicious Warning* [Reaction]

    Healing Word [Bonus Action]

    Subliminal Aversion*

    2nd Level

    Lesser Restoration

    Invisibility (Concentration)

     

     

     

  15. Shayne Kuznetsov - Human Warlockhttps://i.pinimg.com/564x/6a/2c/62/6a2c6228b9f48aaad43fee12b6199eef.jpg


    AC: 13 (leather) | HP: 9/24 | Initiative: +2 | Passive Perception: 13 (120ft Darkvision) | Spell Slots: 2nd 1/2 (+5, DC 13) | Healing Light: 1/4 | Hero Points: 2/3undefined 

    Dignity was something Shayne had been finding in short supply lately. It was embarrassing enough he'd been caught so unaware after his comment to Eve. He could only imagine what smarmy remark she would have if they survived this. But being dragged about by his sister like a life sized doll had truly demolished any semblance of self respect he had retained. The worst part of it, was that he'd been TRYING to resist her, but she'd tossed him about as casually as a hay bale. He half stumbled as his sister half dragged him back through the crypt toward the rope and gave him a shove.

    He couldn't believe the words spewing forth from her mouth. After all of this madness, did she really think he would simply abandon her? Shayne opened his mouth to give her the most offensive string of curses he could think of in the moment, but as he looked about at the scene before him he realized (begrudgingly) she was right. It wasn't like they could climb the rope at the same time, and in truth, she had a much better chance to survive going afterward than he did.

    Shayne looked at his sister with a scowl. "You're a god awful liar, you know that right?" Not wanting to waste any more precious seconds that she could use to get up the rope, Shayne started his ascent. He had climbed lots of ropes in his youth, but this was remarkably harder than he had remembered it to be. He had only made it about half way up the rope when he remembered his spell. A flick of his wrist and the ball of fire came rolling toward his sister. At the very least if they wanted to hit her, they were going to suffer for it. The male Kuznetsov twin almost lost his grip as he made the motion, but managed to use his legs to stabilize himself as he started to climb once more. When he finally reached the top, a sense of relieve washed over him and he scrambled into the grass. "Okay, hurry up!"
     



    Mechanics

    Main Hand: Empty
    Off Hand: Empty


    Action: Climb
    Bonus Action: If I can move the sphere INTO Sabyne's square WITHOUT ramming her, do that (I would assume this would work since it is possible to move through the sphere itself. If not, move the Flaming Sphere directly East of Sabyne
    Move: Climb
    Manipulate: N/A

         

     

     

  16.  

    Iymbryl Darcassan - Shahalesti Paladin https://i.pinimg.com/564x/19/cc/f5/19ccf52461370b5a820a83760ba0a075.jpg


    AC: 17 (chainshirt & shield) | HP: 25/25 | Initiative: +2 | Passive Perception: 13 (60ft Darkvision) | Spell Slots: 1st 3/3 (+5, DC 13) | Lay on Hands: 15/15 | Leadership Performance 3/3 

    The guard captain paused a moment before his hand extended through the gate, then withdrew it with a gracious nod. Diogenes seemed like a nice enough fellow, though the man's question gave Iymbryl pause. "My companions and I..." He stopped and gestured to the others of his group before returning his gaze to the man behind the gate "have encountered multiple forces working for Ragesia within the city. That is why we are here, in fact."

    Iymbryl's attention was drawn to the man brazen enough to declare he was going to use the body of one of the city's defenders, who had died protecting the damned fool, in experiments. He could feel heat rising in his face, but he struggled to maintain his composure. "You do realize, sir, that even in the current state of the city, I could have you brought in on charges for defilement of a corpse? While that usually only carries a penalty of between a week and a month, I can assure you..." He looked around the city, unable to completely hide his incredulous expression. "The paperwork would be attended to in no short order. And since I personally heard your confession, I'm within my rights to place you into one of those aforementioned holding cells without filing any forms. So unless you'd rather be in a city holding cell than this school for the duration of the Ragesian attack, I suggest you leave...NOW." Iymbryl took a deep breath, his expression changing to one of weariness. It was no wonder the people were up in arms against those within the walls of Gabal's school. Wizards seemed to lack any sense of human decency. He glanced at Olvyn as that though crossed his mind...That actually seemed like it might be entirely accurate, the more he thought about it.

    The guard captain shifted his weight to his other foot as he turned back to Diogenes. He hadn't planned for such a forthright question, and as he considered how to side step it, there wasn't much he could really say. It wasn't like Diogenes couldn't simply confirm anything he said before letting them in. He decided to go with something more akin to the truth, hoping Diogenes was as reasonable as he seemed. "Truthfully...I've never met Shaelis. I'm here both in my capacity as a member of the city guard, and a citizen of Gate Pass." He decided not to mention his other newfound affiliation, since he was certain someone would have had the sense to mention it to them if that would have been helpful. "Shaelis has something that could save the city from Ragesia. While you may be right about the current relationship between the guards and the school, the Ragesian invasion puts the lives of all the people of the city at risk. I want nothing more than to save as many lives as possible.

    As for the body, if you could find someone trustworthy to watch it until our business is concluded here, I'll take it with me and see that it is properly taken care of."

     



    Mechanics

    Main Hand: Empty
    Off Hand: Shield


    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.

    Spells

    Cantrips:
    Minor Illusion (Shape Shadows)

    1st Level:
    Cure Wounds, Command, Disguise Self, Shield of Faith

    2nd Level:
    Invisibility (Shape Shadows)

         

     

  17. Iymbryl Darcassan - Shahalesti Paladin https://i.pinimg.com/564x/19/cc/f5/19ccf52461370b5a820a83760ba0a075.jpg


    AC: 17 (chainshirt & shield) | HP: 25/25 | Initiative: +2 | Passive Perception: 13 (60ft Darkvision) | Spell Slots: 1st 3/3 (+5, DC 13) | Lay on Hands: 15/15 | Leadership Performance 3/3 

    Tension hung in the air like a thick, oily smoke. The guard Captain held his breath as a man exited the outer door of the Castle. He stifled the panic that mounted in his stomach, preparing himself to interject if the mob started to get violent. He doubted a single guard could do anything, but it might be enough to dissuade some of the folk less committed to violence. And then, just as quickly as it had built up, the man's easy words and posture seemed to disarm the situation. Iymbryl gave a sigh of relief as some even moved off, now that the bluster in their sails had died down. The group was still all over the place. Belfyr standing by those that hadn't left, Olvyn going off on his own. What had ever made Iymbryl think he could or should be in charge of such a group? A unit of guardsmen had a common purpose, a sense of hierarchy. These were just civilians, all used to doing whatever they thought suited them. And then there was Anne. Of everyone here, he worried for her the most. Not just because she had been the only one he held any personal attachment to, but because he understood they could very well be walking into a hornet's nest, and she was a bear covered in honey. Now he felt, at least in part, responsible for the safety of each and every member, but had no idea how to give them any sense of...unity, let alone protect his friend.

    While he held no love for those in Gabal's school, he did respect the newcomers ability to calm the crowd without violence. Perhaps he could be reasoned with? He decided to use his station to at least help the man's cause, and stepped away from his companions and up to the man. "Excuse me sir. Captain Iymbryl of the city guard. I would speak with you, if you have a moment." He paused looking over the crowd, hoping the sight of an authority figure would help the crowd disperse further. Iymbryl extended a hand to the man, the easiest smile he could muster on his face. He leaned in closely, to avoid anyone in the crowd overhearing him. "I believe there are two people who are currently residing in the school. Shealis and Larion. Do you know of them?" He paused as his eye drifted back to the dead griffonrider. "Also, if I fish out that man, would you be able to send someone from the school to the guard headquarters? I suspect they would want to send someone to fetch the poor soldier's body."
     



    Mechanics

    Main Hand: Empty
    Off Hand: Shield


    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.

    Spells

    Cantrips:
    Minor Illusion (Shape Shadows)

    1st Level:
    Cure Wounds, Command, Disguise Self, Shield of Faith

    2nd Level:
    Invisibility (Shape Shadows)

         

     

  18.    Lyyren Illuvitesh - Elf Wizard 4 | Bard 3 

    Character PortraitLyyren quietly read the letter from over Maty's shoulder. As Orlando offered up a half hearted apology, the wizard simply smiled. "I did want to become a diviner wizard when I was younger. Perhaps I missed my calling." He clapped his hands together loudly and but on a veneer of cheerfulness. "We've actually come seeking you out for your expertise, Headmaster. We're working on the...situation that is plaguing the city at the moment. And we need to find something that seems to be rather difficult to find. We were hoping you had the capability to cast a Legend Lore spell, to help us find what we're looking for and help the Council resolve the issue." He stopped talking for a second, pursing his lips, before seeming to come to an internal decision. "We could have Maty negotiate a fee for your services, not that I imagine you would have any trouble doing that. But it would allow you to get back to what you were doing before we disturbed you." He took another look down at the letter. The thought only now starting to dawn on him. "Who gave your orders to allow Maty back into the Collegium? It seems we were supposed to talk to you, even before we decided to inquire on our own." Lyrren suspected someone on the Council had been behind it, but what he didn't understand was why? Why now of all times did it matter that she was a member? Certainly Underhill wouldn't have cared enough to arrange it, and assuredly he wouldn't have bothered since he wasn't getting anything out of it.
    The conundrum was placed aside as he noticed the burnt out gizmo on the floor, and the scribblings on the chalk board. Clockwork magic had always been a quant study, though it was only Orlando who had brought it to the forefront at the Collegium. He studied the scribblings for several minutes, using what he knew to draw his own conclusions about how the old man was working on. "I'm curious Orlando, why are you trying to increase the power output of this clockwork construct by so much? This has to be at least...three times as much as the body would need to move about, even in combat."
     

    Show Mechanics

    ___________________________________________________

    Main Hand: Empty
    Off Hand: Empty

    Status: 

    ___________________________________________________

    Manipulate: N/A

    Bonus Action: N/A

    Action: N/A
    Move: N/A

    Reaction: N/A

    Show Mini Character Sheet

    Mahtar Lyyren Illuvitesh
    Elf Wizard (Bladesinger) 4 | Bard (College of Echoes) 3

    ___________________________________________________
    STATS

    Str 10 (+0) Dex 18 (+4) Con 14 (+2) Int 20 (+5) Wis 12 (+1) Cha 16 (+3)
    HP 72/72 HD 4d6/4d8 AC 17 (mage armor) Speed 30 ft.

    Passive Perception 14 (Blindsight 10ft) Initiative +5
    DM Inspiration Yes
    Languages Common, Elvish, Kobold, Caelmaran, Whisperium
    Background Collegian Feature 

    Knowledge of the Ages

    As a current student or alumnus of your university, you have free access to its expansive library. While in this library, you can spend 1 hour of research to make an Intelligence (Arcana, History, Nature, or Religion) check with advantage. At your GM’s discretion, if this knowledge is present within the library, you can spend 8 hours of research to learn it.
    If this knowledge is beyond your university's knowledge, you can request a research grant to discover the information you seek. The university supplies your travel and lifestyle expenses (up to a Modest lifestyle) for up to 2 months while researching.
    You cannot request a grant more than once per year.

    ___________________________________________________
    WEAPONS

    +1 Elven Warblade +8 attack, 1d8+5 piercing damage

    (Rapier) 1d8 piercing - finesse
    Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.

    Dagger +7 attack, 1d4+4 damage

    1d4 piercing - finesse, light, thrown (20/60 ft.)
     

    Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.


    Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.


    Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property.

    ___________________________________________________
    PROFICIENCIES

    Proficiency +3 Saving Throws Intelligence +8, Wisdom +4
    Skills Acrobatics +7, Arcana +10*, Deception +9*, History +8, Investigation +8, Perception +4, Performance +6
    Tools Lute
    Weapons daggers, darts, slings, quarterstaffs, light crossbows, longsword, shortsword, longbow, shortbow, rapier
    Armor Light

    ___________________________________________________
    FEATS 

    Elven Accuracy

    The accuracy of elves is legendary, especially that of elf archers and spellcasters. You have uncanny aim with attacks that rely on precision rather than brute force. You gain the following benefits:

    Increase your Dexterity, Intelligence, Wisdom, or Charisma by 1, to a maximum of 20.

    Whenever you have advantage on an attack roll using Dexterity, Intelligence, Wisdom, or Charisma, you can reroll one of the dice once.

    ___________________________________________________
    RACIAL FEATURES

    Darkvision

    Accustomed to twilit forests and the night sky, 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.

    Keen Senses

    You have proficiency in the Perception skill.

    Fey Ancestry

    You have advantage on saving throws against being charmed, and magic can't put you to sleep.

    Trance

    Elves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is "trance.") While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.

    Elf Weapon Training

    You have proficiency with the longsword, shortsword, longbow, and shortbow

    Cantrip

    You know one cantrip of your choice from the wizard's spell list. Intelligence is your spellcasting ability for it.

    ___________________________________________________
    WIZARD CLASS FEATURES

    Arcane Recovery

    You have learned to regain some of your magical energy by studying your spellbook. 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. For example, if you're a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots.

    Ritual Casting

    You can cast a wizard spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don't need to have the spell prepared.

    Arcane Tradition (Bladesinging)

    Bladesingers are elves who bravely defend their people and lands. They are elf wizards who master a school of sword fighting grounded in a tradition of arcane magic. In combat, a bladesinger uses a series of intricate, elegant maneuvers that fend off harm and allow the bladesinger to channel magic into devastating attacks and a cunning defense.

    Training in War and Song

    When you adopt this tradition at 2nd level, you gain proficiency with light armor, and you gain proficiency with one type of one-handed melee weapon of your choice. (Rapier)

    You also gain proficiency in the Performance skill if you don't already have it.

    Bladesong

    Starting at 2nd level, you can invoke a secret elven magic called the Bladesong, provided you aren't wearing medium or heavy armor or using a shield. It graces you with supernatural speed, agility, and focus.

    You can use a bonus action to start the Bladesong, which lasts for 1 minute. It ends early if you are incapacitated, if you don medium or heavy armor or a shield, or if you use two hands to make an attack with a weapon. You can also dismiss Bladesong at any time you choose (no action required).

    While your bladesong is active, you gain the following benefits:

    You gain a bonus to your AC equal to your Intelligence modifier (minimum of +1).

    Your walking speed increases by 10 feet.

    You have advantage on Dexterity (Acrobatics) checks.

    You gain a bonus to any Constitution saving throws you make to maintain concentration on a spell. The bonus equals your Intelligence modifier (minimum of +1).

    You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.

    Cantrip Formulas

    You have scribed a set of arcane formulas in your spellbook that you can use to formulate a cantrip in your mind. Whenever you finish a long rest and consult those formulas in your spellbook, you can replace one wizard cantrip you know with another cantrip from the wizard spell list.

    ___________________________________________________
    BARD CLASS FEATURES

    Bardic Inspiration [d6]

    You can inspire others through stirring words or music. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d6.

    Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time.

    You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest.

    Your Bardic Inspiration die changes when you reach certain levels in this class. The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level.

    Jack of All Trades +1

    Starting at 2nd level, you can add half your proficiency bonus, rounded down, to any ability check you make that doesn't already include your proficiency bonus.

    Song of Rest [1d6]

    Beginning at 2nd level, you can use soothing music or oration to help revitalize your wounded allies during a short rest. If you or any friendly creatures who can hear your performance regain hit points by spending Hit Dice at the end of the short rest, each of those creatures regains an extra 1d6 hit points.

    The extra hit points increase when you reach certain levels in this class: to 1d8 at 9th level, to 1d10 at 13th level, and to 1d12 at 17th level.

    Magical Inspiration

    If a creature has a Bardic Inspiration die from you and casts a spell that restores hit points or deals damage, the creature can roll that die and choose a target affected by the spell. Add the number rolled as a bonus to the hit points regained or the damage dealt. The Bardic Inspiration die is then lost.

    Echolocation

    When you join the College of Echoes at 3rd level, you learn how to see with your ears as well as your eyes. As long as you can hear, you have blindsight out to a range of 10 feet, and you have disadvantage on saving throws against effects that would deafen you.

    At 14th level, your blindsight is now out to a range of 15 feet, and you no longer have disadvantage on saving throws against effects that would deafen you.

    Alter Sound

    At 3rd level, you can manipulate the sounds of your speech to mimic any sounds you’ve heard, including voices. A creature that hears the sounds can tell they are imitations with a successful Wisdom (Insight) check contested by your Charisma (Deception) check.

    In addition, you can manipulate some of the sounds around you. You can use your reaction to cause one of the following effects.

    Enhance. You can increase the volume of a sound originating within 30 feet of you, doubling the range it can be heard and granting creatures in range of the sound advantage on Wisdom (Perception) checks to detect the sound. In addition, when a hostile creature within 30 feet of you takes thunder damage, you can expend one use of Bardic Inspiration and increase the thunder damage by an amount equal to the number you roll on the Bardic Inspiration die.

    Dampen. You can decrease the volume of a sound originating within 30 feet of you, halving the range it can be heard and granting creatures in range of the sound disadvantage on Wisdom (Perception) checks to detect the sound. In addition, when a friendly creature within 30 feet of you takes thunder damage, you can expend one use of Bardic Inspiration and decrease the thunder damage by an amount equal to the number you roll on the Bardic Inspiration die.

    Distort. You can change 1 word or up to 2 notes within 30 feet of you to another word or other notes. You can expend one use of Bardic Inspiration to change a number of words within 30 feet of you equal to 1 + the number you roll on the Bardic Inspiration die, or you can change a number of notes of a melody within 30 feet of you equal to 2 + double the number you roll on the Bardic Inspiration die. A creature that can hear the sound can notice it was altered by succeeding on a Wisdom (Perception) check contested by your Charisma (Deception) check. At your GM’s discretion, this effect can alter sounds that aren’t words or melodies, such as altering the cries of a young animal to sound like the roars of an adult.

    Disrupt. When a spellcaster casts a spell with verbal components within 30 feet of you, you can expend one use of your Bardic Inspiration to disrupt the sounds of the verbal components. The spellcaster must succeed on a concentration check (DC 8 + the number you roll on the Bardic Inspiration die) or the spell fails and has no effect. You can disrupt a spell only if it is of a spell level you can cast.


     

    Show Equipment

    ___________________________________________________

    Worn/Carried Inventory (14 lbs.)

    o +1 Elven Warblade [rapier] (uncommon) - 2 lbs.

    o Dagger  - 1 lb.

    o Spell Component Pouch - 2 lbs.

    o +1 Arcane Grimoire [Elven Spell Cube] (uncommon) - 3 lbs.

    o Longbow (50gp) - 2 lbs.

    o Quiver of arrows (1gp) 1 lb.

    o Healer's Kit (5gp) - 3 lbs.

    o Find Familiar Spell Components (50gp)
    o Identify Spell Component (100gp)
    o Slither Spell Component (50gp)

     

    General Inventory (34 lbs.)

    o Spellbook - 3 lbs

    o Waterskin (2sp) - 5 lbs.
    o Silk Rope & Grappling Hook (12gp) - 9 lbs.
    o Traveler's Clothes (2gp) - 4 lbs.
    o Bedroll & Blanket (1.5gp) - 10 lbs.
    o Lute (35gp) - 2 lbs.
    o Mess Kit (2sp) - 1 lbs.
    o Rations () - 0 lbs.

    o Black Opal with crest (125gp)

    Coin Purse (6 lbs.)

    Obsidian: 100
    Platinum: 0
    Gold: 203
    Electrum: 0
    Silver: 1
    Copper: 0

     

    Encumbrance

    Max Load: 150 lbs. (15 x STR)

    Current Weight: 54 lbs.

    Show Spells

      

    Wizard Spells
    ___________________________________________________
    Spell Save DC: 16
    Spell Attack Mod: +8

    Cantrips

     

    Booming Blade

    Green Flame Blade

    Memento Mori*

    Shocking Grasp

    Message

    1st Level

    Disguise Self

    Insightful Maneuver* [bonus]

    Shield [Reaction]

    Thunderous Charge* [Bonus Action]

    Unluck on That* [Reaction]

    Comprehend Languages [Ritual]

    Detect Magic (Concentration)[Ritual]

    Find Familiar [Ritual]

    Identify [Ritual]


    2nd Level

    Creeping Ice* (Concentration)

    Enhance Ability (Concentration)

    Hold Person (Concentration)

    Slither* (Concentration)


    Bard Spells
    ___________________________________________________
    Spell Save DC: 14
    Spell Attack Mod: +6
    Spells Known: 6

    Cantrips

    Clockwork Bolt*

    Mage Hand

    1st Level

    Anticipate Weakness* [Bonus Action]

    Auspicious Warning* [Reaction]

    Healing Word [Bonus Action]

    Subliminal Aversion*

    2nd Level

    Lesser Restoration

    Invisibility (Concentration)

     

     

     

  19. Iymbryl Darcassan - Shahalesti Paladin https://i.pinimg.com/564x/19/cc/f5/19ccf52461370b5a820a83760ba0a075.jpg


    AC: 17 (chainshirt & shield) | HP: 25/25 | Initiative: +2 | Passive Perception: 13 (60ft Darkvision) | Spell Slots: 1st 3/3 (+5, DC 13) | Lay on Hands: 15/15 | Leadership Performance 3/3 

    Iymbryl's heart sank as he spied the body of the griffonrider and their mount in the moat. From a practical perspective, he knew no one at a place like this would bother to retrieve a hero who had fought and died defending them from an invading army. While he hadn't ever had much interaction with those inside The Castle, the guard were very familiar with the many rumors that surrounded the place.

    Bronn's voice brought him back to the moment. "What?" He looked up to see the mob, really see them. Bronn was right, technically the city guard still had jurisdiction in this area. And perhaps getting this mob to leave would garner them some good will. Iymbryl froze for a moment, contemplating the possible outcomes. Was this even something he could do? He'd led them on a wild griffon chase through the city, exposing the entire group to more danger and almost getting them caught up in another pointless fight. And for what? To find out what they were looking for had been where Olvyn had suggested all along. He felt paralyzed, the depth of his frustration and self criticism mounting to the point he wasn't even able to breathe. He scanned the crowd, trying to think of something to say to make sure no one got hurt. A look of pure confusion crossed his face when he saw Belfyr shouting with the mob, all tension suddenly fading from his body. "What is he doing?" He muttered, more to himself than the others. He looked to Bronn and gave a shrug. "I could try to get them to calm down, but perhaps we'll have to wait until Belfyr is done doing...whatever he is doing."



    Mechanics

    Main Hand: Empty
    Off Hand: Shield


    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.

         

     

  20.  Rufus Moss Human Roguespacer.png


     

    Rufus didn't have a clue what the man wanted, but he'd been around enough law enforcement to know when things didn't look like they were going according to plan. There wasn't enough space on the far side of the gate for him to stand, which meant he was supposed to remain on this side. He gave a nod and started to approach, hoping his cloak would keep him concealed. Would the man see through him right away? Even if he did, Rufus could probably get around the gate without too much trouble...probably. His blades still hidden beneath the cloak, he prepared himself to strike if the guard showed the faintest hint of recognition. He let out another fit of coughs, trying to make them sound as wet and gross as possible. Maybe if the guard thought he was sick, he'd just do a far off visual inspection. Rufus' mind drifted to the others. Were they watching this? Were they prepared to strike if things went south? Part of him just wanted to bolt the moment there was an opening, but he knew that would leave the others in a bad way. Still...Marisol had mentioned where they were going, hadn't she? Maybe he could make the run himself. He could even say he was just serving as a distraction. The guards wouldn't close the gate if he was already out right? That would leave the rest of the group to rush forward and attack. With a sigh, he tossed the idea from his mind. He wouldn't call his companions 'friends' but they were part of his team. And even Rufus understood that many blades in the dark were better than one. He'd just have to keep his nerves under control and do whatever it took to get out of here in one piece.

     


    Mechanics

    ___________________________________________________

    Main Hand: Shortsword
    Off Hand: Shortsword

    ___________________________________________________

    Move: move 25ft north and 5ft NW (to not interfere with any shots the group might make)
    Readied Action: If the guard sounds an alarm, stab him
    Manipulate: N/A
    Bonus Action: N/A

    Character Sheet

    Marion "Rufus" Moss
    Custom Lineage Human Rogue 1

    ___________________________________________________
    STATS

    Str 17 (+3) Dex 20 (+5) Con 16 (+3) Int 8 (-1) Wis 10 (+0) Cha 11 (+0)
    HP 11/11 HD 1d8 AC 15 (none) Speed 30 ft.

    Passive Perception 12 Initiative +5 Senses Darkvision 60ft

    Villain Points 1
    Languages Common, Thieves' Cant, Celestial
    Background Syndicate Muscle Crime Slave-takingWhen you make a Strength (Athletics) check to grapple, you are considered proficient in Athletics. If you are already proficient in Athletics, you may add double your normal proficiency bonus to the check, instead of your normal proficiency bonus.

    ___________________________________________________
    WEAPONS

    Fists +5 attack, 4 bludgeoning damage
    Dagger +7 attack, 1d4+5 piercing damage
    Shortsword +7 attack, 1d6+5 damage
    Shortbow +7 attack, 1d6+5 piercing damage

    ___________________________________________________
    PROFICIENCIES

    Proficiency +2 Saving Throws Dexterity +7, Intelligence +1 
    Skills Acrobatics +5, Animal Handling +2, Athletics +7, Perception +2, Sleight of Hand +7, Stealth +9*
    Tools Cook's Utensils, Poisoner's Kit, Thieves Tools +9*,
    Weapons simple weapons, hand crossbows, longswords, rapiers, shortswords
    Armor Light

    ___________________________________________________
    FEATS 

    Fighting Initiate (Two Weapon Fighting)Your martial training has helped you develop a particular style of fighting. As a result, you learn one Fighting Style option of your choice from the fighter class. If you already have a style, the one you choose must be different.
    Whenever you reach a level that grants the Ability Score Improvement feature, you can replace this feat's fighting style with another one from the fighter class that you don't have.

    Two-Weapon Fighting
    When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

    ___________________________________________________
    RACIAL FEATURES

    Custom Lineage HumanCreature Type: Human
    Size: Medium
    Feat: Fighting Initiate [Two Weapon Fighting]
    Variable Trait: Darkvision 60ft
    Languages: Common, Celestial

    ___________________________________________________
    CLASS FEATURES

    Expertise: [Stealth, Thieves' Tools]At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves’ tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

    Sneak Attack: [+1d6] Beginning at 1st level, you know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.

    You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.

    The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Rogue table.

    Thieves’ CantDuring your rogue training you learned thieves’ cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves’ cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.

    In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves’ guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.

    Equipment

    ___________________________________________________

    General Inventory (66 lbs.)

    Shortsword [2 lbs]
    Shortsword [2 lbs]
    Dagger [1 lb]
    Dagger [1 lb]
    Thieves' Tools [1 lb]
    Shortbow [2 lbs]
    Quiver (40) [2 lb]
    Guard's Clothing [???]
    Chest Key x 6 [???]
    Keys to cells [???]
    Gregor's green cloak [???]
    Blackberry's Strongbox [43lbs]
    |Torch (10) [10lbs]
    Bullseye lantern (3 hours of oil remaining) [2lbs]

    Coin Purse (0 lbs.)
    Platinum: 0
    Gold: 0
    Electrum: 0
    Silver: 0
    Copper: 0

     

    Encumbrance

    Max Load: 255 lbs. (15 x STR)

    Current Weight: 82 lbs.


     

  21. Shayne Kuznetsov - Human Warlockhttps://i.pinimg.com/564x/6a/2c/62/6a2c6228b9f48aaad43fee12b6199eef.jpg


    AC: 13 (leather) | HP: 9/24 | Initiative: +2 | Passive Perception: 13 (120ft Darkvision) | Spell Slots: 2nd 1/2 (+5, DC 13) | Healing Light: 1/4 | Hero Points: 2/3 

    Shock gave way to pain as the undead rose from their graves to assault him and his sister. Pain lanced through his shoulder as blow after blow rained down on the unprepared Kuznetsov. He felt his vision leaving him, as though he were going to black out, and then felt Sabyne's grip on his collar drag him about. Shayne leaned against the wall, barely cogent as he tried to get his mind to focus. He could feel the damp earth of the wall against his back, but not down his arm. He stared at it for a long moment, blinking rapidly as he tried to come to terms with the withered husk that was his right arm. Closing his eyes, he offered up a prayer, knowing full well no one would answer it. Slowly he struggled to raise his hand, the muscles rebelling against his will. The color and shape began to return to normal, but the chill remained.
    Focusing all the concentration he could muster, Shayne snapped his fingers and the darkness around the undead exploded into fiery light. The sphere of energy pulsed and throbbed almost as if it were quivering with anticipation as it bathed their enemies in flames. His fingers continued to dance as he wove another incantation, this one forming points of light along the sides of his wound before a strand of shadow cinched them tight. He let out a labored gasp as some, but not nearly all of the pain subsided.



    Mechanics

    Main Hand: Empty
    Off Hand: Empty


    Action: Cast Flaming SphereA 5-foot-diameter sphere of fire appears in an unoccupied space of your choice within range and lasts for the duration. Any creature that ends its turn within 5 feet of the sphere must make a Dexterity saving throw. The creature takes 2d6 fire damage on a failed save, or half as much damage on a successful one.

    As a bonus action, you can move the sphere up to 30 feet. If you ram the sphere into a creature, that creature must make the saving throw against the sphere's damage, and the sphere stops moving this turn.

    When you move the sphere, you can direct it over barriers up to 5 feet tall and jump it across pits up to 10 feet wide. The sphere ignites flammable objects not being worn or carried, and it sheds bright light in a 20-foot radius and dim light for an additional 20 feet.
    in the spot he had occupied before his sister moved him (S-W-W of his position). Dex saving throw DC 13 or take 2d6 fire damage (when ending your turn adjacent to it)
    Bonus Action: Healing Light on himself
    Move: Just going to chill behind his sister
    Manipulate: Your one free object interaction goes here.

         

     

     

  22.    Lyyren Illuvitesh - Elf Wizard 4 | Bard 3 

    Character PortraitLyyren touched a finger to his lips and stared at the ceiling as if trying to recall something. "Level four? You know, I vaguely remember when that protocol was written but...the details escape me." He gave a casual shrug and a sly grin. "I suppose I'll muddle through." When Rhelia mentioned where Orlando was, Lyyren was torn between surprise and bewilderment. On the one hand, mages of the Collegium were always free to pursue their own endeavors when not teaching classes. And yet the fact that the Headmaster was busy tinkering with his pet project at a time like this seemed rather silly. There was a school to defend, and the most powerful wizard in the city wasn't protecting his house, he was playing with dolls. The man was getting up in years, and the shorter lived races were often obsessed with longevity.

    Despite her smarmy attitude, Lyyren rather liked Rhelia. She was the sort who always knew the hot gossip of the Collegium or where to find just about anyone. "Dearest Rhelia." Lyyren winked, then gave her overexaggerated bow. "As always, I don't know what I'd do without your guidance and knowledge. May Lada's mercy shine upon you always." He paused as the stack of papers hit the woman's desk before turning back to Maty. "I hope for both of our sakes he is still in Lab three. Otherwise you're going to have a lot of paperwork, even using spells." The wizard turned on his heel with a wave to the Provost and headed out the door.

    He slowed as they rounded another corner, curious if any of the gargoyles were actually flying around, or simply on alert. "Even banned as you are, they really shouldn't attack you if you're with me...probably." He shot his companion a smirk and started off toward the western end of the campus. Nearly half the buildings on the Arcane Collegium's grounds contained at least one underground laboratory. The mixing of living spaces, study areas, and places for experimentation was supposed to garner a 'healthy lifestyle for the students'. But in truth it only drove them mad with boredom and filled the tavern across the street. They passed by several wards, which Lyyren had to use his sigil to get them through, while he explained some of the more recent security additions over the last few decades to Maty (mostly so she didn't stumble into them). "Lab three is, as you may remember, is in building three. Orlando graciously took it for his own work after complaints of the labs proximity to the alchemist's workshops. While well ventilated, some of the concoctions they dump still manage to seep into the ground. Lab three has a bit of an odor, though I would wager as up there in years as Orlando is, he doesn't even notice it anymore. They say hearing is the first thing to go with Humans, but I've always noticed it to be sense of smell." Shortly after, they arrived at the door to Lab three. Lyyren flicked his wrist and produced a faintly glowing hand that knocked on the door four times, the sound echoing much louder than it should have. He raised his large eyebrows and smiled. "Let's hope his hearing wasn't the first thing to go."

    "HEADMASTER ORLANDO! WE REQUIRE YOUR EXPERTISE ON A MATTER OF GREAT IMPORTANCE."
     

    Show Mechanics

    ___________________________________________________

    Main Hand: Empty
    Off Hand: Empty

    Status: 

    ___________________________________________________

    Manipulate: N/A

    Bonus Action: N/A

    Action: Lyyren will use his super cool Alter Sound: Enhance ability to make the knock super loud.
    Move: N/A

    Reaction: N/A

    Show Mini Character Sheet

    Mahtar Lyyren Illuvitesh
    Elf Wizard (Bladesinger) 4 | Bard (College of Echoes) 3

    ___________________________________________________
    STATS

    Str 10 (+0) Dex 18 (+4) Con 14 (+2) Int 20 (+5) Wis 12 (+1) Cha 16 (+3)
    HP 72/72 HD 4d6/4d8 AC 17 (mage armor) Speed 30 ft.

    Passive Perception 14 (Blindsight 10ft) Initiative +5
    DM Inspiration Yes
    Languages Common, Elvish, Kobold, Caelmaran, Whisperium
    Background Collegian Feature 

    Knowledge of the Ages

    As a current student or alumnus of your university, you have free access to its expansive library. While in this library, you can spend 1 hour of research to make an Intelligence (Arcana, History, Nature, or Religion) check with advantage. At your GM’s discretion, if this knowledge is present within the library, you can spend 8 hours of research to learn it.
    If this knowledge is beyond your university's knowledge, you can request a research grant to discover the information you seek. The university supplies your travel and lifestyle expenses (up to a Modest lifestyle) for up to 2 months while researching.
    You cannot request a grant more than once per year.

    ___________________________________________________
    WEAPONS

    +1 Elven Warblade +8 attack, 1d8+5 piercing damage

    (Rapier) 1d8 piercing - finesse
    Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.

    Dagger +7 attack, 1d4+4 damage

    1d4 piercing - finesse, light, thrown (20/60 ft.)
     

    Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.


    Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.


    Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property.

    ___________________________________________________
    PROFICIENCIES

    Proficiency +3 Saving Throws Intelligence +8, Wisdom +4
    Skills Acrobatics +7, Arcana +10*, Deception +9*, History +8, Investigation +8, Perception +4, Performance +6
    Tools Lute
    Weapons daggers, darts, slings, quarterstaffs, light crossbows, longsword, shortsword, longbow, shortbow, rapier
    Armor Light

    ___________________________________________________
    FEATS 

    Elven Accuracy

    The accuracy of elves is legendary, especially that of elf archers and spellcasters. You have uncanny aim with attacks that rely on precision rather than brute force. You gain the following benefits:

    Increase your Dexterity, Intelligence, Wisdom, or Charisma by 1, to a maximum of 20.

    Whenever you have advantage on an attack roll using Dexterity, Intelligence, Wisdom, or Charisma, you can reroll one of the dice once.

    ___________________________________________________
    RACIAL FEATURES

    Darkvision

    Accustomed to twilit forests and the night sky, 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.

    Keen Senses

    You have proficiency in the Perception skill.

    Fey Ancestry

    You have advantage on saving throws against being charmed, and magic can't put you to sleep.

    Trance

    Elves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is "trance.") While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.

    Elf Weapon Training

    You have proficiency with the longsword, shortsword, longbow, and shortbow

    Cantrip

    You know one cantrip of your choice from the wizard's spell list. Intelligence is your spellcasting ability for it.

    ___________________________________________________
    WIZARD CLASS FEATURES

    Arcane Recovery

    You have learned to regain some of your magical energy by studying your spellbook. 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. For example, if you're a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots.

    Ritual Casting

    You can cast a wizard spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don't need to have the spell prepared.

    Arcane Tradition (Bladesinging)

    Bladesingers are elves who bravely defend their people and lands. They are elf wizards who master a school of sword fighting grounded in a tradition of arcane magic. In combat, a bladesinger uses a series of intricate, elegant maneuvers that fend off harm and allow the bladesinger to channel magic into devastating attacks and a cunning defense.

    Training in War and Song

    When you adopt this tradition at 2nd level, you gain proficiency with light armor, and you gain proficiency with one type of one-handed melee weapon of your choice. (Rapier)

    You also gain proficiency in the Performance skill if you don't already have it.

    Bladesong

    Starting at 2nd level, you can invoke a secret elven magic called the Bladesong, provided you aren't wearing medium or heavy armor or using a shield. It graces you with supernatural speed, agility, and focus.

    You can use a bonus action to start the Bladesong, which lasts for 1 minute. It ends early if you are incapacitated, if you don medium or heavy armor or a shield, or if you use two hands to make an attack with a weapon. You can also dismiss Bladesong at any time you choose (no action required).

    While your bladesong is active, you gain the following benefits:

    You gain a bonus to your AC equal to your Intelligence modifier (minimum of +1).

    Your walking speed increases by 10 feet.

    You have advantage on Dexterity (Acrobatics) checks.

    You gain a bonus to any Constitution saving throws you make to maintain concentration on a spell. The bonus equals your Intelligence modifier (minimum of +1).

    You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.

    Cantrip Formulas

    You have scribed a set of arcane formulas in your spellbook that you can use to formulate a cantrip in your mind. Whenever you finish a long rest and consult those formulas in your spellbook, you can replace one wizard cantrip you know with another cantrip from the wizard spell list.

    ___________________________________________________
    BARD CLASS FEATURES

    Bardic Inspiration [d6]

    You can inspire others through stirring words or music. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d6.

    Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time.

    You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest.

    Your Bardic Inspiration die changes when you reach certain levels in this class. The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level.

    Jack of All Trades +1

    Starting at 2nd level, you can add half your proficiency bonus, rounded down, to any ability check you make that doesn't already include your proficiency bonus.

    Song of Rest [1d6]

    Beginning at 2nd level, you can use soothing music or oration to help revitalize your wounded allies during a short rest. If you or any friendly creatures who can hear your performance regain hit points by spending Hit Dice at the end of the short rest, each of those creatures regains an extra 1d6 hit points.

    The extra hit points increase when you reach certain levels in this class: to 1d8 at 9th level, to 1d10 at 13th level, and to 1d12 at 17th level.

    Magical Inspiration

    If a creature has a Bardic Inspiration die from you and casts a spell that restores hit points or deals damage, the creature can roll that die and choose a target affected by the spell. Add the number rolled as a bonus to the hit points regained or the damage dealt. The Bardic Inspiration die is then lost.

    Echolocation

    When you join the College of Echoes at 3rd level, you learn how to see with your ears as well as your eyes. As long as you can hear, you have blindsight out to a range of 10 feet, and you have disadvantage on saving throws against effects that would deafen you.

    At 14th level, your blindsight is now out to a range of 15 feet, and you no longer have disadvantage on saving throws against effects that would deafen you.

    Alter Sound

    At 3rd level, you can manipulate the sounds of your speech to mimic any sounds you’ve heard, including voices. A creature that hears the sounds can tell they are imitations with a successful Wisdom (Insight) check contested by your Charisma (Deception) check.

    In addition, you can manipulate some of the sounds around you. You can use your reaction to cause one of the following effects.

    Enhance. You can increase the volume of a sound originating within 30 feet of you, doubling the range it can be heard and granting creatures in range of the sound advantage on Wisdom (Perception) checks to detect the sound. In addition, when a hostile creature within 30 feet of you takes thunder damage, you can expend one use of Bardic Inspiration and increase the thunder damage by an amount equal to the number you roll on the Bardic Inspiration die.

    Dampen. You can decrease the volume of a sound originating within 30 feet of you, halving the range it can be heard and granting creatures in range of the sound disadvantage on Wisdom (Perception) checks to detect the sound. In addition, when a friendly creature within 30 feet of you takes thunder damage, you can expend one use of Bardic Inspiration and decrease the thunder damage by an amount equal to the number you roll on the Bardic Inspiration die.

    Distort. You can change 1 word or up to 2 notes within 30 feet of you to another word or other notes. You can expend one use of Bardic Inspiration to change a number of words within 30 feet of you equal to 1 + the number you roll on the Bardic Inspiration die, or you can change a number of notes of a melody within 30 feet of you equal to 2 + double the number you roll on the Bardic Inspiration die. A creature that can hear the sound can notice it was altered by succeeding on a Wisdom (Perception) check contested by your Charisma (Deception) check. At your GM’s discretion, this effect can alter sounds that aren’t words or melodies, such as altering the cries of a young animal to sound like the roars of an adult.

    Disrupt. When a spellcaster casts a spell with verbal components within 30 feet of you, you can expend one use of your Bardic Inspiration to disrupt the sounds of the verbal components. The spellcaster must succeed on a concentration check (DC 8 + the number you roll on the Bardic Inspiration die) or the spell fails and has no effect. You can disrupt a spell only if it is of a spell level you can cast.


     

    Show Equipment

    ___________________________________________________

    Worn/Carried Inventory (14 lbs.)

    o +1 Elven Warblade [rapier] (uncommon) - 2 lbs.

    o Dagger  - 1 lb.

    o Spell Component Pouch - 2 lbs.

    o +1 Arcane Grimoire [Elven Spell Cube] (uncommon) - 3 lbs.

    o Longbow (50gp) - 2 lbs.

    o Quiver of arrows (1gp) 1 lb.

    o Healer's Kit (5gp) - 3 lbs.

    o Find Familiar Spell Components (50gp)
    o Identify Spell Component (100gp)
    o Slither Spell Component (50gp)

     

    General Inventory (34 lbs.)

    o Spellbook - 3 lbs

    o Waterskin (2sp) - 5 lbs.
    o Silk Rope & Grappling Hook (12gp) - 9 lbs.
    o Traveler's Clothes (2gp) - 4 lbs.
    o Bedroll & Blanket (1.5gp) - 10 lbs.
    o Lute (35gp) - 2 lbs.
    o Mess Kit (2sp) - 1 lbs.
    o Rations () - 0 lbs.

    o Black Opal with crest (125gp)

    Coin Purse (6 lbs.)

    Obsidian: 100
    Platinum: 0
    Gold: 203
    Electrum: 0
    Silver: 1
    Copper: 0

     

    Encumbrance

    Max Load: 150 lbs. (15 x STR)

    Current Weight: 54 lbs.

    Show Spells

      

    Wizard Spells
    ___________________________________________________
    Spell Save DC: 16
    Spell Attack Mod: +8

    Cantrips

     

    Booming Blade

    Green Flame Blade

    Memento Mori*

    Shocking Grasp

    Message

    1st Level

    Disguise Self

    Insightful Maneuver* [bonus]

    Shield [Reaction]

    Thunderous Charge* [Bonus Action]

    Unluck on That* [Reaction]

    Comprehend Languages [Ritual]

    Detect Magic (Concentration)[Ritual]

    Find Familiar [Ritual]

    Identify [Ritual]


    2nd Level

    Creeping Ice* (Concentration)

    Enhance Ability (Concentration)

    Hold Person (Concentration)

    Slither* (Concentration)


    Bard Spells
    ___________________________________________________
    Spell Save DC: 14
    Spell Attack Mod: +6
    Spells Known: 6

    Cantrips

    Clockwork Bolt*

    Mage Hand

    1st Level

    Anticipate Weakness* [Bonus Action]

    Auspicious Warning* [Reaction]

    Healing Word [Bonus Action]

    Subliminal Aversion*

    2nd Level

    Lesser Restoration

    Invisibility (Concentration)

     

     

     

  23. Shayne Kuznetsov - Human Warlockhttps://i.pinimg.com/564x/6a/2c/62/6a2c6228b9f48aaad43fee12b6199eef.jpg


    AC: 13 (leather) | HP: 17/24 | Initiative: +2 | Passive Perception: 13 (120ft Darkvision) | Spell Slots: 2nd 2/2 (+5, DC 13) | Healing Light: 2/4 | Hero Points: 2/3 

    Level 3 Warlock
    HP: 17 (previous) + 7 (5 average + 2 con) = 24
    Spell Slots: 2nd Level
    +1 Spell Known: Hold Person
    Spell Replacement: Cure Wounds -> Darkness
    Pact Boon: Pact of the Tome
    Eldritch Invocations: Agonizing Blast -> Book of Ancient Secrets
    Book of Shadows Cantrips: Guidance, Mold Earth, Mending
    Book of Shadows 1st Level Celestial pact spells: Cure Wounds, Guiding Bolt
    Book of Shadows 2nd Level Celestial pact spells: Flaming Sphere, Lesser Restoration
    Book of Ancient Secrets Rituals: Comprehend Languages, Find Familiar

    Healing Light +1d6/LR



    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.

         

     

     

  24. Shayne Kuznetsov - Human Warlockhttps://i.pinimg.com/564x/6a/2c/62/6a2c6228b9f48aaad43fee12b6199eef.jpg


    AC: 13 (leather) | HP: 17/24 | Initiative: +2 | Passive Perception: 13 (120ft Darkvision) | Spell Slots: 2nd 2/2 (+5, DC 13) | Healing Light: 2/4 | Hero Points: 2/3 

    Level 2 Warlock
    PHB+1: XGE for +1 (was previously nothing)
    HP: 10 (previous) + 7 (5 average + 2 con) = 17
    Eldritch Invocations: Agonizing Blast & Devil's Sight
    +1 Spell Known: Armor of Agathys
    +1 Spell Slot
    Pact Change: Archfey (PHB) -> Celestial (XGE)
    Fey Presence (Archfey) -> Healing Light & Bonus Cantrips (Celestial)
    Replaced faerie fire (Archfey expanded spell list) -> cure wounds (Celestial expanded spell list)



    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.

         

     

     

  25.    Lyyren Illuvitesh - Elf Wizard 4 | Bard 3 

    Character PortraitLyyren took up a brisk pace as they walked the familiar roads on the way to the Collegium. There was a sharpness to the chill in the air, prickling his lungs like a thousand needles with each breath. Even from outside the Water Gate, students could be heard practicing all over the campus. The Elven professor looked up at the clear afternoon sky with an appraising look. The warmth of the sun on his skin was a welcome change after all that had transpired while in the darkened Cartways. His eyes fell on the massive clockwork timepiece affixed to the blacktower, Orlando himself had crafted the original as part of his graduation project from the Collegium, and had since improved it many times. But such was to be expected from the premier mage in the arts of clockwork magic in the city. Classes would be starting soon, which meant students would be rushing all about campus to reach the lecture halls, and Lyyren wanted to do his best to move about without drawing too much attention to him or Maty. As they entered the first courtyard, he made a left. Their first stop was the office of Rhelia Efryne, Provost of the Collegium. While Orlando had the last word on any subject matter that was the purview of the Collegium, it was Rhelia who ran the day to day affairs. He stopped outside the mundane looking maroon door with the golden nameplate. Rhelia hadn't held the office when Maty had been expelled, but she was a stickler for the rules. Lyyren went through the many potential arguments he might have to use to get Maty temporary dispensation to be on campus. It wasn't that he needed her to have a discussion with Orlando, but it annoyed him to even think about having to repeat everything he learned to her after the fact. He turned his gaze on Maty in that manner that said 'be on your best behavior' and opened the door. 

    Warm air and the delicate scent of honeysuckle buffeted the Elf as they entered. Lyyren smiled as Rhelia looked up. "Provost Efryne! It is a pleasure to see you." The Elf gave a short bow and moved toward her desk. "I'm in need of a temporary entry permit for a guest of mine." He paused long enough for Maty to follow in behind him. "We're here on behalf of the Council for city matters in light of recent events." Lyyren gave a short pause, there was no getting these things by Rhelia anyway, since she had the list of people who were banned from the Collegium anyway, so he decided to simply take the plunge. "The bigger issue is that Maty was exiled from the Collegium like...half a century ago." Even as the Provost's eyebrow rose, Lyyren had already started to assugage the first assumption she was making. "No, she isn't a necromancer or undead." Long life spans were not uncommon in the Collegium, but everyone knew that the first and only thing people were ever wary about in that particular instance, was necromancy. "I'm more than willing to take full responsibilty for her while she is on campus, and we only need to meet with Orlando and we'll be back off to report to the Council." The Elf flashed Rhelia a smile. "So how much paperwork is going to be involved to make this happen?" 

    Show Mechanics

    ___________________________________________________

    Main Hand: Empty
    Off Hand: Empty

    Status: 

    ___________________________________________________

    Manipulate: N/A

    Bonus Action: N/A

    Action: N/A
    Move: N/A

    Reaction: N/A

    Show Mini Character Sheet

    Mahtar Lyyren Illuvitesh
    Elf Wizard (Bladesinger) 4 | Bard (College of Echoes) 3

    ___________________________________________________
    STATS

    Str 10 (+0) Dex 18 (+4) Con 14 (+2) Int 20 (+5) Wis 12 (+1) Cha 16 (+3)
    HP 72/72 HD 4d6/4d8 AC 17 (mage armor) Speed 30 ft.

    Passive Perception 14 (Blindsight 10ft) Initiative +5
    DM Inspiration Yes
    Languages Common, Elvish, Kobold, Caelmaran, Whisperium
    Background Collegian Feature 

    Knowledge of the Ages

    As a current student or alumnus of your university, you have free access to its expansive library. While in this library, you can spend 1 hour of research to make an Intelligence (Arcana, History, Nature, or Religion) check with advantage. At your GM’s discretion, if this knowledge is present within the library, you can spend 8 hours of research to learn it.
    If this knowledge is beyond your university's knowledge, you can request a research grant to discover the information you seek. The university supplies your travel and lifestyle expenses (up to a Modest lifestyle) for up to 2 months while researching.
    You cannot request a grant more than once per year.

    ___________________________________________________
    WEAPONS

    +1 Elven Warblade +8 attack, 1d8+5 piercing damage

    (Rapier) 1d8 piercing - finesse
    Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.

    Dagger +7 attack, 1d4+4 damage

    1d4 piercing - finesse, light, thrown (20/60 ft.)
     

    Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.


    Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.


    Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property.

    ___________________________________________________
    PROFICIENCIES

    Proficiency +3 Saving Throws Intelligence +8, Wisdom +4
    Skills Acrobatics +7, Arcana +10*, Deception +9*, History +8, Investigation +8, Perception +4, Performance +6
    Tools Lute
    Weapons daggers, darts, slings, quarterstaffs, light crossbows, longsword, shortsword, longbow, shortbow, rapier
    Armor Light

    ___________________________________________________
    FEATS 

    Elven Accuracy

    The accuracy of elves is legendary, especially that of elf archers and spellcasters. You have uncanny aim with attacks that rely on precision rather than brute force. You gain the following benefits:

    Increase your Dexterity, Intelligence, Wisdom, or Charisma by 1, to a maximum of 20.

    Whenever you have advantage on an attack roll using Dexterity, Intelligence, Wisdom, or Charisma, you can reroll one of the dice once.

    ___________________________________________________
    RACIAL FEATURES

    Darkvision

    Accustomed to twilit forests and the night sky, 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.

    Keen Senses

    You have proficiency in the Perception skill.

    Fey Ancestry

    You have advantage on saving throws against being charmed, and magic can't put you to sleep.

    Trance

    Elves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is "trance.") While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.

    Elf Weapon Training

    You have proficiency with the longsword, shortsword, longbow, and shortbow

    Cantrip

    You know one cantrip of your choice from the wizard's spell list. Intelligence is your spellcasting ability for it.

    ___________________________________________________
    WIZARD CLASS FEATURES

    Arcane Recovery

    You have learned to regain some of your magical energy by studying your spellbook. 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. For example, if you're a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots.

    Ritual Casting

    You can cast a wizard spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don't need to have the spell prepared.

    Arcane Tradition (Bladesinging)

    Bladesingers are elves who bravely defend their people and lands. They are elf wizards who master a school of sword fighting grounded in a tradition of arcane magic. In combat, a bladesinger uses a series of intricate, elegant maneuvers that fend off harm and allow the bladesinger to channel magic into devastating attacks and a cunning defense.

    Training in War and Song

    When you adopt this tradition at 2nd level, you gain proficiency with light armor, and you gain proficiency with one type of one-handed melee weapon of your choice. (Rapier)

    You also gain proficiency in the Performance skill if you don't already have it.

    Bladesong

    Starting at 2nd level, you can invoke a secret elven magic called the Bladesong, provided you aren't wearing medium or heavy armor or using a shield. It graces you with supernatural speed, agility, and focus.

    You can use a bonus action to start the Bladesong, which lasts for 1 minute. It ends early if you are incapacitated, if you don medium or heavy armor or a shield, or if you use two hands to make an attack with a weapon. You can also dismiss Bladesong at any time you choose (no action required).

    While your bladesong is active, you gain the following benefits:

    You gain a bonus to your AC equal to your Intelligence modifier (minimum of +1).

    Your walking speed increases by 10 feet.

    You have advantage on Dexterity (Acrobatics) checks.

    You gain a bonus to any Constitution saving throws you make to maintain concentration on a spell. The bonus equals your Intelligence modifier (minimum of +1).

    You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.

    Cantrip Formulas

    You have scribed a set of arcane formulas in your spellbook that you can use to formulate a cantrip in your mind. Whenever you finish a long rest and consult those formulas in your spellbook, you can replace one wizard cantrip you know with another cantrip from the wizard spell list.

    ___________________________________________________
    BARD CLASS FEATURES

    Bardic Inspiration [d6]

    You can inspire others through stirring words or music. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d6.

    Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time.

    You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest.

    Your Bardic Inspiration die changes when you reach certain levels in this class. The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level.

    Jack of All Trades +1

    Starting at 2nd level, you can add half your proficiency bonus, rounded down, to any ability check you make that doesn't already include your proficiency bonus.

    Song of Rest [1d6]

    Beginning at 2nd level, you can use soothing music or oration to help revitalize your wounded allies during a short rest. If you or any friendly creatures who can hear your performance regain hit points by spending Hit Dice at the end of the short rest, each of those creatures regains an extra 1d6 hit points.

    The extra hit points increase when you reach certain levels in this class: to 1d8 at 9th level, to 1d10 at 13th level, and to 1d12 at 17th level.

    Magical Inspiration

    If a creature has a Bardic Inspiration die from you and casts a spell that restores hit points or deals damage, the creature can roll that die and choose a target affected by the spell. Add the number rolled as a bonus to the hit points regained or the damage dealt. The Bardic Inspiration die is then lost.

    Echolocation

    When you join the College of Echoes at 3rd level, you learn how to see with your ears as well as your eyes. As long as you can hear, you have blindsight out to a range of 10 feet, and you have disadvantage on saving throws against effects that would deafen you.

    At 14th level, your blindsight is now out to a range of 15 feet, and you no longer have disadvantage on saving throws against effects that would deafen you.

    Alter Sound

    At 3rd level, you can manipulate the sounds of your speech to mimic any sounds you’ve heard, including voices. A creature that hears the sounds can tell they are imitations with a successful Wisdom (Insight) check contested by your Charisma (Deception) check.

    In addition, you can manipulate some of the sounds around you. You can use your reaction to cause one of the following effects.

    Enhance. You can increase the volume of a sound originating within 30 feet of you, doubling the range it can be heard and granting creatures in range of the sound advantage on Wisdom (Perception) checks to detect the sound. In addition, when a hostile creature within 30 feet of you takes thunder damage, you can expend one use of Bardic Inspiration and increase the thunder damage by an amount equal to the number you roll on the Bardic Inspiration die.

    Dampen. You can decrease the volume of a sound originating within 30 feet of you, halving the range it can be heard and granting creatures in range of the sound disadvantage on Wisdom (Perception) checks to detect the sound. In addition, when a friendly creature within 30 feet of you takes thunder damage, you can expend one use of Bardic Inspiration and decrease the thunder damage by an amount equal to the number you roll on the Bardic Inspiration die.

    Distort. You can change 1 word or up to 2 notes within 30 feet of you to another word or other notes. You can expend one use of Bardic Inspiration to change a number of words within 30 feet of you equal to 1 + the number you roll on the Bardic Inspiration die, or you can change a number of notes of a melody within 30 feet of you equal to 2 + double the number you roll on the Bardic Inspiration die. A creature that can hear the sound can notice it was altered by succeeding on a Wisdom (Perception) check contested by your Charisma (Deception) check. At your GM’s discretion, this effect can alter sounds that aren’t words or melodies, such as altering the cries of a young animal to sound like the roars of an adult.

    Disrupt. When a spellcaster casts a spell with verbal components within 30 feet of you, you can expend one use of your Bardic Inspiration to disrupt the sounds of the verbal components. The spellcaster must succeed on a concentration check (DC 8 + the number you roll on the Bardic Inspiration die) or the spell fails and has no effect. You can disrupt a spell only if it is of a spell level you can cast.


     

    Show Equipment

    ___________________________________________________

    Worn/Carried Inventory (14 lbs.)

    o +1 Elven Warblade [rapier] (uncommon) - 2 lbs.

    o Dagger  - 1 lb.

    o Spell Component Pouch - 2 lbs.

    o +1 Arcane Grimoire [Elven Spell Cube] (uncommon) - 3 lbs.

    o Longbow (50gp) - 2 lbs.

    o Quiver of arrows (1gp) 1 lb.

    o Healer's Kit (5gp) - 3 lbs.

    o Find Familiar Spell Components (50gp)
    o Identify Spell Component (100gp)
    o Slither Spell Component (50gp)

     

    General Inventory (34 lbs.)

    o Spellbook - 3 lbs

    o Waterskin (2sp) - 5 lbs.
    o Silk Rope & Grappling Hook (12gp) - 9 lbs.
    o Traveler's Clothes (2gp) - 4 lbs.
    o Bedroll & Blanket (1.5gp) - 10 lbs.
    o Lute (35gp) - 2 lbs.
    o Mess Kit (2sp) - 1 lbs.
    o Rations () - 0 lbs.

    o Black Opal with crest (125gp)

    Coin Purse (6 lbs.)

    Obsidian: 100
    Platinum: 0
    Gold: 203
    Electrum: 0
    Silver: 1
    Copper: 0

     

    Encumbrance

    Max Load: 150 lbs. (15 x STR)

    Current Weight: 54 lbs.

    Show Spells

      

    Wizard Spells
    ___________________________________________________
    Spell Save DC: 16
    Spell Attack Mod: +8

    Cantrips

     

    Booming Blade

    Green Flame Blade

    Memento Mori*

    Shocking Grasp

    Message

    1st Level

    Disguise Self

    Insightful Maneuver* [bonus]

    Shield [Reaction]

    Thunderous Charge* [Bonus Action]

    Unluck on That* [Reaction]

    Comprehend Languages [Ritual]

    Detect Magic (Concentration)[Ritual]

    Find Familiar [Ritual]

    Identify [Ritual]


    2nd Level

    Creeping Ice* (Concentration)

    Enhance Ability (Concentration)

    Hold Person (Concentration)

    Slither* (Concentration)


    Bard Spells
    ___________________________________________________
    Spell Save DC: 14
    Spell Attack Mod: +6
    Spells Known: 6

    Cantrips

    Clockwork Bolt*

    Mage Hand

    1st Level

    Anticipate Weakness* [Bonus Action]

    Auspicious Warning* [Reaction]

    Healing Word [Bonus Action]

    Subliminal Aversion*

    2nd Level

    Lesser Restoration

    Invisibility (Concentration)

     

     

     

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