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Posts posted by LucianV
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Rufus did his best to stay hidden beneath his cloak as the darkness that surrounded him was banished by the lantern of a guard. He rolled his tongue around in his mouth for a moment as he looked at the gate just a short distance away. Who the hell put the entrance to a prison gatehouse on the OUTSIDE of the prison? It was like they were daring anyone to break in from the other side. He was now half wondering how they'd managed to make sure all the hinges in the doors were facing the right way.
The roguish rapscallion had been holding the password on the tip of his tongue, but paused when the guard had started asking other questions. Just his luck to have to speak to the one damned guard in the whole prison interested in doing his job properly. He gave a bit of a nod, using his body language to pretend the light was blinding him. "Aye." What had that woman said Gregor went out for? "More firewood." Rufus tried to cover his next word with a coughing fit as he did his best to repress his namesake ascent. "HHhhhH 'esterfield" Another few coughs and and he cleared his throat. Beneath his cloak, Rufus' fingers dexterously moved over the grips of his twin short swords. If this didn't work, he just hoped Marisol had another plan up her sleeve.
Mechanics
___________________________________________________
Main Hand: Shortsword
Off Hand: Shortsword___________________________________________________
Action: N/A
Move: N/A
Manipulate: N/A
Bonus Action: N/ACharacter Sheet
Marion "Rufus" Moss
Custom Lineage Human Rogue 1___________________________________________________
STATSStr 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.___________________________________________________
WEAPONSFists +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___________________________________________________
PROFICIENCIESProficiency +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___________________________________________________
FEATSFighting 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 FEATURESCustom Lineage HumanCreature Type: Human
Size: Medium
Feat: Fighting Initiate [Two Weapon Fighting]
Variable Trait: Darkvision 60ft
Languages: Common, Celestial___________________________________________________
CLASS FEATURESExpertise: [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: 0Encumbrance
Max Load: 255 lbs. (15 x STR)
Current Weight: 82 lbs.
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Shayne Kuznetsov - Human Warlock
AC: 13 (leather) | HP: 20/24 | Initiative: +2 | Passive Perception: 13 (120ft Darkvision) | Spell Slots: 2nd 2/2 (+5, DC 13) | Healing Light: 2/4 | Hero Points: 2/3
While he hadn't found the ambushers he had suspected of lying in wait, there had been an odd consolation prize. A glint of partially rusted iron near a gravestone had revealed that it was perhaps, not a grave at all. Curious. There was little doubt in Shayne's mind such a thing would lead to some underground crypt filled to the brim with zombies and, with his luck, probably more Drow. It was a bit frustrating that despite his best efforts he was unable to move the heavy stone, but these days he'd taken more to working his brain than his arms. It was fortunate then that his sister came into sight, since she had spent their time apart working on the reverse. Between the two of them, it was easy enough to move. The mat of solid earth and grass was a telling sign that where ever this led, it had not been opened in a while.
Shayne opened his mouth to shout for the others, but his mind immediately went to the slap happy wench they were entertaining, and a grim expression crossed his face. No one seemed to care what he had to say, so why say anything? It was at that moment the darkened underground passage beneath the Kuznetsov twins sparked an idea in Shayne. "You know...I could probably dig us a passage under the castle wall." His sister looked at him incredulously, as though he had suddenly sprouted a second head. "Not with a shovel, Bean. With magic." He scratched the scruff on his chin that passed for a beard as the scent of stale air wafted up from the entryway. "At least we know it won't be Alin Durqua down there...Let's see if you can kill any of my other childhood heroes, shall we?" With that, Shayne prepared to go down the hole and explore.
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.
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Lyyren Illuvitesh - Elf Wizard 4 | Bard 3
Show Mechanics
___________________________________________________
Main Hand: Empty
Off Hand: EmptyStatus:
___________________________________________________
Manipulate: N/A
Bonus Action: N/A
Action: N/A
Move: N/AReaction: N/A
Show Mini Character Sheet
Mahtar Lyyren Illuvitesh
Elf Wizard (Bladesinger) 4 | Bard (College of Echoes) 3___________________________________________________
STATSStr 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 FeatureKnowledge 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.___________________________________________________
PROFICIENCIESProficiency +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___________________________________________________
FEATSElven 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 FEATURESDarkvision
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 FEATURESArcane 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 FEATURESBardic 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: 0Encumbrance
Max Load: 150 lbs. (15 x STR)
Current Weight: 54 lbs.
Show Spells
Wizard Spells
___________________________________________________
Spell Save DC: 16
Spell Attack Mod: +8
CantripsBooming Blade
Green Flame Blade
Memento Mori*
Shocking Grasp
Message
1st LevelDisguise 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 LevelCreeping Ice* (Concentration)
Enhance Ability (Concentration)
Hold Person (Concentration)
Slither* (Concentration)
Bard Spells
___________________________________________________
Spell Save DC: 14
Spell Attack Mod: +6
Spells Known: 6
CantripsClockwork Bolt*
Mage Hand
1st LevelAnticipate Weakness* [Bonus Action]
Auspicious Warning* [Reaction]
Healing Word [Bonus Action]
Subliminal Aversion*
2nd LevelLesser Restoration
Invisibility (Concentration)
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Shayne Kuznetsov - Human Warlock
AC: 13 (leather) | HP: 20/24 | Initiative: +2 | Passive Perception: 13 (120ft Darkvision) | Spell Slots: 2nd 2/2 (+5, DC 13) | Healing Light: 2/4 | Hero Points: 2/3
This must have been what crazy felt like. He watched the exchange in silence, since no one had bothered to consider his earlier questions. It felt a bit like watching a dog who had been kicked by their owner. Despite being beaten over and over, they still came back and licked the first hand that offered to feed them. No one found it suspicious that this lone woman was out here, next to a fortress full of Viks who were hunting for slaves or prisoners or whatever. After everything they had been through, this felt...too easy. He expected he'd have to watch her, but there was nothing he could do for the moment, so he simply gave a shrug of resignation and walked out of the church. There was still a chance she was some manner of infiltrator and there were people quietly surrounding the church while the group was distracted. And nothing drove Shayne to action like the chance to say 'I told you so'.
He put a hand up as he stepped back outside, almost unaccustomed to the light after days of darkness. The warmth felt good, like the welcome embrace of a long lost lover. Even being in the sun started to lighten his mood, so he made due with patrolling the area for threats until the others were done. How in the hells were they supposed to assault a fortress of fifty people? As his hands went to the burnt journal on his hip, he found himself wondering...What would Alin Durqua do?
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.
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Rufus did a quick once over of the guards while Grumblejack was learning to tie knots. They didn't have much of interest, but he replenished his arrow supply and took all of their keys, mostly because he thought it would be funny if no one could open whatever this went to, and keys weren't cheap to make. He donned the green cloak they'd taken, and wrapped himself inside, and pulled the hood up. "Well? Do I look like a Gregor?"
He gave a head nod to Grim and pointed to the pair of corpses. "Ya 'fink we should take 'dem bows? Wor'f a lo'a money and we ain't exactly weal'fy anymore, right? Maybe take 'dem lanterns as well." He wasn't completely certain what the next part of the plan was, and wouldn't be until he saw the final gate. But he remembered the password well enough, and knew they'd either open the gate, or he'd just have to kill them. Without another word, he hefted his bulk over the side of the battlement, and descended the rope.
As his feet touched down, he couldn't help but grin. In a few moments he was going to smell that sweet smell of fresh air. Not like the air he was breathing now, but the smell of freedom. He was sure it had to be more stifling than the shitty sea breeze on this side of the bars. Once the others were ready, he made his way toward the last gatehouse, turning back to make sure Marisol gave him the thumbs up before proceeding. Once he could see the darkened gatehouse, he started moving more quietly, just in case the guards were asleep. Maybe he could just knife them both and be done with it? He held the password on the tip of his tongue just in case someone did come out and say something. But it never hurt to make a silent approach.
Mechanics
___________________________________________________
Main Hand: Shortsword
Off Hand: Shortsword___________________________________________________
Action: N/A
Move: N/A
Manipulate: N/A
Bonus Action: N/ACharacter Sheet
Marion "Rufus" Moss
Custom Lineage Human Rogue 1___________________________________________________
STATSStr 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.___________________________________________________
WEAPONSFists +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___________________________________________________
PROFICIENCIESProficiency +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___________________________________________________
FEATSFighting 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 FEATURESCustom Lineage HumanCreature Type: Human
Size: Medium
Feat: Fighting Initiate [Two Weapon Fighting]
Variable Trait: Darkvision 60ft
Languages: Common, Celestial___________________________________________________
CLASS FEATURESExpertise: [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: 0Encumbrance
Max Load: 255 lbs. (15 x STR)
Current Weight: 82 lbs.
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Iymbryl Darcassan - Shahalesti Paladin
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 nodded along with Pallaes' response, contemplating the implications. Based on the description, he could only assume Larion was the one with the Lantern Archon. What was there to be done? Even he turned at the noise made on the stairs. As the guard and the badger went up to investigate, he decided to buy Bronn just a bit of time to look. "Next time lead with that Pallaes. Here I was, thinking Ragesia knew exactly where it was, but it was already moved." He took a deep breath, more out of frustration than anything else. "Well then I don't need to give you this." Taking the piece of paper back from the soldier, he put it back in his belt pouch. "I suppose I know where my next stop is. Probably best for you to stay here, so they assume the case is still on site...You don't have a duplicate case do you? Something of similar size and shape?" When the solider gave no response, Iymbryl shook his head. "Probably just as well. Not really something of your rank should be trusted with." He didn't even bother to wait for a response before turning on his heel.
"Everyone, we're leaving. Our next stop is still the same..." He looked at Olvyn, who had wanted to go to Gabal's school first. It frustrated him that the old man had been right. On the plus side, they did now have several more names they could drop, so perhaps they could keep up the ruse long enough to get in and get the case without causing too much bloodshed. He turned back to Pallaes with his hands raised. "I'm glad you're suspicious, but perhaps curb that enthusiasm a bit before pointing a blade at one of your kin." Iymbryl remained calm, he had been threatened on patrol more times than he could count, so this wasn't anything new. The one thing he definitely didn't want to do was start a needless fight with his brethren. "We'll leave and seek Larion out directly. But do be cautious of the fiend in the area. It is definitely Ragesian, and can shape shift. At the very least into a rat." He took a non threatening stance, trying to dissuade Pallaes from a fight. It had been so long since he'd been amongst his own people, and the more recent encounters had unfortunately not been what he had imagined they would be. He waited for the others to gather again, since he planned on being the last one out.
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.
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Shayne Kuznetsov - Human Warlock
AC: 13 (leather) | HP: 20/24 | Initiative: +2 | Passive Perception: 13 (120ft Darkvision) | Spell Slots: 2nd 2/2 (+5, DC 13) | Healing Light: 2/4 | Hero Points: 2/3
The attack was well within Shayne's expectations. Truthfully, it was the second most ideal situation, the first being that she simply revealed her true nature. Shayne squinted, as if trying to force his gaze to pierce through a stone wall. Nothing. That did unfortunately rule out most the magics he knew of that would transform person. The others, of course were more physical and permanent changes, but there was nothing he could do to reveal that.
While he commended himself silently for his subtle manipulation, he had never understood how women managed to slap so hard it left that lingering sting. Was this some ancient knowledge mothers passed on to their daughters in secret? He gently rubbed his reddened cheek, and fell back next to his sister. The combined efforts of Sabyne and Amber might have almost been intimidating and appreciated...If Amber's line of questioning hadn't fallen to baked goods. The rest of the group seemed unconvinced, and there was an strange tension in the air he hadn't expected. Even Zuma seemed like he had almost been ready to jump to Shayne's defense.
In either case, the slap had been less painful than being stabbed. Which he now knew from first hand experience. He didn't know how the rest of the group would handle the situation, but he did suspect it would fall to him, as usual to remain suspicious and vigilant for this woman's inevitable betrayal...
"You're incredibly rude for someone who jumped out of the rafters and threatened a group of strangers. And rather uninformed for someone staying in a run down church next to a fortress full of enemies they don't even understand..." He put a hand on his sister's shoulder, mostly to try and impede her from drawing a weapon, but also to let her know there had been no permanent damage. "How about we start over? We're here to rescue the people that got taken from Rybalka. And you're saying your husband was also taken? Or he was just tricked into joining the bandits? Or how about we start with where you live, to give us a bit of assurance YOU aren't the one making things up?" His cheek still hurt like hell. Shayne wouldn't be surprised if the man had just run off because his wife was abusive. Though she wasn't hard on the eyes. Would he put up with that kind of violence for the potential benefits? Most of him said...probably not.
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.
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Lyyren Illuvitesh - Elf Wizard 4 | Bard 3
Show Mechanics
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Main Hand: Empty
Off Hand: EmptyStatus:
___________________________________________________
Manipulate: N/A
Bonus Action: N/A
Action: N/A
Move: N/AReaction: N/A
Show Mini Character Sheet
Mahtar Lyyren Illuvitesh
Elf Wizard (Bladesinger) 4 | Bard (College of Echoes) 3___________________________________________________
STATSStr 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 FeatureKnowledge 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.___________________________________________________
PROFICIENCIESProficiency +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___________________________________________________
FEATSElven 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.
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RACIAL FEATURESDarkvision
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.
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WIZARD CLASS FEATURESArcane 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 FEATURESBardic 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: 0Encumbrance
Max Load: 150 lbs. (15 x STR)
Current Weight: 54 lbs.
Show Spells
Wizard Spells
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Spell Save DC: 16
Spell Attack Mod: +8
CantripsBooming Blade
Green Flame Blade
Memento Mori*
Shocking Grasp
Message
1st LevelDisguise 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 LevelCreeping Ice* (Concentration)
Enhance Ability (Concentration)
Hold Person (Concentration)
Slither* (Concentration)
Bard Spells
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Spell Save DC: 14
Spell Attack Mod: +6
Spells Known: 6
CantripsClockwork Bolt*
Mage Hand
1st LevelAnticipate Weakness* [Bonus Action]
Auspicious Warning* [Reaction]
Healing Word [Bonus Action]
Subliminal Aversion*
2nd LevelLesser Restoration
Invisibility (Concentration)
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Backstory Rolls
Home Region: Ten Towns (Bryn Shander)
Background: Miner (1 ally & 1 rival)
Number of Parents: 3
Number of Siblings: 5
Powerful Family Relationships: 3
- This family member protects you because you are important to the family’s success; they would rather not, but they do what they must. You gain one ally
- This family member disappeared into the mountains in your youth, leaving only a mysterious note that they would return for you "under a crimson aurora." You gain one ally
- This family member has always favored you most. Their love for you is unshakable. You gain one ally.
Allies:
- (3) You saved this small mammal from dying to the cold, and it has never left your side since. Rather than rolling on the Ally and Rival Identities table, choose one beast of CR 1/8 or lower as your pet.
- (4) You saved this small mammal from dying to the cold, and it has never left your side since. Rather than rolling on the Ally and Rival Identities table, choose one beast of CR 1/8 or lower as your pet
- (26) You nursed this person back to health after a devastating accident. If you are in need, they will be your shelter [Identity: Cultist]
- (47) This person has promised to teach you something special when you’ve proven yourself, for they see a spark of greatness in you. [Identity: Cultist]
Rivals:
- (77) You found this person frozen in a sheet of ice and freed them. After they woke up, they claimed you trapped them there, declared you their sworn enemy, and now seek to trap you as they were trapped. [Identity: Guard]
Favorite Food: Sashimi—raw knucklehead trout served over lettuce with imported soy sauce
Mysterious Secret: I have clear memories of my parent singing me to sleep with this song: "The night of rime makes a perilous climb/the Maiden rises, soon in your time." I know the melody well, but when asked about it, my parent claims to have never sung it or even heard it before
Omen (Short Term): I will impress the Arcane Brotherhood and become favored within their ranks, not realizing the immense danger until it is too late.
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"That's the problem with Goblins! No respect. No honor. No beer!"Gender: Male
Race: Dwarf (Mountain)
Alignment: Neutral Good
Class: Ranger 1
Background: Miner
Passive Perception/Investigation: 14*/10Passive Insight: 14*
*proficiency bonus is doubled if related to arctic terrainHP: 13
Hit Dice: 1d10
AC: 14
Initiative: +0
Size: Medium
Speed: 25 feetBackground
Icewind Dale Primer: MinerYou are no stranger to the darkness below the surface.
You have spent many long days toiling underground,
digging up precious ores and gems. You have learned
to read the underground as clearly as any signpost and
can skillfully make your way through the secrets of
the Underdark.
Skill Proficiencies: Athletics, Survival
Tool Proficiencies: Mason’s tools
Equipment: 1 shovel, 1 pickaxe, 1 oil lamp with oil, 50
ft. of thick rope, and a pouch containing 10 gp
Feature: Bound by the DarkYou and your fellow miners share a bond forged by
spending long hours together in the dark underground.
You are able to easily find allies within a group of
fellow miners. This relationship may be leveraged for
a variety of social connections, from finding a reliable
place to stay to passing on sensitive information. If this
feature is abused without compensation, your fellow
miners may turn their backs on you.
Personality Traits:
Because of his poor upbringing Mervyn gets easily angered when he or other halflings are insulted, this has often led to scirmishes at the local taverns that attract more attention than Mervyn sometimes needs or wants. It is a character flaw that he is well aware of, because of this the Bucker brothers have learned that in negotiations for Mervyn to do a job, it is often as easy to tell Mervyn that he 'can't do it' than it is to offer him more money to get him to try. This has made Mervyn a valuable asset to the guild for jobs that others may be more hesitant to take.
Ideal:
Mervyn is fiercely loyal to his friends, however beyond that, you are just another mark. However Mervyn does have a soft side for urchins and the poor, one he tries to keep a secret.
Bond:
Mervyn hopes to one day be able to redeem himself for the torture that was inflicted on Turik on his behalf. He knows that if it wasn't for the elderly halfling he would have been slain long ago by his masters at the time. He holds himself responsible for Turik's death however, as the noteworthy bauble that went missing was one that Mervyn took. One that he let Turik be beaten to death for.
Flaw:
Mervyn often likes a well laid out plan, but often he makes spur of the moment decisions that forgo any plan that has been made. Mervyn explains it as liking to "fly by the seat of his pants." When in actuality Mervyn is just impatient when it comes to inaction and often doesn't feel he has the time for such planning. It has gotten him in trouble in the past and will probably do so again in the future.
Specialty:
Mervyn is a burglar by trade, that being the trade he was taught in Thesk, he continues to hone his skill in both lock picking and stealth, preferring marks that are not home at the time of the crime. He is short in stature but not afraid of heights or climbing and has recently began honing a new skill in forging documents, mostly city papers and permits for those wealthy enough to afford such things. Mervyn hopes one day he will be able to come out of the 'field' and just forge papers in his elder years, so far that is just a dream however. -
Lyyren Illuvitesh - Elf Wizard 4 | Bard 3
"I'm glad you asked." His expression not nearly as jovial as his tone. "There are a few spells that could possibly find the location elegantly, and a few we might be able to brute force." Lyyren held out half the black melon, the inside bubbled like a witch's cauldron, but since it had been roasting over a fire, that seemed to have been forgivable to Lyyren's delicate palate. "Surprisingly good. It is called an oblivion fruit. Supposedly from Morgau. Our vampiric friends seem to have their dainty little hooks into as much as Zobeck as the Shadow Fey." He dipped the slat the Kobold had sold as spoons into the fruit and took another bite. "I don't love that, but the fruit can stay."
They continued to walk the streets for a bit. "There aren't may in the Collegium with the knowledge or power to cast the spells we need. Ariella Scarpetti might, but honestly she is trash at any magic that isn't illusion and what we're looking for is divination. Perhaps Orlando, though. I think that might be a good next stop for me. But there is someone perfectly situated who might be able to help us. A high ranking cleric. There are a number in the city, but the one that might be easiest for you to convince is a certain...First Consul and High Priest of Rava Among the Dwarves and Volund. One Ondli Firedrake. He'd all but be obligated to aid us in this matter, and I'm certain he'd rather burn a spell for us than let Underhill sit with him on the Council." Lyyren puffed his chest out proudly, as though he'd solved some impossible mystery. "It might be best for us to split and ask our respective sources, then reconvene. I have a few other potential avenues, but they only work if the Ambassador is being hidden by magic. Like take one of the first year classes out and tell them it is an assignment, have them scour the city hoping for a good grade...Detect Magic is about all half of them are good for anyway. Thoughts?"
Show Mechanics
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Main Hand: Empty
Off Hand: EmptyStatus:
___________________________________________________
Manipulate: N/A
Bonus Action: N/A
Action: N/A
Move: N/AReaction: N/A
Show Mini Character Sheet
Mahtar Lyyren Illuvitesh
Elf Wizard (Bladesinger) 4 | Bard (College of Echoes) 3___________________________________________________
STATSStr 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 FeatureKnowledge 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.___________________________________________________
PROFICIENCIESProficiency +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___________________________________________________
FEATSElven 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.
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RACIAL FEATURESDarkvision
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.
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WIZARD CLASS FEATURESArcane 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 FEATURESBardic 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: 0Encumbrance
Max Load: 150 lbs. (15 x STR)
Current Weight: 54 lbs.
Show Spells
Wizard Spells
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Spell Save DC: 16
Spell Attack Mod: +8
CantripsBooming Blade
Green Flame Blade
Memento Mori*
Shocking Grasp
Message
1st LevelDisguise 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 LevelCreeping Ice* (Concentration)
Enhance Ability (Concentration)
Hold Person (Concentration)
Slither* (Concentration)
Bard Spells
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Spell Save DC: 14
Spell Attack Mod: +6
Spells Known: 6
CantripsClockwork Bolt*
Mage Hand
1st LevelAnticipate Weakness* [Bonus Action]
Auspicious Warning* [Reaction]
Healing Word [Bonus Action]
Subliminal Aversion*
2nd LevelLesser Restoration
Invisibility (Concentration)
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Rufus sneered. "Bollocks! We got a runna." Knocking another arrow he rushed forward and drew back the string. "I'm gonna die tonight, an my last feel wasn't even wor'f it." His feet slammed into the cold stone of the building, his mostly fitting boots pinching just a bit too much for actual comfort. Not that it would matter anyway if this bastard got away. He skidded to a halt beside Grumblejack, feeling the the feathers kiss his cheek as he released. He watched the arrow sail just past the firepit, only to miss as the guard stumbled at the last second. "Damn it all ta 'ell." He looked up at the ogre with a somber expression. "If 'dis doesn't work big guy, we're going over the wall." He nodded toward the outer wall of the castle. Going through the building would take too much time, and the guard would most likely alert the entire garrison. They needed a quick exit, that was his specialty. "I got a pair of ropes, so it'll 'old ya." He nodded with confidence. At least he thought it would hold the ogre...maybe they'd just let him go last...just in case.
Rufus turned for a split second to see Grim running at him full til. "Duck" He said as he released his arrow. Rufus dropped to the ground, covering his head. "What 'da 'ell Grim!"
Mechanics
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Main Hand: Shortbow
Off Hand: N/A___________________________________________________
Action: Fire shortbow at guard 1
Move: Move 25ft W & 5ft SW
Manipulate: N/A
Bonus Action: N/AFree: Drop Prone
Character Sheet
Marion "Rufus" Moss
Custom Lineage Human Rogue 1___________________________________________________
STATSStr 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 Darkvison 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.___________________________________________________
WEAPONSFists +5 attack, 4 bludgeoning damage
Dagger +7 attack, 1d4+5 piercing damage
Shortbow +7 attack, 1d6+5 piercing damage
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PROFICIENCIESProficiency +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___________________________________________________
FEATSFighting 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 FEATURESCustom Lineage Human
Creature Type: Human
Size: Medium
Feat: Fighting Initiate [Two Weapon Fighting]Variable Trait: Darkvision 60ft
Languages: Common, Celestial
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CLASS FEATURESExpertise: [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
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General Inventory (86 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 4 [???]
Keys to cells [???]
Gregor's green cloak [???]
50ft coil of rope (2) [20lbs]
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: 0Encumbrance
Max Load: 255 lbs. (15 x STR)
Current Weight: 82 lbs.
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Shayne Kuznetsov - Human Warlock
AC: 13 (leather) | HP: 20/24 | Initiative: +2 | Passive Perception: 13 (120ft Darkvision) | Spell Slots: 2nd 2/2 (+5, DC 13) | Healing Light: 2/4 | Hero Points: 2/3
"Can we address the heart of the matter? Whoever those 'bandits' are, they must be working with the Drow. Also, this woman is probably also a Drow is disguise! Is no one else suspicious that she comes out of nowhere just when we could use an ally, right next to the enemy fortress? Not that I want to be the cynic of the group, but by Arnut, someone has to." He turned and pointed to Alexandria. "You there, Galekin was it? How can you prove you're not just some Drow in disguise luring US into...ANOTHER trap?" As he accentuated the words, his gaze fell on 'little red' and then 'big red'. Clearly no one was going to prove the point, so Shayne stepped out from behind his sister and marched up to the woman. "There are plenty of spells that allow one to change their appearance with ease." He poked her, seeing if it would jar his senses into seeing through the illusion before quickly retreating a step. "Or...go out in the sun. I hear the Drow don't much care for that." He looked around, though no one else seemed to be in the least bit suspicious...This, must be what going insane felt like.
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.
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Lyyren Illuvitesh - Elf Wizard 4 | Bard 3
"Rest assured Mr. Underhill, that when I said valid documentation, I was speaking about the documentation we originally came here seeking. A copy of the original agreement, which you seemed to know a great deal about. Having such a thing would go a long way toward making your case with the Council." He shot Maty a glance, the one that said while he disapproved of the situation there was little else to be done about it. Though usually the disappointed version was saved for when she did things, and the more snarky version was for when he did things. "Since I'm merely the scholar, I'll see myself out while the two of your wrap up any final details. I look forward to hearing of your success in finding that which seemingly doesn't wish to be found." Lyyren gave a bow and let himself out. He descended the stairs with sigh. The three ghouls were there, glaring at him like a piece of meat that had been left to rot, which in their case meant appetizing. He ignored them and instead wandered over to the many food stalls.
Looking over the options, he was certain the one labeled 'CHIKIN' was most likely rat. Kobolds weren't exactly proponents of a well balanced diet. This was obviously why humans always tried to get their children to eat vegetables, though he always wondered why they followed up with growing 'tall and strong' as opposed to 'if you don't you'll look like a kobold'. Certainly the latter would be a much better motivator. He wandered for a bit, keeping the perch in sight for when Maty finally made her way out, but not wasting anymore time on the charlatan than he had to.
"Excuse me, my good sir." Lyyren said to a kobold vendor selling some sort of black melons, in his own language. "I was wondering if you heard the shadowy announcement this morning, and what your thoughts were on the matter." Since the melons were definitely some manner of subterranean fruit, and not rat, he decided to buy one to encourage the little. Underhill had to know any witness they brought from the Black Market would have shit for credibility, but it was still information worth hearing about.He pondered his own methods of acquiring the location, and while a few came to mind, all of them were out of his personal reach. The pair could certainly lean on some connections with powerful people. Honestly anything was better than giving Underhill a seat on the Council for barely putting any work in...Actually...perhaps in that respect, he'd fit right in.
Show Mechanics
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Main Hand: Empty
Off Hand: EmptyStatus:
___________________________________________________
Manipulate: N/A
Bonus Action: N/A
Action: N/A
Move: N/AReaction: N/A
Show Mini Character Sheet
Mahtar Lyyren Illuvitesh
Elf Wizard (Bladesinger) 4 | Bard (College of Echoes) 3___________________________________________________
STATSStr 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 FeatureKnowledge 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.___________________________________________________
PROFICIENCIESProficiency +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___________________________________________________
FEATSElven 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.
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RACIAL FEATURESDarkvision
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.
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WIZARD CLASS FEATURESArcane 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 FEATURESBardic 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: 0Encumbrance
Max Load: 150 lbs. (15 x STR)
Current Weight: 54 lbs.
Show Spells
Wizard Spells
___________________________________________________
Spell Save DC: 16
Spell Attack Mod: +8
CantripsBooming Blade
Green Flame Blade
Memento Mori*
Shocking Grasp
Message
1st LevelDisguise 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 LevelCreeping Ice* (Concentration)
Enhance Ability (Concentration)
Hold Person (Concentration)
Slither* (Concentration)
Bard Spells
___________________________________________________
Spell Save DC: 14
Spell Attack Mod: +6
Spells Known: 6
CantripsClockwork Bolt*
Mage Hand
1st LevelAnticipate Weakness* [Bonus Action]
Auspicious Warning* [Reaction]
Healing Word [Bonus Action]
Subliminal Aversion*
2nd LevelLesser Restoration
Invisibility (Concentration)
-
Shayne Kuznetsov - Human Warlock
AC: 13 (leather) | HP: 20/24 | Initiative: +2 | Passive Perception: 13 (120ft Darkvision) | Spell Slots: 2nd 2/2 (+5, DC 13) | Healing Light: 2/4 | Hero Points: 2/3
Shayne had been keeping his sister apprised of the actual time, despite the fact they hadn't seen the sun in days. She hadn't believed him once, but as the darkness finally lifted into a grey haze and then to a fiercely shinning morning light, Shayne was more far too busy basking in the warmth to bask in his own vindication. He did make a mental note to gloat about it later, but for the moment, all that mattered was standing still and soaking up as much sunlight as he could. The moment didn't last long though, and soon the others had grumbled and groaned about moving on, and the group found themselves in the shadow of Adrik's Folly. Mops had always loved history, and while Shayne loathed to listen to stories about things that didn't pertain to heroes, adventures, and the occasional lewd joke, he could remember much of what she said clearly now.
At first Shayne was hesitant about entering the chapel. Not because he had anything against Flaesuros, but because every time they had gone into one recently it had ended poorly. Even before he had been forced to leave home, he could still vividly remember his last experience. Goodwoman Varinka had been deathly ill, but had never once missed a service. And that day the sermon ended abruptly when she expelled a belly full of borscht onto all of her neighbors in the pew. It was fortunate Shayne had been late and sat in the back, since his family had been sitting right behind Goodwoman Varinka. 'Bottomless Varinka' the boys had called the woman behind her back after that, since she had managed to put what seemed like an entire stewpot into her stomach. He snickered at the memory, remembering how mad Sabyne had been that Mops hadn't let them move afterward.
Distracted as he was, Shayne aimlessly followed the others into the chapel. And promptly tripped over a pew as the woman dropped from the rafters. Dust and dirt wafted onto the still morning air as he righted himself. When he had fully regained his composure, Shayne cleared his throat as though to speak, but simply whispered into his sister's ear a single, short remark. "Stab her Sabyne. Pretty Klavekian women don't drop from rafters and accuse you of being Vikmoredere after you've spent three days chasing captives through a barren black hellscape of a forest where everything wants to eat or kill you." He took another breath, turned his head as it brought on a coughing fit. "It is too good to be true. She is just another Drow pretending to be Human. I'm giving you full permission to stab first and think never." The male kuznetsov twin took a defiant stance, only slightly behind his sister.
"We're not even Vikmoredere you dolt. Not to mention, no one gives a warning when they are outnumbered. They just start shooting arrows at you from hidden locations. Ask Amber...she's insisted we fall into like half a dozen of those traps just recently. Not this time though...right?" Shayne turned to look at the Halfling, hoping his fireloving bakesale companion would just shoot first and ask questions later.
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.
-
In retrospect, the prick on the roof should have been thanking Rufus. That poor bastard Bulir wasn't ever going to play such a stupid prank again. As the man's arm came up, Rufus was already sitting the lantern down on the ledge and knocking an arrow into his bowstring. The arrow hummed from the bowstring, and the large thief clambered up over the ledge and into the dim shadows on the outskirts of the fire. He didn't have to see to hear the arrow make that satisfying squelching noise as the shaft found a resting place between the plates of the man's chain armor.
Despite his bulk, Rufus tiptoed like a hunting cat through the shadows, giving the others more room, and getting himself a better vantage point. Part of him almost felt guilty for all these underhanded tactics...a very small part...almost. Instead he gave a dark chuckle as he drew another arrow from the quiver on his back and readied another shot. They were so close to freedom, he could almost taste it!
Mechanics
___________________________________________________
Main Hand: Shortbow
Off Hand: N/A___________________________________________________
Action: Fire shortbow at guard 2
Move: Move 20ft west and 10ft north? (just making sure he is in shadow but not in the direct light)
Manipulate: N/A
Bonus Action: N/ACharacter Sheet
Marion "Rufus" Moss
Custom Lineage Human Rogue 1___________________________________________________
STATSStr 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 Darkvison 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.
___________________________________________________
WEAPONSFists +5 attack, 4 bludgeoning damage
Dagger +7 attack, 1d4+5 piercing damage
Shortbow +7 attack, 1d6+5 piercing damage
___________________________________________________
PROFICIENCIESProficiency +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___________________________________________________
FEATSFighting 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 FEATURESCustom Lineage Human
Creature Type: Human
Size: Medium
Feat: Fighting Initiate [Two Weapon Fighting]Variable Trait: Darkvision 60ft
Languages: Common, Celestial
___________________________________________________
CLASS FEATURESExpertise: [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’ Cant: During 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 (86 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 4 [???]
Keys to cells [???]
Gregor's green cloak [???]
50ft coil of rope (2) [20lbs]
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: 0Encumbrance
Max Load: 255 lbs. (15 x STR)
Current Weight: 82 lbs.
-
Lyyren Illuvitesh - Elf Wizard 4 | Bard 3
If there was one thing Lyyren could do well, it was remain impassive at the most stressful of times. He couldn't count the amount of coin he'd won playing cards, but even this was pushing the limits of his skills. His eyes glanced to Maty, and back to Underhill. He understood the political implications of what Underhill was asking, but for the most part he really just didn't care. What he did care about, was that this man was asking for the impossible in the face of the greatest tragedy Zobeck had ever known. For all his distaste in politics, was this really the sort of man Lyyren would want in such an open position of power? His fingers drummed on the table as he let out a soft sigh. And just when he was starting to like the man. For all the information he had at his disposal, he had to know that even Maty's position as advisor to the Praetor was, at best, a series of suggestions. So why then, was this man, one who could easily have made such overtures to the council himself, requested a pair of Elves (Elves who half the council roped in with the Shadow Fey, no less) to do it for him? No matter how he looked at the puzzle, Lyyren couldn't put the pieces together. It just didn't make sense.
Even more shocking was his partner's almost immediate agreement. But that too Lyyren managed to keep a lid on. "Preferably valid documentation. Hard evidence always trumps hearsay, especially when you're trying to leverage this unfortunate situation to getting a seat on the Council." Trying to hold it hostage was more what he wanted to say, but Lyyren had learned enough about politics to know to keep his mouth shut. Instead, he focused on his role in all of this. "I'd dare wager simply being able to find this Ambassador might ingratiate you to the Council, but it seems hardly worth making you a member. A copy of the contract, at the very least, if not another number of assurances. Are we just supposed to make the request on your behalf, or are you giving us some leeway in the negotiation on your part?" In this particular instance, it wasn't the politics that interested him at all, but the puzzle itself. He was also going to bring up the fact that bureaucracy moved at a snail's pace in comparison to the current needs of the city, but he had to assume both Maty and Underhill were smart enough to know that. If it was only him, they were in dire trouble indeed.Show Mechanics
___________________________________________________
Main Hand: Empty
Off Hand: EmptyStatus:
___________________________________________________
Manipulate: N/A
Bonus Action: N/A
Action: N/A
Move: N/AReaction: N/A
Show Mini Character Sheet
Mahtar Lyyren Illuvitesh
Elf Wizard (Bladesinger) 4 | Bard (College of Echoes) 3___________________________________________________
STATSStr 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 FeatureKnowledge 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.___________________________________________________
PROFICIENCIESProficiency +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___________________________________________________
FEATSElven 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 FEATURESDarkvision
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 FEATURESArcane 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 FEATURESBardic 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: 0Encumbrance
Max Load: 150 lbs. (15 x STR)
Current Weight: 54 lbs.
Show Spells
Wizard Spells
___________________________________________________
Spell Save DC: 16
Spell Attack Mod: +8
CantripsBooming Blade
Green Flame Blade
Memento Mori*
Shocking Grasp
Message
1st LevelDisguise 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 LevelCreeping Ice* (Concentration)
Enhance Ability (Concentration)
Hold Person (Concentration)
Slither* (Concentration)
Bard Spells
___________________________________________________
Spell Save DC: 14
Spell Attack Mod: +6
Spells Known: 6
CantripsClockwork Bolt*
Mage Hand
1st LevelAnticipate Weakness* [Bonus Action]
Auspicious Warning* [Reaction]
Healing Word [Bonus Action]
Subliminal Aversion*
2nd LevelLesser Restoration
Invisibility (Concentration)
-
Shayne Kuznetsov - Human Warlock
AC: 13 (leather) | HP: 20/24 | Initiative: +2 | Passive Perception: 13 (120ft Darkvision) | Spell Slots: 2nd 2/2 (+5, DC 13) | Healing Light: 2/4 | Hero Points: 2/3
After a few minutes picking through the corpses, Shayne cursed to himself. "Why can't the evil doer's just leave a note with a map where they are headed, just once?" His only consolation was a pair of interesting items that caught his eye. Picking them up, he moved over to where his sister had moved the log. From what he could tell, it wouldn't provide anymore cover than it had before hand, but there was no way he was going to mention that to her without getting socked in the mouth. The only thing still goading him to say it was that she was in such a poor state, the exertion might make her pass out. Not that he imagined for one moment that would stop her.
"Amber." He waved the Halfling over and handed her the wand. "Do you know how to ascertain the properties of magic items? It is a nice wand, but I also found this ring, and I won't be able to do both in the time we're resting." He picked up a stone in his empty hand and closed his eyes. The light on Sabyne's warhammer winked out, and the stone illuminated. Carefully, he balanced it on the log behind him.
The light cast a long shadow in front of Shayne from which rose a box that seemed to be made of shadow itself. Inside was a piece of parchment and quill. Shayne placed the ring in the box and began to scribble a note in a delicate, flourishing hand as he muttered under his breath. "You owe me Sovrelah, so make this quick." When he was done, he placed the note in the box and closed it. Without a word, it began to sink back into his shadow as though it had never been there at all. The male Kuznetsov twin continued to sit cross legged with his eyes closed as the rest of the group finally settled in.
As their rest completed, the box rose once again through his shadow. Shayne excitedly opened the box and pulled out a piece of parchment the color of blood. After a moment he began to scowl. "Don't have time right now? Piss off Sovrelah! You owe me!" He kicked the snow at his feet in frustration before taking a deep breath. "You think you have a friend, but the moment you leave they are too busy for you...""It will take me more time to appraise the ring. But in the mean time, we can either have someone wear it and see if it does anything...it could also be cursed, so there is that."
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.
-
Iymbryl Darcassan - Shahalesti Paladin
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 paused once he was more certain the Lantern Archon wasn't immediately present. With the door closed behind them and everyone inside, the Guard Captain of Gate Pass took an assessing look around at his kin. A brief expression of confusion crossed his face at the soldier's words. "The Lantern Archon..." He stopped just long enough to gauge the man's expression, but not long enough to let him speak again. "How new are you? I had expected them to leave someone more senior to oversee such precious cargo." In that moment, Iymbryl was completely at home. He fell right into step as a Captain, reviewing his juniors. "I said I would explain and I will." He gestured out of the doorway, where the two could stand with more room before turning back to his companions. "Someone secure the upstairs and the rest of you make sure this floor is secure."
Facing the solider, he looked him directly in the eye. "What is your name?"
"P-Pallaes..."
"Alright Pallaes. I'm Iymbryl. I'll explain as much as I can. You know of the Solei Palancis, yes? Since you're obviously green, I will just assume you don't know about the Valgari Palancis. We have many agents in the city, both active and not. I was told the case was here, so this is where I came. Upon arrival I sensed a fiendish aura. Which fortunately due to the mixed company I keep, it thought to make contact with us. It is trying to take the case. I have no idea how long it was prowling around, but this position is as good as compromised and with the city under attack by Ragesia, the case needs to move now."
Iymbryl reached into a pouch and pulled out the slip of paper he had requested Buron to make for him. Iymbryl never lied, but his training with the Valgari Palancis had taught him much about being able to bend the truth and let others make the proper assumptions. "I was told this will open the case." He placed the slip of paper in Pallaes' hand and closed it. "I'm going to take the case, you're going to take this. If there is a secret exit from this building? If there is, take it once we're done here and make your report. If there isn't, wait one hour and then leave. This must get back to your leader, understand?"
Iymbryl visibly softened, putting a reassuring hand on Pallaes' shoulder. "Make sure to wear disguises if you have them. A group of all Elves is going to be a prime target if any Ragesian's are prowling about. Now get me that case so we can get out of here."
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.
-
Iymbryl Darcassan - Shahalesti Paladin
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
Post goes here.
"Speech"
thoughts in italics
Mechanics
Main Hand: Empty
Off Hand: Empty
Action: Your action goes here.
Bonus Action: Your bonus action goes here.
Move: Your movement goes here.
Manipulate: Your one free object interaction goes here.
-
Once Rufus' hands were clean enough, he helped Grim pick through the items the guards had, taking another short sword, the lantern, and whatever arrows the rest of the group didn't take. They'd done surprisingly well thus far, which only surprised them since they were traveling around with an ogre and woman whose heels he had once heard from three blocks away. He took a moment to inspect his new blade, strapping on yet another sword belt to his other hip. For being such shit guards, they did keep their equipment in decent repair. He was only half listening to Marisol when she swatted him with one arm, trying to put her head through the arm hole of the guard's tabard. "Nah love, ya got it on all wrong. Too bad ya didn't 'ave my infinite foresnipe ta put one of 'dese on earlier, eh?" Rufus put his hands firmly on her waist to stop her from moving around before turning it the right way. He slid his hands down with the garment, being a bit more friendly that required while muttering something about not being able to see with the lantern pointed the other direction. He held up the chain armor for a moment before giving her a quizzical expression. "I 'fink, ya'd be best ta skip the chain. Maybe just wear a second tabard ta give yaself a bit of bulk?" He chuckled to himself, for a woman who had spent so much time getting out of clothes, he'd have thought she was an expert at putting them on as well. Maisie had once told him some of the girls used to call Marisol 'princess', though never to her face.
"Right...so we pop off ta the last bit of the patrol's route, take 'em out nice and quite like while no one is watchin', and poof Bob's ya uncle, on down the front of the gate." He shook his head, it was the best plan he had heard tonight, so it was good enough for him.
"Hey Turd, can ya fire a bow? Or do ya 'ave some sort of fancy noble magics for 'dis situation?" Without waiting for a response, he looked to Grim to make sure the Dwarf was ready. If they did end up fighting, he was the only one Rufus expected to be worth a damn, besides his new best friend Grumblejack.
Mechanics
___________________________________________________
Main Hand: N/A
Off Hand: Bullseye lantern___________________________________________________
Move: Move to remaining guard
Manipulate: N/AAction: N/A
Bonus Action: N/ACharacter Sheet
Marion "Rufus" Moss
Custom Lineage Human Rogue 1___________________________________________________
STATSStr 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 Darkvison 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.
___________________________________________________
WEAPONSFists +5 attack, 4 bludgeoning damage
Dagger +7 attack, 1d4+5 piercing damage
Shortbow +7 attack, 1d6+5 piercing damage
___________________________________________________
PROFICIENCIESProficiency +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___________________________________________________
FEATSFighting 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 FEATURESCustom Lineage Human
Creature Type: Human
Size: Medium
Feat: Fighting Initiate [Two Weapon Fighting]Variable Trait: Darkvision 60ft
Languages: Common, Celestial
___________________________________________________
CLASS FEATURESExpertise: [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’ Cant: During 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 (86 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 4 [???]
Keys to cells [???]
Gregor's green cloak [???]
50ft coil of rope (2) [20lbs]
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: 0Encumbrance
Max Load: 255 lbs. (15 x STR)
Current Weight: 82 lbs.
-
Shayne Kuznetsov - Human Warlock
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
Shayne hobbled over to the fallen tree their ambusher had been hiding behind and took a seat. A long sigh escaped his lips, the warmth swirling into visible spirals before fading into nothingness. Despite the darkness, the wind, and the poor weather, Alin Durqua's famed leathers kept him surprisingly cozy. It was a strange sensation, knowing it was cold but not feeling the chill that should be permeating down to his bones. He took in a sharp breath of air and looked up at the night sky. "WE CHECK THE BODIES OF YET ANOTHER GROUP TRYING TO MURDER US IN THESE WOODS, THEN REST FOR A MOMENT." He let his gaze fall back to his sister, who had already started marching off.
"How many times are we going to rush off stumbling into an ambush or trap? How many of us are going to have to die before you all take a moment to rest?" Shayne ran his fingers through his hair trying to stifle his frustration. "Who ever took those people needs them alive for something. They also have the resources to leave half a dozen ambushes in a forest hell bent on murdering everything. An hour to lick our wounds isn't going to make a difference to them. But us dying because we didn't rest certainly will."
"Sabyne. I'm begging you. Let's just take an hour or so. We need to search this lot for information anyway. Maybe they have a handy map leading to their nefarious leader's lair. Or some soap." He lifted his arm pit and sniffed. "Though I'm oddly fresh, despite the blood and all." The male Kuznetsov twin turned to Eve, his last hope. "Eve, back me up here...please." His eyes spoke more than his words, as he narrowed at her. And I won't mention about your freaky disappearing thing.
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.
-
Shayne Kuznetsov - Human Warlock
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
Post goes here.
"Speech"
thoughts in italics
Mechanics
Main Hand: Empty
Off Hand: Empty
Action: Your action goes here.
Bonus Action: Your bonus action goes here.
Move: Your movement goes here.
Manipulate: Your one free object interaction goes here.
-
Lyyren Illuvitesh - Elf Wizard 4 | Bard 3
Lyyren's eyes flicked to Maty, the faintest hint of a smirk asking her if he should leave so she could work out those 'favors' in private. But the wizard was pleasantly surprised that Underhill didn't just seem professional, but knowledgeable. Indeed, after only speaking with the man for a few minutes, he was starting to wonder how he had never made his way down here before. It stood to reason someone who ran an illegal moving blackmarket would have to know the comings and goings of the city, but how he'd amassed all that information was nothing short of impressive. Lyyren had to remind himself that they had shut themselves away for more than an hour to rest after wandering through the darkened cartways after the attack, time that they probably could have picked up their fair share of those rumors. But even he had to admit he was lying to himself. Having a spy network to do your bidding was the first thing he planned on bringing up to Maty once they got paid from this job.
"We have seen similar peculiarities over the last day. Assassins sent after priests of Khor, great hounds teleporting into the middle of the theater. This 'Hidden Ambassador' seems to be at the heart of it." As Lyyren turned Underhill's words over in his head, amazement gave way to downright enthusiasm, like a sluice gate being raised. "You know a great deal of the contract between House Stross and the Shadow Fey. That makes this conversation much easier! The Collegium has little in the way of historical records from that time, and all I've been able to piece together is from the accounts I recorded, and a few spotty assumptions. I suspect our course of action is two-fold. First, we need to get our hands on a copy of the contract. Perhaps we can find some loophole that allows us to have them rescind their claim. Secondly, is to find this 'Hidden Ambassador' and see what we can glean from them...Since we're of the same mind that the Shadow Fey aren't exactly good for business in Zobeck, I don't suppose you'd be willing to help for a very small favor, would you?" Lyyren flashed Maty another look. He didn't have an issue haggling, but they both knew this is what she loved to do, and he was much better suited to finding answers.
Show Mechanics
___________________________________________________
Main Hand: Empty
Off Hand: EmptyStatus:
___________________________________________________
Manipulate: N/A
Bonus Action: N/A
Action: N/A
Move: N/AReaction: N/A
Show Mini Character Sheet
Mahtar Lyyren Illuvitesh
Elf Wizard (Bladesinger) 4 | Bard (College of Echoes) 3___________________________________________________
STATSStr 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 FeatureKnowledge 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.___________________________________________________
PROFICIENCIESProficiency +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___________________________________________________
FEATSElven 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 FEATURESDarkvision
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 FEATURESArcane 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 FEATURESBardic 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: 0Encumbrance
Max Load: 150 lbs. (15 x STR)
Current Weight: 54 lbs.
Show Spells
Wizard Spells
___________________________________________________
Spell Save DC: 16
Spell Attack Mod: +8
CantripsBooming Blade
Green Flame Blade
Memento Mori*
Shocking Grasp
Message
1st LevelDisguise 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 LevelCreeping Ice* (Concentration)
Enhance Ability (Concentration)
Hold Person (Concentration)
Slither* (Concentration)
Bard Spells
___________________________________________________
Spell Save DC: 14
Spell Attack Mod: +6
Spells Known: 6
CantripsClockwork Bolt*
Mage Hand
1st LevelAnticipate Weakness* [Bonus Action]
Auspicious Warning* [Reaction]
Healing Word [Bonus Action]
Subliminal Aversion*
2nd LevelLesser Restoration
Invisibility (Concentration)
Book 1: Shadows of the Underworld | Chapter 3: The Darkness Revealed
in Game Threads
Posted
Shayne Kuznetsov - Human Warlock
AC: 13 (leather) | HP: 20/24 | Initiative: +2 | Passive Perception: 13 (120ft Darkvision) | Spell Slots: 2nd 2/2 (+5, DC 13) | Healing Light: 2/4 | Hero Points: 2/3
Shayne watched as his sister descended the rope into the passage. There was a small part of him tempted to diminish the light he always hung upon her warhammer, but this was hardly the time for such childish games. Especially since they didn't know what was down the passage. Eve's comment brought his attention out of the darkness, and he looked at her with a rather indifferent demeanor. "I suppose you can join us. Always good to have a scout that can notice these types of things." With a smile that didn't reach his eyes, he took hold of the rope and followed his sister. Getting down wasn't hard, but the fraying rope left his delicate hands with a slight burning sensation as he took the last few feet all at once. The earth beneath his feet was spongy but well worn. He wondered how long such a passage would hold up, but as he touched the walls, they seemed sturdy enough to withstand a few more days and a bit of use.
"This may just be what we needed to get around an army and laying siege to a castle." That didn't mean getting the people out would be easy, but at least perhaps, easier. The Vikmordere and the Drow couldn't possibly know of this passage, could they? All he knew for certain was that it hadn't been opened on this end. He gave a sigh, already knowing what his sister would say, but feeling he had to ask anyway. "So how far down the passage are we going to venture? And don't say all the way." He pointed back up the hole to where Eve still stood. "We don't know what the entrance on the other side looks like, or if it is even concealed. Which means you can't go trouncing about in your armor and give us away before we can make proper use of this. Sending Eve first is the prudent choice." Truthfully sending just about anyone but his sister seemed the prudent choice at this point. "Assuming she intends to join us."
"Not to mention, even if we get all those people out without anyone noticing...Where do we take them? Back the way we came?" The more Shayne pondered it, the more hopeless their task seemed. The initial invasion had taken people right off the streets of Rybalka. Would they simply be harried by a larger, more powerful force all the way back, only for the Vikmordere to lay siege to the town? The idea thrilled Shayne even less than their initial chase had. All he wanted to do was climb into a warm bed and sleep for three days.
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.