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  1. Bramzoz Nannin HP: 20/20 AC: 12Natural, unarmored, no mage armor or shield./15Mage armor, no shield spell./17Natural, unarmored, with the shield spell. /20Mage Armor, with Shield Spell Init: +2 PP: 13 Speed: 30 Spell Slots: 3/4lvl1, 2/2lvl2 Arcane Recovery: 1/1 : 15/1 Snips HP: 1/1 AC: 11 Init: +1 PP: 13 Speed: 5 ft. , fly 30 ft. FlybyThe owl doesn't provoke opportunity attacks when it flies out of an enemy's reach. Keen Hearing and SightThe owl has advantage on Wisdom (Perception) checks that rely on hearing or sight. Features Class Features: SpellcastingAs a student of arcane magic, you have a spellbook containing spells that show the first glimmerings of your true power. See Spells Rules for the general rules of spellcasting and the Spells Listing for the wizard spell list. Cantrips At 1st level, you know three cantrips of your choice from the wizard spell list. You learn additional wizard cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Wizard table. Spellbook At 1st level, you have a spellbook containing six 1st-level wizard spells of your choice. Your spellbook is the repository of the wizard spells you know, except your cantrips, which are fixed in your mind. Preparing and Casting Spells The Wizard table shows how many spell slots you have to cast your wizard spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. You prepare the list of wizard spells that are available for you to cast. To do so, choose a number of wizard spells from your spellbook equal to your Intelligence modifier + your wizard level (minimum of one spell). The spells must be of a level for which you have spell slots. For example, if you’re a 3rd-level wizard, you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination, chosen from your spellbook. If you prepare the 1st-level spell magic missile, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells. You can change your list of prepared spells when you finish a long rest. Preparing a new list of wizard spells requires time spent studying your spellbook and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per spell level for each spell on your list. Spellcasting Ability Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus + your Intelligence modifier Spell attack modifier = your proficiency bonus + your Intelligence modifier 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. Spellcasting Focus You can use an arcane focus (see the Adventuring Gear section) as a spellcasting focus for your wizard spells. Learning Spells of 1st Level and Higher Each time you gain a wizard level, you can add two wizard spells of your choice to your spellbook for free. Each of these spells must be of a level for which you have spell slots, as shown on the Wizard table. On your adventures, you might find other spells that you can add to your spellbook (see the “Your Spellbook” sidebar)., Arcane RecoveryYou 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., Arcane Tradition: DivinationWhen you reach 2nd level, you choose an arcane tradition, shaping your practice of magic through one of eight schools: Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, Necromancy, or Transmutation. The School of Evocation is detailed at the end of the class description, and more choices are available in other sources. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level., Divination SavantBeginning when you select this school at 2nd level, the gold and time you must spend to copy a divination spell into your spellbook is halved., PortentStarting at 2nd level when you choose this school, glimpses of the future begin to press in on your awareness. When you finish a long rest, roll two d20s and record the numbers rolled. You can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with one of these foretelling rolls. You must choose to do so before the roll, and you can replace a roll in this way only once per turn. Each foretelling roll can be used only once. When you finish a long rest, you lose any unused foretelling rolls. Languages: Celestial, Common, Elvish, Infernal Weapons & Armors: Crossbow, Light, Dagger, Dart, Quarterstaff, Sling, no armor Feats: WarcasterYou have practiced casting spells in the midst of combat, learning techniques that grant you the following benefits: You have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage. You can perform the somatic components of spells even when you have weapons or a shield in one or both hands. When a hostile creature's movement provokes an opportunity attack from you, you can use your reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature. Racial & Background: ResearcherWhen you attempt to learn or recall a piece of lore, if you do not know that information, you often know where and from whom you can obtain it. Usually, this information comes from a library, scriptorium, university, or a sage or other learned person or creature. Your DM might rule that the knowledge you seek is secreted away in an almost inaccessible place, or that it simply cannot be found. Unearthing the deepest secrets of the multiverse can require an adventure or even a whole campaign. IC Bram turned his head and relayed the request for Ireena or Ismark to lock them in with Doru. Much safer that way. Until he heard the click of the lock behind him, Bram stayed on the stairs protecting the escape in case Doru made a break for it. "I'll block the exit until we're safely locked inside," he said to the others. As Tamu shared what she knew about vampires, Bram was impressed, and wondered if she studied somewhere he would know. Then he chuckled, remembering just whose daughter she was. Of course she was well educated... then he remembered she had basically been abandoned by her father and grew silent. Now was not the time for musings. "You know what to do," Bram said telepathically to Snips. "Fly swift and stay sharp!" The compact bundle of feathers took wing in a surprisingly quick flight as she made a quick lap of the current room, scanning the shadows with her large eyes and listening for any movement with her sensitive ears. She returned to Bram's shoulder and reported anything she saw. OOC Move: Bram: n/a Snips: 30 feet diagonally into the middle of the room, then 30 feet back to Bram's shoulder, utilizing "Flyby" if needed. Action: WIP depending on if Snips sees anything. Bonus Action: None Item Interaction: None Reaction: On any Crit: Silvery Barb
  2. Bramzoz Nannin HP: 20/20 AC: 12Natural, unarmored, no mage armor or shield./15Mage armor, no shield spell./17Natural, unarmored, with the shield spell. /20Mage Armor, with Shield Spell Init: +2 PP: 13 Speed: 30 Spell Slots: 3/4lvl1, 2/2lvl2 Arcane Recovery: 1/1 : 15/1 Snips HP: 1/1 AC: 11 Init: +1 PP: 13 Speed: 5 ft. , fly 30 ft. FlybyThe owl doesn't provoke opportunity attacks when it flies out of an enemy's reach. Keen Hearing and SightThe owl has advantage on Wisdom (Perception) checks that rely on hearing or sight. Features Class Features: SpellcastingAs a student of arcane magic, you have a spellbook containing spells that show the first glimmerings of your true power. See Spells Rules for the general rules of spellcasting and the Spells Listing for the wizard spell list. Cantrips At 1st level, you know three cantrips of your choice from the wizard spell list. You learn additional wizard cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Wizard table. Spellbook At 1st level, you have a spellbook containing six 1st-level wizard spells of your choice. Your spellbook is the repository of the wizard spells you know, except your cantrips, which are fixed in your mind. Preparing and Casting Spells The Wizard table shows how many spell slots you have to cast your wizard spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. You prepare the list of wizard spells that are available for you to cast. To do so, choose a number of wizard spells from your spellbook equal to your Intelligence modifier + your wizard level (minimum of one spell). The spells must be of a level for which you have spell slots. For example, if you’re a 3rd-level wizard, you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination, chosen from your spellbook. If you prepare the 1st-level spell magic missile, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells. You can change your list of prepared spells when you finish a long rest. Preparing a new list of wizard spells requires time spent studying your spellbook and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per spell level for each spell on your list. Spellcasting Ability Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus + your Intelligence modifier Spell attack modifier = your proficiency bonus + your Intelligence modifier 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. Spellcasting Focus You can use an arcane focus (see the Adventuring Gear section) as a spellcasting focus for your wizard spells. Learning Spells of 1st Level and Higher Each time you gain a wizard level, you can add two wizard spells of your choice to your spellbook for free. Each of these spells must be of a level for which you have spell slots, as shown on the Wizard table. On your adventures, you might find other spells that you can add to your spellbook (see the “Your Spellbook” sidebar)., Arcane RecoveryYou 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., Arcane Tradition: DivinationWhen you reach 2nd level, you choose an arcane tradition, shaping your practice of magic through one of eight schools: Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, Necromancy, or Transmutation. The School of Evocation is detailed at the end of the class description, and more choices are available in other sources. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level., Divination SavantBeginning when you select this school at 2nd level, the gold and time you must spend to copy a divination spell into your spellbook is halved., PortentStarting at 2nd level when you choose this school, glimpses of the future begin to press in on your awareness. When you finish a long rest, roll two d20s and record the numbers rolled. You can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with one of these foretelling rolls. You must choose to do so before the roll, and you can replace a roll in this way only once per turn. Each foretelling roll can be used only once. When you finish a long rest, you lose any unused foretelling rolls. Languages: Celestial, Common, Elvish, Infernal Weapons & Armors: Crossbow, Light, Dagger, Dart, Quarterstaff, Sling, no armor Feats: WarcasterYou have practiced casting spells in the midst of combat, learning techniques that grant you the following benefits: You have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage. You can perform the somatic components of spells even when you have weapons or a shield in one or both hands. When a hostile creature's movement provokes an opportunity attack from you, you can use your reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature. Racial & Background: ResearcherWhen you attempt to learn or recall a piece of lore, if you do not know that information, you often know where and from whom you can obtain it. Usually, this information comes from a library, scriptorium, university, or a sage or other learned person or creature. Your DM might rule that the knowledge you seek is secreted away in an almost inaccessible place, or that it simply cannot be found. Unearthing the deepest secrets of the multiverse can require an adventure or even a whole campaign. IC Bram's heart broke as he heard the lamentation of the old priest. There was no guarantee that what they were about to do wouldn't destroy the man. A soul can only take so much before it is forever broken. But Bram knew they had to act. Doru was Strahd's through and through and they could not leave him behind to potentially cause mayhem on the village, or to escape and bolster Strahd's forces. "I am sorry, priest," Bram said, trying to hide the break in his voice from the sorrow. "It must be done. No longer will Doru be a slave to evil. It is no recompense, but at least his soul will be free." Bram turned and left the priest in the hands of the siblings, steeling himself for what must be done. As he walked to join Joliet at Doru's door, he lightly tapped his staff on the ground twice, then held it aloft as he said, "Sui tutela!" A shimmering field of gold briefly blazed around him before sparkling out of existence. Then he gripped his staff in both hands and nodded to Joliet. OOC Move: n/a Action: Cast Mage Armor Bonus Action: None Item Interaction: None Reaction: On any Crit: Silvery Barb
  3. Without trying to spend all our time looting, anyone have a safe way to inspect the crates below? Seems like there is a possibility of magical/alchemical components down there, but I don't want to burn hit points needlessly. If no one's got ideas, I say we move up, leaving the cellar for later
  4. Bramzoz Nannin HP: 20/20 AC: 12Natural, unarmored, no mage armor or shield./15Mage armor, no shield spell./17Natural, unarmored, with the shield spell. /20Mage Armor, with Shield Spell Init: +2 PP: 13 Speed: 30 Spell Slots: 4/4lvl1, 2/2lvl2 Arcane Recovery: 1/1 : 15/1 Snips HP: 1/1 AC: 11 Init: +1 PP: 13 Speed: 5 ft. , fly 30 ft. FlybyThe owl doesn't provoke opportunity attacks when it flies out of an enemy's reach. Keen Hearing and SightThe owl has advantage on Wisdom (Perception) checks that rely on hearing or sight. Features Class Features: SpellcastingAs a student of arcane magic, you have a spellbook containing spells that show the first glimmerings of your true power. See Spells Rules for the general rules of spellcasting and the Spells Listing for the wizard spell list. Cantrips At 1st level, you know three cantrips of your choice from the wizard spell list. You learn additional wizard cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Wizard table. Spellbook At 1st level, you have a spellbook containing six 1st-level wizard spells of your choice. Your spellbook is the repository of the wizard spells you know, except your cantrips, which are fixed in your mind. Preparing and Casting Spells The Wizard table shows how many spell slots you have to cast your wizard spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. You prepare the list of wizard spells that are available for you to cast. To do so, choose a number of wizard spells from your spellbook equal to your Intelligence modifier + your wizard level (minimum of one spell). The spells must be of a level for which you have spell slots. For example, if you’re a 3rd-level wizard, you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination, chosen from your spellbook. If you prepare the 1st-level spell magic missile, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells. You can change your list of prepared spells when you finish a long rest. Preparing a new list of wizard spells requires time spent studying your spellbook and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per spell level for each spell on your list. Spellcasting Ability Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus + your Intelligence modifier Spell attack modifier = your proficiency bonus + your Intelligence modifier 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. Spellcasting Focus You can use an arcane focus (see the Adventuring Gear section) as a spellcasting focus for your wizard spells. Learning Spells of 1st Level and Higher Each time you gain a wizard level, you can add two wizard spells of your choice to your spellbook for free. Each of these spells must be of a level for which you have spell slots, as shown on the Wizard table. On your adventures, you might find other spells that you can add to your spellbook (see the “Your Spellbook” sidebar)., Arcane RecoveryYou 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., Arcane Tradition: DivinationWhen you reach 2nd level, you choose an arcane tradition, shaping your practice of magic through one of eight schools: Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, Necromancy, or Transmutation. The School of Evocation is detailed at the end of the class description, and more choices are available in other sources. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level., Divination SavantBeginning when you select this school at 2nd level, the gold and time you must spend to copy a divination spell into your spellbook is halved., PortentStarting at 2nd level when you choose this school, glimpses of the future begin to press in on your awareness. When you finish a long rest, roll two d20s and record the numbers rolled. You can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with one of these foretelling rolls. You must choose to do so before the roll, and you can replace a roll in this way only once per turn. Each foretelling roll can be used only once. When you finish a long rest, you lose any unused foretelling rolls. Languages: Celestial, Common, Elvish, Infernal Weapons & Armors: Crossbow, Light, Dagger, Dart, Quarterstaff, Sling, no armor Feats: WarcasterYou have practiced casting spells in the midst of combat, learning techniques that grant you the following benefits: You have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage. You can perform the somatic components of spells even when you have weapons or a shield in one or both hands. When a hostile creature's movement provokes an opportunity attack from you, you can use your reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature. Racial & Background: ResearcherWhen you attempt to learn or recall a piece of lore, if you do not know that information, you often know where and from whom you can obtain it. Usually, this information comes from a library, scriptorium, university, or a sage or other learned person or creature. Your DM might rule that the knowledge you seek is secreted away in an almost inaccessible place, or that it simply cannot be found. Unearthing the deepest secrets of the multiverse can require an adventure or even a whole campaign. IC Bram was shaken out of his thoughts by Joliet's question. "Back from where I'm from, no, a horse partially made of fire is not common. Around here though..." Bram stalled as he tried to recall any knowledge he might have on flaming horses or the like. "I'm not sure I have the experience to make a determination... Magnificent, though, isn't it?" he asked, mirroring Dyna's comments. OOC Move: n/a Action: n/a Bonus Action: n/a Item Interaction: n/a Reaction: n/a
  5. Bramzoz Nannin HP: 20/20 AC: 12Natural, unarmored, no mage armor or shield./15Mage armor, no shield spell./17Natural, unarmored, with the shield spell. /20Mage Armor, with Shield Spell Init: +2 PP: 13 Speed: 30 Spell Slots: 4/4lvl1, 2/2lvl2 Arcane Recovery: 1/1 : 15/1 Snips HP: 1/1 AC: 11 Init: +1 PP: 13 Speed: 5 ft. , fly 30 ft. FlybyThe owl doesn't provoke opportunity attacks when it flies out of an enemy's reach. Keen Hearing and SightThe owl has advantage on Wisdom (Perception) checks that rely on hearing or sight. Features Class Features: SpellcastingAs a student of arcane magic, you have a spellbook containing spells that show the first glimmerings of your true power. See Spells Rules for the general rules of spellcasting and the Spells Listing for the wizard spell list. Cantrips At 1st level, you know three cantrips of your choice from the wizard spell list. You learn additional wizard cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Wizard table. Spellbook At 1st level, you have a spellbook containing six 1st-level wizard spells of your choice. Your spellbook is the repository of the wizard spells you know, except your cantrips, which are fixed in your mind. Preparing and Casting Spells The Wizard table shows how many spell slots you have to cast your wizard spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. You prepare the list of wizard spells that are available for you to cast. To do so, choose a number of wizard spells from your spellbook equal to your Intelligence modifier + your wizard level (minimum of one spell). The spells must be of a level for which you have spell slots. For example, if you’re a 3rd-level wizard, you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination, chosen from your spellbook. If you prepare the 1st-level spell magic missile, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells. You can change your list of prepared spells when you finish a long rest. Preparing a new list of wizard spells requires time spent studying your spellbook and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per spell level for each spell on your list. Spellcasting Ability Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus + your Intelligence modifier Spell attack modifier = your proficiency bonus + your Intelligence modifier 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. Spellcasting Focus You can use an arcane focus (see the Adventuring Gear section) as a spellcasting focus for your wizard spells. Learning Spells of 1st Level and Higher Each time you gain a wizard level, you can add two wizard spells of your choice to your spellbook for free. Each of these spells must be of a level for which you have spell slots, as shown on the Wizard table. On your adventures, you might find other spells that you can add to your spellbook (see the “Your Spellbook” sidebar)., Arcane RecoveryYou 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., Arcane Tradition: DivinationWhen you reach 2nd level, you choose an arcane tradition, shaping your practice of magic through one of eight schools: Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, Necromancy, or Transmutation. The School of Evocation is detailed at the end of the class description, and more choices are available in other sources. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level., Divination SavantBeginning when you select this school at 2nd level, the gold and time you must spend to copy a divination spell into your spellbook is halved., PortentStarting at 2nd level when you choose this school, glimpses of the future begin to press in on your awareness. When you finish a long rest, roll two d20s and record the numbers rolled. You can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with one of these foretelling rolls. You must choose to do so before the roll, and you can replace a roll in this way only once per turn. Each foretelling roll can be used only once. When you finish a long rest, you lose any unused foretelling rolls. Languages: Celestial, Common, Elvish, Infernal Weapons & Armors: Crossbow, Light, Dagger, Dart, Quarterstaff, Sling, no armor Feats: WarcasterYou have practiced casting spells in the midst of combat, learning techniques that grant you the following benefits: You have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage. You can perform the somatic components of spells even when you have weapons or a shield in one or both hands. When a hostile creature's movement provokes an opportunity attack from you, you can use your reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature. Racial & Background: ResearcherWhen you attempt to learn or recall a piece of lore, if you do not know that information, you often know where and from whom you can obtain it. Usually, this information comes from a library, scriptorium, university, or a sage or other learned person or creature. Your DM might rule that the knowledge you seek is secreted away in an almost inaccessible place, or that it simply cannot be found. Unearthing the deepest secrets of the multiverse can require an adventure or even a whole campaign. IC The burial rite was unlike any he had ever seen. Not so much the words or the traditions, those seemed fairly standard; but more so the environment, which was exceedingly hostile. Bram had taken a place as a pallbearer to give Ireena and Ismark a chance to properly mourn, even though he had to struggle to keep pace the others due to his slight frame. When the eyes of the wolves emerge out of the fog, and the silent humanoid figures gaze upon them as they proceed, Bram can't help to feel dread and fear at this hostile presence. He put on a brave face and continued to help, realizing that the residents of Barovia had to live with this situation their whole lives. When Tamu pointed out the two figures on the hill, Bram wished they would come down, if only so he could face this source of dread head on rather than let it fester in his soul. Without any recourse available, he continued to assist the ceremony in any way he could, while keeping an eye on the wolves and figures in case he had to protect this group from their malice. OOC Move: n/a Action: n/a Bonus Action: n/a Item Interaction: n/a Reaction: n/a
  6. Bhalgurn Frostmead - Dwarf Barbarian AC: 15/17 (Heedless/shield) | HP: 59/68 | HD: 7/7d12 | Initiative: +1 | PP: 14 | Rages: 4/4 | DM Inspiration: 0/1 | Javelins: 10/10 Bhalgurn felt his life force begin to drain away from him as he began to look through the containers. Frightened, he was unable to thoroughly search the containers, but his stout body was able to shrug off the worst of the life drain. He decided to just grab the items on the bench and get out of there. He dropped the items on the floor in front of Grommash and Kutaeg and pulled himself out of the necrotic environment. Mechanics Main Hand: None Off Hand: None Action: none Bonus Action: None Move: None Manipulate: None. Free: Speech.
  7. Bramzoz Nannin HP: 20/20 AC: 12Natural, unarmored, no mage armor or shield./15Mage armor, no shield spell./17Natural, unarmored, with the shield spell. /20Mage Armor, with Shield Spell Init: +2 PP: 13 Speed: 30 Spell Slots: 4/4lvl1, 2/2lvl2 Arcane Recovery: 1/1 : 15/1 Snips HP: 1/1 AC: 11 Init: +1 PP: 13 Speed: 5 ft. , fly 30 ft. FlybyThe owl doesn't provoke opportunity attacks when it flies out of an enemy's reach. Keen Hearing and SightThe owl has advantage on Wisdom (Perception) checks that rely on hearing or sight. Features Class Features: SpellcastingAs a student of arcane magic, you have a spellbook containing spells that show the first glimmerings of your true power. See Spells Rules for the general rules of spellcasting and the Spells Listing for the wizard spell list. Cantrips At 1st level, you know three cantrips of your choice from the wizard spell list. You learn additional wizard cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Wizard table. Spellbook At 1st level, you have a spellbook containing six 1st-level wizard spells of your choice. Your spellbook is the repository of the wizard spells you know, except your cantrips, which are fixed in your mind. Preparing and Casting Spells The Wizard table shows how many spell slots you have to cast your wizard spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. You prepare the list of wizard spells that are available for you to cast. To do so, choose a number of wizard spells from your spellbook equal to your Intelligence modifier + your wizard level (minimum of one spell). The spells must be of a level for which you have spell slots. For example, if you’re a 3rd-level wizard, you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination, chosen from your spellbook. If you prepare the 1st-level spell magic missile, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells. You can change your list of prepared spells when you finish a long rest. Preparing a new list of wizard spells requires time spent studying your spellbook and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per spell level for each spell on your list. Spellcasting Ability Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus + your Intelligence modifier Spell attack modifier = your proficiency bonus + your Intelligence modifier 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. Spellcasting Focus You can use an arcane focus (see the Adventuring Gear section) as a spellcasting focus for your wizard spells. Learning Spells of 1st Level and Higher Each time you gain a wizard level, you can add two wizard spells of your choice to your spellbook for free. Each of these spells must be of a level for which you have spell slots, as shown on the Wizard table. On your adventures, you might find other spells that you can add to your spellbook (see the “Your Spellbook” sidebar)., Arcane RecoveryYou 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., Arcane Tradition: DivinationWhen you reach 2nd level, you choose an arcane tradition, shaping your practice of magic through one of eight schools: Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, Necromancy, or Transmutation. The School of Evocation is detailed at the end of the class description, and more choices are available in other sources. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level., Divination SavantBeginning when you select this school at 2nd level, the gold and time you must spend to copy a divination spell into your spellbook is halved., PortentStarting at 2nd level when you choose this school, glimpses of the future begin to press in on your awareness. When you finish a long rest, roll two d20s and record the numbers rolled. You can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with one of these foretelling rolls. You must choose to do so before the roll, and you can replace a roll in this way only once per turn. Each foretelling roll can be used only once. When you finish a long rest, you lose any unused foretelling rolls. Languages: Celestial, Common, Elvish, Infernal Weapons & Armors: Crossbow, Light, Dagger, Dart, Quarterstaff, Sling, no armor Feats: WarcasterYou have practiced casting spells in the midst of combat, learning techniques that grant you the following benefits: You have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage. You can perform the somatic components of spells even when you have weapons or a shield in one or both hands. When a hostile creature's movement provokes an opportunity attack from you, you can use your reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature. Racial & Background: ResearcherWhen you attempt to learn or recall a piece of lore, if you do not know that information, you often know where and from whom you can obtain it. Usually, this information comes from a library, scriptorium, university, or a sage or other learned person or creature. Your DM might rule that the knowledge you seek is secreted away in an almost inaccessible place, or that it simply cannot be found. Unearthing the deepest secrets of the multiverse can require an adventure or even a whole campaign. IC Bram became steadily more certain that Doru was Strahd's, through and through. And while he would prefer to see what effect, if any, killing Strahd might do to Doru's freedom, Bram had to admit the others were right. The risk was too great. Bram's stomach tightened into knots, thinking about what they must do. He would help, of course, but he feared what this event might do to him, how it might change him. It was a gruesome task, a cruel task, one that weigh heavily on his soul. Bram cursed Strahd for putting him in this position. Resigned as he was to this course of action, he was of two minds when it came to Joliet's idea. On the one side, Bram rarely passed up an opportunity to learn, especially about a subject as intriguing as this one. On the other hand, finding Doru's weaknesses sounded like poorly disguised language which really meant torture. "I concede the point," Bram said, having made up his mind. Whether or not his opinion mattered was beside the point; he had to at least make his voice be heard. "I agree that we can not risk a thrall of Strahd's being loose in the village. I will help destroy this monstrous form of his so that he may be remembered as he was: a brave, albeit failed, liberator. But I do not think we should waste time on trying to find his every weakness. For one, I don't believe he deserves it. Better to free what's left of his soul cleanly and swiftly. Secondly, I don't believe we have time to experiment, not with Strahd's servants calling so closely from outside." Bram stood by to assist in any matter that needed doing. Whether it was putting down Doru, or helping bury the dead, he was ready and willing. OOC Move: n/a Action: n/a Bonus Action: n/a Item Interaction: n/a Reaction: n/a
  8. Bramzoz Nannin HP: 20/20 AC: 12Natural, unarmored, no mage armor or shield./15Mage armor, no shield spell./17Natural, unarmored, with the shield spell. /20Mage Armor, with Shield Spell Init: +2 PP: 13 Speed: 30 Spell Slots: 4/4lvl1, 2/2lvl2 Arcane Recovery: 1/1 : 15/1 Snips HP: 1/1 AC: 11 Init: +1 PP: 13 Speed: 5 ft. , fly 30 ft. FlybyThe owl doesn't provoke opportunity attacks when it flies out of an enemy's reach. Keen Hearing and SightThe owl has advantage on Wisdom (Perception) checks that rely on hearing or sight. Features Class Features: SpellcastingAs a student of arcane magic, you have a spellbook containing spells that show the first glimmerings of your true power. See Spells Rules for the general rules of spellcasting and the Spells Listing for the wizard spell list. Cantrips At 1st level, you know three cantrips of your choice from the wizard spell list. You learn additional wizard cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Wizard table. Spellbook At 1st level, you have a spellbook containing six 1st-level wizard spells of your choice. Your spellbook is the repository of the wizard spells you know, except your cantrips, which are fixed in your mind. Preparing and Casting Spells The Wizard table shows how many spell slots you have to cast your wizard spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. You prepare the list of wizard spells that are available for you to cast. To do so, choose a number of wizard spells from your spellbook equal to your Intelligence modifier + your wizard level (minimum of one spell). The spells must be of a level for which you have spell slots. For example, if you’re a 3rd-level wizard, you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination, chosen from your spellbook. If you prepare the 1st-level spell magic missile, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells. You can change your list of prepared spells when you finish a long rest. Preparing a new list of wizard spells requires time spent studying your spellbook and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per spell level for each spell on your list. Spellcasting Ability Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus + your Intelligence modifier Spell attack modifier = your proficiency bonus + your Intelligence modifier 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. Spellcasting Focus You can use an arcane focus (see the Adventuring Gear section) as a spellcasting focus for your wizard spells. Learning Spells of 1st Level and Higher Each time you gain a wizard level, you can add two wizard spells of your choice to your spellbook for free. Each of these spells must be of a level for which you have spell slots, as shown on the Wizard table. On your adventures, you might find other spells that you can add to your spellbook (see the “Your Spellbook” sidebar)., Arcane RecoveryYou 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., Arcane Tradition: DivinationWhen you reach 2nd level, you choose an arcane tradition, shaping your practice of magic through one of eight schools: Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, Necromancy, or Transmutation. The School of Evocation is detailed at the end of the class description, and more choices are available in other sources. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level., Divination SavantBeginning when you select this school at 2nd level, the gold and time you must spend to copy a divination spell into your spellbook is halved., PortentStarting at 2nd level when you choose this school, glimpses of the future begin to press in on your awareness. When you finish a long rest, roll two d20s and record the numbers rolled. You can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with one of these foretelling rolls. You must choose to do so before the roll, and you can replace a roll in this way only once per turn. Each foretelling roll can be used only once. When you finish a long rest, you lose any unused foretelling rolls. Languages: Celestial, Common, Elvish, Infernal Weapons & Armors: Crossbow, Light, Dagger, Dart, Quarterstaff, Sling, no armor Feats: WarcasterYou have practiced casting spells in the midst of combat, learning techniques that grant you the following benefits: You have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage. You can perform the somatic components of spells even when you have weapons or a shield in one or both hands. When a hostile creature's movement provokes an opportunity attack from you, you can use your reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature. Racial & Background: ResearcherWhen you attempt to learn or recall a piece of lore, if you do not know that information, you often know where and from whom you can obtain it. Usually, this information comes from a library, scriptorium, university, or a sage or other learned person or creature. Your DM might rule that the knowledge you seek is secreted away in an almost inaccessible place, or that it simply cannot be found. Unearthing the deepest secrets of the multiverse can require an adventure or even a whole campaign. IC Bram felt powerless in this situation... and he hated it. It wasn't just that it was so utterly heartbreaking for Donavich, but Bram just knew he should do better, have some other solution. But, at the present moment, with their present knowledge, perhaps this was all they could do. Maybe, when they killed Strahd, Doru could be trusted with freedom. Maybe with the death of his master he'd turn mindless and need to be put down. There wasn't much more they could do for now. "I hope you can persevere through this hard time, Donavich," Bram said honestly. "As Giselle so elegantly said in her beautiful prayer, there is hope. Trust in the Morninglord, do what you can for Doru, and we'll do the rest." Then Bram was eager to get moving. He helped in whatever way he could with the funerals. He had no idea how funerals were conducted in this strange plane of existence, so he was actually interested in finding out. Religion had helped him come to terms with some traumatic events of his childhood and since then he had reserved a healthy appetite for academic interest in the various gods and beliefs that he had come in contact with. This was both a learning opportunity as well as a chance for him to connect with his own religious needs. OOC Move: n/a Action: n/a Bonus Action: n/a Item Interaction: n/a Reaction: n/a
  9. Bhalgurn Frostmead - Dwarf Barbarian AC: 15/17 (Heedless/shield) | HP: 62/68 | HD: 7/7d12 | Initiative: +1 | PP: 14 | Rages: 4/4 | DM Inspiration: 0/1 | Javelins: 10/10 "Well, you're alive," Bhalgurn said joyfully. "And if whatever ya saw on that chair inspires one o' yer ballads, then it was probably worth it. Anyways, if we're goin' ta explore this place, might as well get ta it." Bhalgurn started by heading into the cellar to inspect the storage containers and the workbench. He hoped there would be something that might offer a hint on where on this planet they might need to go to find out more about the Dawnbringer. At the very least, they could learn a bit about this forgotten civilization. Either way would make for an interesting afternoon. Mechanics Main Hand: None Off Hand: None Action: none Bonus Action: None Move: None Manipulate: None. Free: Speech.
  10. Bramzoz Nannin HP: 20/20 AC: 12Natural, unarmored, no mage armor or shield./15Mage armor, no shield spell./17Natural, unarmored, with the shield spell. /20Mage Armor, with Shield Spell Init: +2 PP: 13 Speed: 30 Spell Slots: 4/4lvl1, 2/2lvl2 Arcane Recovery: 1/1 : 15/1 Snips HP: 1/1 AC: 11 Init: +1 PP: 13 Speed: 5 ft. , fly 30 ft. FlybyThe owl doesn't provoke opportunity attacks when it flies out of an enemy's reach. Keen Hearing and SightThe owl has advantage on Wisdom (Perception) checks that rely on hearing or sight. Features Class Features: SpellcastingAs a student of arcane magic, you have a spellbook containing spells that show the first glimmerings of your true power. See Spells Rules for the general rules of spellcasting and the Spells Listing for the wizard spell list. Cantrips At 1st level, you know three cantrips of your choice from the wizard spell list. You learn additional wizard cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Wizard table. Spellbook At 1st level, you have a spellbook containing six 1st-level wizard spells of your choice. Your spellbook is the repository of the wizard spells you know, except your cantrips, which are fixed in your mind. Preparing and Casting Spells The Wizard table shows how many spell slots you have to cast your wizard spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. You prepare the list of wizard spells that are available for you to cast. To do so, choose a number of wizard spells from your spellbook equal to your Intelligence modifier + your wizard level (minimum of one spell). The spells must be of a level for which you have spell slots. For example, if you’re a 3rd-level wizard, you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination, chosen from your spellbook. If you prepare the 1st-level spell magic missile, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells. You can change your list of prepared spells when you finish a long rest. Preparing a new list of wizard spells requires time spent studying your spellbook and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per spell level for each spell on your list. Spellcasting Ability Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus + your Intelligence modifier Spell attack modifier = your proficiency bonus + your Intelligence modifier 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. Spellcasting Focus You can use an arcane focus (see the Adventuring Gear section) as a spellcasting focus for your wizard spells. Learning Spells of 1st Level and Higher Each time you gain a wizard level, you can add two wizard spells of your choice to your spellbook for free. Each of these spells must be of a level for which you have spell slots, as shown on the Wizard table. On your adventures, you might find other spells that you can add to your spellbook (see the “Your Spellbook” sidebar)., Arcane RecoveryYou 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., Arcane Tradition: DivinationWhen you reach 2nd level, you choose an arcane tradition, shaping your practice of magic through one of eight schools: Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, Necromancy, or Transmutation. The School of Evocation is detailed at the end of the class description, and more choices are available in other sources. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level., Divination SavantBeginning when you select this school at 2nd level, the gold and time you must spend to copy a divination spell into your spellbook is halved., PortentStarting at 2nd level when you choose this school, glimpses of the future begin to press in on your awareness. When you finish a long rest, roll two d20s and record the numbers rolled. You can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with one of these foretelling rolls. You must choose to do so before the roll, and you can replace a roll in this way only once per turn. Each foretelling roll can be used only once. When you finish a long rest, you lose any unused foretelling rolls. Languages: Celestial, Common, Elvish, Infernal Weapons & Armors: Crossbow, Light, Dagger, Dart, Quarterstaff, Sling, no armor Feats: WarcasterYou have practiced casting spells in the midst of combat, learning techniques that grant you the following benefits: You have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage. You can perform the somatic components of spells even when you have weapons or a shield in one or both hands. When a hostile creature's movement provokes an opportunity attack from you, you can use your reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature. Racial & Background: ResearcherWhen you attempt to learn or recall a piece of lore, if you do not know that information, you often know where and from whom you can obtain it. Usually, this information comes from a library, scriptorium, university, or a sage or other learned person or creature. Your DM might rule that the knowledge you seek is secreted away in an almost inaccessible place, or that it simply cannot be found. Unearthing the deepest secrets of the multiverse can require an adventure or even a whole campaign. IC The conversation was difficult to listen to. Doru's recent life has been a tragedy; there is no question. But, if he was a thrall to Strahd, they couldn't trust his words. Even if every word that Doru spoke was true, there was still the distinct possibility that the words were spoken at the behest of Strahd and had an alterior motive. Bram did sympathize with Doru, but at the end of the day, what he said just couldn't be trusted. He wanted to believe they would be facing a weaker, injured Strahd than Doru and the Archmage had faced, but they had no way of knowing if that was true. The Archmage story had at least been partially verified by the locals, so all they really knew was that Strahd had bested a wizard many times more powerful than Bram himself, along with a local militia. All they really knew was that they were embarking on a most dangerous path. As the conversation progressed, Bram 's musings were interrupted by Joliet's question about possible fodder that they could feed Doru. The thought of feeding a sentient creature to a vampire was sickening, but if they were already slated for death, what was the difference? Bram would just make sure not to watch. "I believe the saying goes: 'Waste not, want not,'" he said. "If some sick fool is to be executed, might as well let Doru clear his head a bit with a good meal. However, I don't take Barovia to be a place that has many people awaiting the headaman's axe. This feels like the type of place that gets that sort of job done as soon as it arises. If there are none on death row, perhaps we could find some large rats instead?" OOC Move: n/a Action: n/a Bonus Action: n/a Item Interaction: n/a Reaction: n/a
  11. Bhalgurn Frostmead - Dwarf Barbarian AC: 15/17 (Heedless/shield) | HP: 62/68 | HD: 7/7d12 | Initiative: +1 | PP: 14 | Rages: 4/4 | DM Inspiration: 0/1 | Javelins: 10/10 Bhalgurn helped to steady Kutaeg as he is freed from his stupor. When he reached for water, Bhalgurn was there to hand him his waterskin. "Wha' possessed ya ta just up and sit in the damn thin'?" the defender asked incredulously. Between the two of them, Bhalgurn was usually the more reckless. Mechanics Main Hand: None Off Hand: None Action: History check to see if Bhalgurn knows any old stories about haunted houses. Bonus Action: None Move: None Manipulate: None. Free: Speech.
  12. Bhalgurn Frostmead - Dwarf Barbarian AC: 15/17 (Heedless/shield) | HP: 62/68 | HD: 7/7d12 | Initiative: +1 | PP: 14 | Rages: 4/4 | DM Inspiration: 0/1 | Javelins: 10/10 It seemed they wouldn't be able to find an "off" button for this issue. "Well, I'm not seein' anythin' ta help us here," Bhalgurn said, scratching his head with a confused look on his face. "Let's try yer other idea. Have Gundin try slappin' him ta see if that'll raise him. If that doesn't work, I can take my axe ta the chair, see if it's destruction stops the magic?" Bhalgurn began to think of all the stories he knew about haunted houses to see if they had any insight into their situation. Mechanics Main Hand: None Off Hand: None Action: History check to see if Bhalgurn knows any old stories about haunted houses. Bonus Action: None Move: None Manipulate: None. Free: Speech.
  13. That's awesome! Congrats!! Yeah, in my game, the PCs are level 15 (from 1), and while i'd love to get them to 20, they already feel godlike enough at 15, haha. They still have a bit of the mystery to unravel, so we'll see! We play roll20, 2 of us are in Northern California, and 3 of us are in Southern California, so I have big dreams of a cabin trip where we all meet up in person and play the finale over the course of a couple days... but we'll see if life gets in the way, haha.
  14. Bramzoz Nannin HP: 20/20 AC: 12Natural, unarmored, no mage armor or shield./15Mage armor, no shield spell./17Natural, unarmored, with the shield spell. /20Mage Armor, with Shield Spell Init: +2 PP: 13 Speed: 30 Spell Slots: 4/4lvl1, 2/2lvl2 Arcane Recovery: 1/1 : 15/1 Snips HP: 1/1 AC: 11 Init: +1 PP: 13 Speed: 5 ft. , fly 30 ft. FlybyThe owl doesn't provoke opportunity attacks when it flies out of an enemy's reach. Keen Hearing and SightThe owl has advantage on Wisdom (Perception) checks that rely on hearing or sight. Features Class Features: SpellcastingAs a student of arcane magic, you have a spellbook containing spells that show the first glimmerings of your true power. See Spells Rules for the general rules of spellcasting and the Spells Listing for the wizard spell list. Cantrips At 1st level, you know three cantrips of your choice from the wizard spell list. You learn additional wizard cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Wizard table. Spellbook At 1st level, you have a spellbook containing six 1st-level wizard spells of your choice. Your spellbook is the repository of the wizard spells you know, except your cantrips, which are fixed in your mind. Preparing and Casting Spells The Wizard table shows how many spell slots you have to cast your wizard spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. You prepare the list of wizard spells that are available for you to cast. To do so, choose a number of wizard spells from your spellbook equal to your Intelligence modifier + your wizard level (minimum of one spell). The spells must be of a level for which you have spell slots. For example, if you’re a 3rd-level wizard, you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination, chosen from your spellbook. If you prepare the 1st-level spell magic missile, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells. You can change your list of prepared spells when you finish a long rest. Preparing a new list of wizard spells requires time spent studying your spellbook and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per spell level for each spell on your list. Spellcasting Ability Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus + your Intelligence modifier Spell attack modifier = your proficiency bonus + your Intelligence modifier 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. Spellcasting Focus You can use an arcane focus (see the Adventuring Gear section) as a spellcasting focus for your wizard spells. Learning Spells of 1st Level and Higher Each time you gain a wizard level, you can add two wizard spells of your choice to your spellbook for free. Each of these spells must be of a level for which you have spell slots, as shown on the Wizard table. On your adventures, you might find other spells that you can add to your spellbook (see the “Your Spellbook” sidebar)., Arcane RecoveryYou 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., Arcane Tradition: DivinationWhen you reach 2nd level, you choose an arcane tradition, shaping your practice of magic through one of eight schools: Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, Necromancy, or Transmutation. The School of Evocation is detailed at the end of the class description, and more choices are available in other sources. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level., Divination SavantBeginning when you select this school at 2nd level, the gold and time you must spend to copy a divination spell into your spellbook is halved., PortentStarting at 2nd level when you choose this school, glimpses of the future begin to press in on your awareness. When you finish a long rest, roll two d20s and record the numbers rolled. You can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with one of these foretelling rolls. You must choose to do so before the roll, and you can replace a roll in this way only once per turn. Each foretelling roll can be used only once. When you finish a long rest, you lose any unused foretelling rolls. Languages: Celestial, Common, Elvish, Infernal Weapons & Armors: Crossbow, Light, Dagger, Dart, Quarterstaff, Sling, no armor Feats: WarcasterYou have practiced casting spells in the midst of combat, learning techniques that grant you the following benefits: You have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage. You can perform the somatic components of spells even when you have weapons or a shield in one or both hands. When a hostile creature's movement provokes an opportunity attack from you, you can use your reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature. Racial & Background: ResearcherWhen you attempt to learn or recall a piece of lore, if you do not know that information, you often know where and from whom you can obtain it. Usually, this information comes from a library, scriptorium, university, or a sage or other learned person or creature. Your DM might rule that the knowledge you seek is secreted away in an almost inaccessible place, or that it simply cannot be found. Unearthing the deepest secrets of the multiverse can require an adventure or even a whole campaign. IC Watching Tamu's ritual was a pleasant experience for Bram. Despite the chill he felt, his excitement was evident, pleased to be witnessing other forms of magic from other sources. He made a note to discuss with the woman later. He had more important things to direct his attention to at the moment. Bram entered the area a few paces behind Dyna, intrigued with how this conversation will play out. He was glad Joliet was speaking; if he had the task of chatting up a vampire spawn, he'd be more likely to trip over his tongue than get anything useful. Unconsciously, he began tracing some of the carvings on his staff as he listened, his nerves heightened and showing. Snips snipped his ear, sensing the tension. Bram winced, not wanting to audibly express his pain, and he gave the spirit a look of annoyance that quickly melted to fondness. "Get yourself some place out of the way," he said telepathically to his companion. "Be ready to perform your distraction duties if need be, but stay safe!" OOC Move: n/a Action: n/a Bonus Action: n/a Item Interaction: n/a Reaction: n/a
  15. Bhalgurn Frostmead - Dwarf Barbarian AC: 15/17 (Heedless/shield) | HP: 62/68 | HD: 7/7d12 | Initiative: +1 | PP: 14 | Rages: 4/4 | DM Inspiration: 0/1 | Javelins: 10/10 Bhalgurn wasted no time pointing out what he discovered in the cellar to his new companion. "Like gods damned will o' the whisps or somethin'," he said to the inventor. "Let me try ta measure where the whisps are formin' down below, see if ya can find anythin' interestin'." Bhalgurn began moving around and trying to help Grommash with whatever he was going to do next. Mechanics Main Hand: None Off Hand: None Action: My poor attempt at trying to take the help action to assist Grommash with his investigation check. Bonus Action: None Move: None Manipulate: None. Free: Speech.
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