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  1. Thank you! That is really good information to know and definitely makes his upraising make sense in more ways than just "He looked different." I will definitely keep that in mind and probably do some bookkeeping here in this thread to change some of those keywords that make more sense for the setting. I did some reading of the setting but ill definitely have to dive in to the Lands of Elissar thread!
  2. SEYETH Aasimar Adept 1 AC: 17 | HP: 10/10 | Maneuver DC: 14 | Passive Perception/Insight: 15/15 Celestial Legacy: 1/1 | DM Inspiration: 1/1 "Speech should always be in quotes and in bold." Thoughts should be in italics Mechanics Main Hand: Empty Off Hand: Empty Action: Your action goes here. Bonus Action: Your bonus action goes here. Move: Your movement goes here. Manipulate: Your one free object interaction goes here.
  3. SEYETH Aasimar Adept 1 Age 26 Height 6 feet 2 inches Weight 215 pounds Size Medium Culture Lone Wanderer Background: Scrapper VITALS HIT POINTS 10 HIT DICE 1 (1d8+2) ARMOR CLASS 17 (Agile Defense) SPEED 30 ft. MANEUVER DC 12 PERCEPTION 10 (passive) IMMUNITIES None INSIGHT 10 (Passive) RESISTANCES Radiant VULNERABLE None SKILLS & SAVES STRENGTH 10 (0) Athletics* +2 STR Save* +2 DEXTERITY 18 (+4) Acrobatics* +6, Sleight of Hand +4, Stealth* +6 Dexterity Save* +6 CONSTITUTION 14 (+2) Constitution Save +2 INTELLIGENCE 12 (+1) Arcana +1, Engineering +1, History* +3, Investigation +1, Nature +1, Religion +1 Intelligence Save +1 WISDOM 16 (+3) Animal Handling +3, Culture* +5, Insight* +5, Medicine +3, Perception* +5, Survival* +5 Wisdom Save +1 CHARISMA 11 (+0) Deception +0, Intimidation +0, Performance +0, Persuasion +0 Charisma Save +0 * Denotes Proficiency (denotes expertise) PROFICIENCIES & LANGUAGES Armor None Weapons Simple weapons, punching daggers, shortswords, throwing daggers Tools Thieves’ tools Senses Darkvision 60 ft. Languages Common, Celestial, Dwarvish, Elvish CLASS & ARCHTYPE: Ghostly Soul "Adepts are living weapons and athletes that have trained their bodies and honed their minds to perfection. This process endows them with considerable mental power and an unusual understanding of the self." Agile Defense (Adept Lvl 1). While you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier. Martial Arts (Adept Lvl 1). At 1st level, your trail to perfection gives you mastery of combat styles that use unarmed strikes and adept weapons, which are quarterstaffs, punching daggers, shortswords, and any simple melee weapons that don’t have the two-handed or heavy property. You gain the following benefits while you are unarmed or wielding only adept weapons and you aren’t wielding a shield: - You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and adept weapons. - You can roll a d4 in place of the normal damage of your unarmed strike or adept weapon. This die changes as you gain adept levels, as shown in the Martial Arts column of the Adept table. - When you use the Attack action with an unarmed strike or an adept weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven’t already taken a bonus action this turn. www.levelup5e.com EQUIPMENT backpack, a crowbar, a hammer, 10 pitons, 10 torches, a tinderbox, 10 Supply, a waterskin, a Masterwork Quarterstaff, and 50 feet of hempen rope Maximum Supply: 10 Maximum Bulk: 1 BACKGROUND: SCRAPPER Connection. Marsica Newgot, an older female halfling street urchin whom he would often provide protection to free of charge in exchange for someone to talk to. Memento. The letter he received from Marsica Newgot thanking him for fighting off a group of toughs trying to extort her. Draw a Crowd. When Seyeth is fighting in a public area, he draws a crowd excited by the combat. If he wins the fight, he can earn enough to support himself for the next week: the bigger the settlement, the higher his standard of living, up to a moderate lifestyle in a city. Additionally, if he's fought in a settlement before, he gains an expertise die on Intimidation or Persuasion checks against locals from that settlement. DESTINY: REVENGE Seyeth seeks revenge on the marauders who attacked his village and killed the only friend he had ever made. The memory of being too weak to help as he watched others get slaughtered haunts him, he hopes getting his vengeance can take them away. SOURCE OF INSPIRATION Served Cold. Seyeth gains inspiration whenever he outwits a foe without the use of Deception or Persuasion checks. FULLFILLMENT FEATURE Retaliatory Reputation. While Seyeth is not incapacitated, he can use a bonus action to direct a threatening stare at any hostile creature within 20 feet of him. The creature must make a Wisdom saving throw with a DC equal to his passive Intimidation score. On a failure, the creature is frightened until the end of its next turn. A creature that succeeds on its saving throw is immune to his Retaliatory Reputation for the next 24 hours. INSPIRATION FEATURE Cloak and Dagger. As a reaction, Seyeth may spend his inspiration and undo any consequences of a failed check whenever he or an ally he can see fails a Sleight of Hand or Stealth check. WEALTH COIN POUCH Copper: 0 | Silver: 0 | Electrum: 0 | Gold: 18 | Platinum: 0 BANKED COIN Copper: 0 | Silver: 0 | Electrum: 0 | Gold: 0 | Platinum: 0 ITEMS OF VALUE (Gems, Art, Jewelry, etc.) 1. 2. 3. MAGIC ITEMS ATTUNED ITEMS (Maximum of 3) 1. 2. 3. NON-ATTUNED ITEMS 1. 2. 3. CONSUMABLES 1. 2. 3. COMBAT Action Bonus Action Reaction ATTACKS Masterwork Quarterstaff +6 to hit; reach 5 ft; one target; 6 (1d6+4) bludgeoning damage. Parrying. When Seyeth is wielding this weapon and is not using a shield, once before his next turn he can gain an expertise die to his AC against a single melee attack made against him by a creature he can see. He cannot use this property while incapacitated , paralyzed , rattled , restrained , or stunned . Two-Handed. Seyeth must use two hands to wield this weapon. Unarmed Strike (offhand) +6 to hit; range 5 ft; one target; 5 (1d4+4) bludgeoning damage. SPELLCASTING Caster Level 0 | Spell Casting Ability Charisma | Spell Save DC 0 | Spell Attack +0 CANTRIPS (Click the spell for more information) GuidanceCasting Time: 1 Action Range: Touch Target: One willing creature Components: V, S Duration: Concentration ( 1 minute ) The target may gain an expertise die to one ability check of its choice, ending the spell. The expertise die can be rolled before or after the ability check is made. (V, S). Combat Maneuvers None. FEATS & FEATURES Celestial Legacy. Seyeth knows the guidance cantrip. In addition, he can use an action to touch a willing creature and restore a number of hit points equal to his level. Once he uses this trait, he must finish a long rest before doing so again. Divine Protection. Seyeth has resistance to radiant damage. Immortal Blessing. Seyeth's connection with the source of his bloodline allows him to cheat death. When he would ordinarily be reduced to zero hit points, he is instead reduced to one hit point. He cannot use this feature again until he has finished a long rest. APPEARANCE Seyeth exhibits a luminous, golden skin that seems to faintly radiate light, especially under direct sunlight. His eyes are a deep, dark purple, almost appearing black in low light, giving him a penetrating and intense gaze. His physique is lean yet muscular, a testament to years of rigorous training and the hardships of the road. What was once a robe is missing its top half, leaving his bare chest exposed. His burgundy pants are belted at the waist with a rough-spun rope, and his feet are clad in worn leather boots, suited for long journeys. Around Seyeth's neck flows an intricately knitted orange scarf, a symbol of friendship he received from an urchin he used to know. In his callous hands, he carries an exuberant staff, which doubles as both a walking aid and a formidable weapon, it and the scarf are the most well-kept items in his possession. His face is marked with the subtle lines of time and experience, bearing an expression of gruffness. He is quick with his words and even quicker in his movements. BACKSTORY Born to a small, secluded village in the Southmorland known for its superstitious and close-knit community, and raised in an orphanage after the loss of his parents. Seyeth's celestial appearance marked him from birth. His golden skin and dark purple eyes, while a sign of his divine heritage, only served to alienate him from his human peers. Viewed with a mix of awe and fear, young Seyeth quickly learned the harsh realities of being different. As bullying became a part of his daily life, he turned to his innate strength and agility, developing skills in street fighting as a means of self-defense. Seyeth’s prowess in physical combat did not go unnoticed for long. By his early teens, he was drawn into the gritty world of pit fights and underground fighting rings. These brutal arenas served as both a proving ground and a harsh school, where Seyeth honed his skills against a backdrop of cheers and jeers, learning to enhance his mental focus, mastering his emotions, and tapping into the supernatural abilities that his celestial lineage afforded him. It was in these tumultuous years that Seyeth’s path crossed with Marsica Newgot, a halfling street urchin with a sharp tongue and a shrewd mind. Marsica, often a target for local ruffians and criminals due to her size and old age, found a protector in Seyeth. In return, she offered him companionship and a listener to his deeper thoughts and dreams—a rare gift for the lonely Aasimar. Their friendship deepened over the years, providing Seyeth with a semblance of family. They would often exchange letters The peaceful interlude of their friendship ended abruptly when their town was raided by marauders. In the chaos, Marsica was slain—her death a devastating blow to Seyeth. The attack left the town in ruins and Seyeth without a home or purpose, save for vengeance and a deep-seated sorrow. With nothing but memories of Marsica and a desire to escape his past, Seyeth took to the road. His reputation as a formidable fighter preceded him, and he found no shortage of demand for his skills in staged fights across various towns. This nomadic life, while providing him with the means to survive, also served as a meditative journey, allowing Seyeth to explore the depths of his abilities and philosophy as an adept. Seyeth would still be visited by nightmares though. Haunted by the brutal loss of Marsica, he became fixated on tracking down the leader of the marauders—a man distinguished by a gruesome scar that slashes across his entire face. This scar, a vivid and brutal swath from brow to jaw, serves as a burning image in Seyeth's mind, a symbol of the cruelty and chaos that took Marsica from him. And the only identifier Seyeth remembers from the fateful night. In each new town, Seyeth's first stop is often the local taverns and fighting pits where mercenaries and rogues gather. Using his reputation as a formidable fighter and a man of few words, he earns the trust of locals and fellow travelers, subtly probing for any news or rumors about the scarred man. His inquiries are careful, and calculated to avoid drawing too much attention to his personal vendetta. His travels have now brought him to Hengistbury, and the infamous Bleeding Heart Tavern, a popular spot for mercenaries and adventurers. Here, Seyeth seeks not only to make a living but perhaps to find any new clues of the scarred man's whereabouts or identity, as he continues to wrestle with his inner demons and the loneliness that has dogged his steps since Marsica's death.
  4. Oluja Sturmborn Shield-Maiden of Perun, Thunder Wielder "Trust in the cruelty of the storm, I will bring its beauty upon our enemies." Paladin 5 Medium humanoid female Air Genasi, Neutral Good Armor Class 19 Hit Points 49 ( 5d10 + 15 ) Speed 35' ft. Senses darkvision, passive perception 11. Languages common, celestial Proficiency Bonus +3 ABILITIES & SKILLS Proficiency Bonus: +3 Strength 16 (+3) Save +3 Athletics +6 Dexterity 8 (-1) Save -1 Acrobatics -1 | Sleight of Hand -1 | Stealth -1 Constitution 16 (+3) Save +6 No skills associated. Intelligence 10 (+0) Save +0 Arcana +0 | History +3 | Investigation +0 | Nature +0 | Religion +3 Wisdom 12 (+1) Save +4 Animal Handling +1 | Insight +1 | Medicine +1 | Perception +1 | Survival +1 Charisma 14 (+2) Save +5 Deception +2 | Intimidation +5 | Performance +2 | Persuasion +2 (E) denotes expertise. / Bold denotes proficiency. PROFICIENCIES & ABILITIES PROFICIENCIES Tools Three-Dragon Ante Set, Woodcarver's Instruments none. Weapons Martial Weapons, Simple Weapons Armors Heavy Armor, Light Armor, Medium Armor, Shields PALADIN CLASS ABILITIES Divine SenseThe presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell. You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses. | Lay on HandsYour blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your paladin level × 5. As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool. Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one. This feature has no effect on undead and constructs. | Dueling Fighting StyleWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon. | Spell CastingBy 2nd level, you have learned to draw on divine magic through meditation and prayer to cast spells as a cleric does. See Spells Rules for the general rules of spellcasting and the Spells Listing for the paladin spell list. Preparing and Casting Spells The Paladin table shows how many spell slots you have to cast your paladin spells. To cast one of your paladin spells of 1st level or higher, 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 paladin spells that are available for you to cast, choosing from the paladin spell list. When you do so, choose a number of paladin spells equal to your Charisma modifier + half your paladin level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots. For example, if you are a 5th-level paladin, you have four 1st-level and two 2nd-level spell slots. With a Charisma of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, 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 paladin spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list. Spellcasting Ability Charisma is your spellcasting ability for your paladin spells, since their power derives from the strength of your convictions. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a paladin spell you cast and when making an attack roll with one. Spell save DC = 13 Spell attack modifier = 5 Spellcasting Focus You can use a holy symbol (see the Adventuring Gear section) as a spellcasting focus for your paladin spells. | Divine HealthBy 3rd level, the divine magic flowing through you makes you immune to disease. | Divine SmiteStarting at 2nd level, when you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon’s damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend, to a maximum of 6d8. | Channel DivinityStorm Strike. As an action, you can use your Channel Divinity to infuse a ranged or thrown weapon you are holding with the wrath of a storm god. Make a ranged weapon attack as normal. In addition to the weapon attack, you create a line of lightning 5 feet wide and 60 feet long, beginning at you and extending straight toward the target. If the target is less than 60 feet from you, the line of lightning extends beyond it. Each creature in the line takes 2d10 + your paladin level lightning damage, or half damage with a successful Dexterity saving throw. If your ranged or thrown weapon attack hits, the target has disadvantage on its saving throw. Turn the Unclean. As an action, you present your holy symbol and utter a war cry, using your Channel Divinity. Each aberration or fiend within 30 feet of you that can see or hear you must make a successful Wisdom saying throw or be turned for 1 minute or until it takes damage. Channel Divinity: Storm Strike: 1 Action Channel Divinity: Turn the Unclean: 1 Bonus Action RACIAL TRAITS DarkvisionAccustomed 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. | Unending BreathYou can hold your breath indefinitely while you’re not incapacitated. | Lightning ResistanceYou have resistance to lightning damage. | Mingle with the WindYou know the shocking grasp cantrip. Starting at 3rd level, you can cast the feather fall spell with this trait, without requiring a material component. Starting at 5th level, you can also cast the levitate spell with this trait, without requiring a material component. Once you cast feather fall or levitate with this trait, you can’t cast that spell with it again until you finish a long rest. You can also cast either of those spells using any spell slots you have of the appropriate level. Charisma is your spellcasting ability for these spells. FEATS Resilient (Con)Choose one ability score. You gain the following benefits: Increase the chosen ability score by 1, to a maximum of 20. You gain proficiency in saving throws using the chosen ability. WEAPONS WEAPONS +1 Warhammer +7 to hit for (1d8+6) bludgeoning, magic damage. | Finesse Dagger +6 to hit for (1d4+5) piercing damage. | Finesse, light, thrown (20/60) Javelin +6 to hit for (1d6+5) piercing damage. | Simple, thrown, range (30/120) SPELLS SPELL SLOTS 4/4 (1st), 2/2 (2nd) Paladin - Spell Save DC: 13 | Spell Attack Mod: +5 | Spells Known: 4 FIRST LEVEL (Paladin) Compelled Duel1st-level enchantment Casting Time: 1 bonus action Range: 30 feet Components: V Duration: Concentration, up to 1 minute You attempt to compel a creature into a duel. One creature that you can see within range must make a Wisdom saving throw. On a failed save, the creature is drawn to you, compelled by your divine demand. For the duration, it has disadvantage on attack rolls against creatures other than you, and must make a Wisdom saving throw each time it attempts to move to a space that is more than 30 feet away from you; if it succeeds on this saving throw, this spell doesn’t restrict the target’s movement for that turn. The spell ends if you attack any other creature, if you cast a spell that targets a hostile creature other than the target, if a creature friendly to you damages the target or casts a harmful spell on it, or if you end your turn more than 30 feet away from the target.(B,C) | Thunderous Smite1st-level evocation Casting Time: 1 bonus action Range: Self Components: V Duration: Concentration, up to 1 minute The first time you hit with a melee weapon attack during this spell’s duration, your weapon rings with thunder that is audible within 300 feet of you, and the attack deals an extra 2d6 thunder damage to the target. Additionally, if the target is a creature, it must succeed on a Strength saving throw or be pushed 10 feet away from you and knocked prone.(B,C) | Heart to Heart1st-level necromancy Casting Time: 1 action Range: Touch Components: V, S, M (a drop of your blood) Duration: 1 hour For the duration, you and the creature you touch remain stable and unconscious if one of you is reduced to 0 hit points while the other has 1 or more hit points. If you touch a dying creature, it becomes stable but remains unconscious while it has 0 hit points. If both of you are reduced to 0 hit points, you must both make death saving throws, as normal. If you or the target regain hit points, either of you can choose to split those hit points between the two of you if both of you are within 60 feet of each other.* SECOND LEVEL (Paladin) Branding Smite2nd-level evocation Casting Time: 1 bonus action Range: Self Components: V Duration: Concentration, up to 1 minute The next time you hit a creature with a weapon attack before this spell ends, the weapon gleams with astral radiance as you strike. The attack deals an extra 2d6 radiant damage to the target, which becomes visible if it is invisible, and the target sheds dim light in a 5-foot radius and can’t become invisible until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the extra damage increases by 1d6 for each slot level above 2nd.(B,C) * Denotes a Midgard spell. / (C) Denotes concentration. / (R) Denotes reaction spell. / (B) Denotes bonus action spell. EQUIPMENT & ENCUMBERANCE TOTAL ENCUMBERANCE (145.99 lbs.) Weight: 145.99 lbs. / 240 lbs. max. (15 x STR Score) Status: Unencumbered Penalty: None MONEY POUCH (3.94 lbs.) Copper: 0 | Silver: | Gold: 197 | Obsidian: | Platinum: 0 (197 Coins x .02 lbs. = 3.94 lbs. Total Weight) EQUIPEMENT READIED (80.5 lbs.) Equipped items can be retrieved with a manipulate item interaction. Armor (66 lbs.) Splint Armor - 60 lbs. | Shield - 6 lbs. Weapons (13 lbs.) +1 Warhammer - 2 lbs. | Dagger - 1 lb. | Javellin - 10 lbs. Readied Items (2.5 lbs.) Holy Symbol - 1 lbs. | Potion of Healing - 0.5 lb. EQUIPMENT STORED (62 lbs.) Stored items can be retrieved with an action. In Backpack (36 lbs.) Backpack - 5 lbs. | (2) Blocks of Incense | Rations - 30 lbs. | (10) Candles | Censer | Tinderbox - 1lbs. | Vestments Strapped to Backpack (26 lbs.) Waterskin - 5 lbs. | Silk Rope & Grappling Hook - 9 lbs. | Bedroll & Blanket - 10 lbs. | Longbow - 2 lbs. EQUIPMENT NOT CARRIED (--) At Home None. * Denotes magic item (see below) MAGIC ITEMS NON-ATTUNED ATTUNED (0/3) APPEARANCE Age 35 | Height 6' | Weight 165 lbs. | Hair Radiant Yellow | Eyes Bright Yellow | Complexion Fair As you gaze upon Oluja for the first time, your attention is immediately captured by her commanding presence. Standing tall at six feet, she exudes the aura of a seasoned warrior tempered by divine forces. Her skin is fair, almost ethereal, providing a stark contrast to her vivid, electric yellow eyes that seem to crackle with contained lightning. Oluja's hair is a mesmerizing spectacle in itself—Radiant Yellow, it flows and whips around her head and shoulders as if caught in a perpetual gust of wind. This supernatural breeze that seems to follow her accentuates her otherworldly nature as an Air Genasi. Her hair frames a face marked by sharp, elegant features and an expression that balances stern resolve with a serene confidence. Her physique is both athletic and statuesque, indicative of her rigorous training and the strength required to wield her sacred powers. Her armor, adorned with motifs of thunder and stormy skies, clings to her form, enhancing her imposing figure without hindering her grace. The armor itself seems to shimmer with a subtle glow, hinting at its enchanted nature and the divine protection it offers. As she moves, there's a fluidity and assurance in her step—a warrior in tune with the elements and her own considerable power. To behold Oluja is to see the embodiment of the storm's might and the calm that follows, a duality that defines her essence as a paladin of Perun. BACKGROUND Amazon of Perunalia Source Midgard Personality Traits: Anyone who fights with skill deserves my respect, men and women alike. My nerve is as steady as an arrow’s flight. Ideals: Fairness. I treat everyone in an even-handed manner until they prove themselves unworthy. Bonds: My bow is a family heirloom and a symbol of my house. Flaws: I’ll never admit a fault to a man, and only rarely to another woman. Background Feature: Bred to the Bow: The care you show to your bow and arrows is unsurpassed. If you spend 1 hour maintaining your weapons and ammunition, for the next 24 hours you can recover all arrows that miss their target by spending 1 minute searching at the end of an encounter. Further, you decorate your arrows with colored fletching that denotes your rank among the amazons. You begin at the lowest rank with white fletching. Every 4 levels, you advance to the next color: green, blue, black, and finally red. You can expect deference and respect from any amazon you outrank, just as you are expected to defer to an amazon who outranks you. BACKSTORY Early Life Born under the tumultuous skies of the Amazon of Perunalia, Oluja’s birth was marked by an extraordinary meteorological event—a fierce storm that cleared as suddenly as it had arrived, which the local seers interpreted as an omen of her destined path. Raised in the matriarchal society of Perunalia, a land revered for its powerful female warriors and deep spiritual connections, Oluja grew up surrounded by tales of heroism and the divine acts of Perun, the God of War and Thunder. From a young age, she was immersed in the rigorous training typical of Perunalian Amazons, mastering archery as her first rite of passage. However, her unique connection to the air around her—being able to sense changes in pressure and mood—set her apart. This affinity was not just physical but spiritual, guiding her towards a deeper calling. The Oath and Divine Intervention As she matured, Oluja felt a profound connection to the storms that frequently swept through her homeland. During one such tempest, she ventured alone into the heart of the storm, driven by an inexplicable pull. At the storm’s peak, she experienced a vision of Perun, who spoke of a path laid out for her beyond the traditional duties expected of her as an Amazon. Inspired and humbled, she took the Oath of Thunder, dedicating herself to Perun and vowing to wield the storm's might to protect and rejuvenate her people. Paladin of Perun Oluja’s training as a paladin began under the tutelage of the Storm Priestesses of Perunalia. She learned to channel her divine powers, focusing on protection and rebirth. Her ability to manipulate the winds and call upon the thunder became signatures of her combat style, earning her a revered place among her people. Protector and Emissary Recognized for her prowess and wisdom, Oluja was soon tasked with not only defending Perunalia but also representing it in the wider world. Her missions have taken her across lands and seas, where she has forged alliances and faced adversaries that threatened her homeland and the balance of the natural world. Her journeys have also been quests for knowledge, seeking ancient relics and texts that hold the secrets to further harnessing her elemental powers. Current Challenges Recently, Oluja’s has been traveling with a group of her companions searching for the location of the legendary Rultmoork spire. The realization that they might be on the brink of rediscovering a lost site of great power and historical significance fuels her resolve as she trudges ever onward.
  5. Name: Illian Drakar | Class: Wizard | Level: 1 | AC: 14 | HP: 2 | Prof: +2 Saves: Str +1, Dex +1, Con +2, Int +2, Wis +0, Cha +1 Arcane RecoveryOnce per day when you finish a short rest, you can choose expended spell slots to recover - up to a combined level of 1, and none of the slots can be 6th level or higher., Spell CastingYou can cast prepared wizard spells using INT as your spellcasting modifier (Spell DC 12, Spell Attack +4) and wizard spells in your spellbook as rituals if they have the ritual tag. You can use an arcane focus as a spellcasting focus. Attacks: DaggerProficient: Yes Attack Type: Melee Reach: 5ft. Range: 20ft./60ft. Damage: 1d4+1 Damage Type: Piercing Weight: 1lb. Cost: 2 GP Properties: Finesse, Light, Thrown, Fire BoltCasting Time: 1 action Range/Area: 120ft. Components: V, S Duration: Instantaneous You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried. This spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). Passive: Perception-10 | Investigation-10 | Insight-14 Elemental Adept (Fire)Spells you cast ignore resistance to fire damage, and when you roll damage for a spell you cast that deals fire damage, you can treat any 1 on a damage die as a 2. Illian had tried to gather the bears attention by flailing around and when that failed he decided to disengage and move to a better position. He heard Set call for a way to lock the undead beast down but Illian had no means to do that. Instead he needed space away from the beast so he could weave his magic without possible interruption. Actions Actions: Disengage - Move from N10 to O7 Bonus Actions: Reactions: Class Features: Arcane Recovery
  6. Name: Illian Drakar | Class: Wizard | Level: 1 | AC: 14 | HP: 8 | Prof: +2 Saves: Str +1, Dex +1, Con +2, Int +2, Wis +0, Cha +1 Arcane RecoveryOnce per day when you finish a short rest, you can choose expended spell slots to recover - up to a combined level of 1, and none of the slots can be 6th level or higher., Spell CastingYou can cast prepared wizard spells using INT as your spellcasting modifier (Spell DC 12, Spell Attack +4) and wizard spells in your spellbook as rituals if they have the ritual tag. You can use an arcane focus as a spellcasting focus. Attacks: DaggerProficient: Yes Attack Type: Melee Reach: 5ft. Range: 20ft./60ft. Damage: 1d4+1 Damage Type: Piercing Weight: 1lb. Cost: 2 GP Properties: Finesse, Light, Thrown, Fire BoltCasting Time: 1 action Range/Area: 120ft. Components: V, S Duration: Instantaneous You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried. This spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). Passive: Perception-10 | Investigation-10 | Insight-14 Elemental Adept (Fire)Spells you cast ignore resistance to fire damage, and when you roll damage for a spell you cast that deals fire damage, you can treat any 1 on a damage die as a 2. Through the wave of flames one of the shambling creatures broke out of the fire, finding Illian off guard. Illian felt the creatures weight hit his body, the breath nearly taken out of his lungs as he stumbled backward. The undead had enough power to bypass his magic and Illian had little time to recover. Luck would seem to be on his side though as a an arrow from Falken's bow planted itself in the creatures head, dropping it dead at Illian's feet. Regaining his composure Illian ran a few feet back to the tree line and shot a bolt of his own at one of the undead that had taken some damage. "Foti Vleg" Illian spoke the incantation, using his hands and fingers to form an arcane symbol. A ball of fire no bigger than a baseball sparked to life in the space in front of his hands. In an instant it streaked forward towards the undead. Actions Actions: Cast Fire Bolt at C3 Move from M8 to N10 Bonus Actions: Reactions: Class Features: Arcane Recovery
  7. Name: Illian Drakar | Class: Wizard | Level: 1 | AC: 14 | HP: 8 | Prof: +2 Saves: Str +1, Dex +1, Con +2, Int +2, Wis +0, Cha +1 Arcane RecoveryOnce per day when you finish a short rest, you can choose expended spell slots to recover - up to a combined level of 1, and none of the slots can be 6th level or higher., Spell CastingYou can cast prepared wizard spells using INT as your spellcasting modifier (Spell DC 12, Spell Attack +4) and wizard spells in your spellbook as rituals if they have the ritual tag. You can use an arcane focus as a spellcasting focus. Attacks: DaggerProficient: Yes Attack Type: Melee Reach: 5ft. Range: 20ft./60ft. Damage: 1d4+1 Damage Type: Piercing Weight: 1lb. Cost: 2 GP Properties: Finesse, Light, Thrown, Fire BoltCasting Time: 1 action Range/Area: 120ft. Components: V, S Duration: Instantaneous You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried. This spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). Passive: Perception-10 | Investigation-10 | Insight-14 Elemental Adept (Fire)Spells you cast ignore resistance to fire damage, and when you roll damage for a spell you cast that deals fire damage, you can treat any 1 on a damage die as a 2. Illian heard the crack of thunder and watched one of the deadheads fall to the ground. The sudden blast shocked his senses and sent the zombies into a fury. Another one took a crossbow bolt and kept moving as the group surged towards Falken and the Kharlov. Illian clicked his teeth and broke from his cover, sprinting over he skidded to a stop on the slick grass. He positioned himself to the side of three of the zombies that had lined up perfectly for him. Illian splayed out his hands and pressed his thumbs together, aiming his outstretched fingers at the trio of zombies. "Ruq Soho!" Illian yelled as a gout of flames shot forth from his hands and toward the three zombies. Actions Actions: Move from O11 to M8 Cast Burning Hands 15-foot cone on zombies B3, C2, and D2. DC 12 Dex save for half damage. Bonus Actions: Reactions: Class Features: Arcane Recovery
  8. Name: Illian Drakar | Class: Wizard | Level: 1 | AC: 14 | HP: 8 | Prof: +2 Saves: Str +1, Dex +1, Con +2, Int +2, Wis +0, Cha +1 Arcane RecoveryOnce per day when you finish a short rest, you can choose expended spell slots to recover - up to a combined level of 1, and none of the slots can be 6th level or higher., Spell CastingYou can cast prepared wizard spells using INT as your spellcasting modifier (Spell DC 12, Spell Attack +4) and wizard spells in your spellbook as rituals if they have the ritual tag. You can use an arcane focus as a spellcasting focus. Attacks: DaggerProficient: Yes Attack Type: Melee Reach: 5ft. Range: 20ft./60ft. Damage: 1d4+1 Damage Type: Piercing Weight: 1lb. Cost: 2 GP Properties: Finesse, Light, Thrown, Fire BoltCasting Time: 1 action Range/Area: 120ft. Components: V, S Duration: Instantaneous You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried. This spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). Passive: Perception-10 | Investigation-10 | Insight-14 Elemental Adept (Fire)Spells you cast ignore resistance to fire damage, and when you roll damage for a spell you cast that deals fire damage, you can treat any 1 on a damage die as a 2. As soon as the words from Falken to hide hit his ears, Illian's training kicks in. He darts for the treeline and for the brush to conceal his form. Throwing his pack to the ground to lessen the size of himself he reaches for his component pouch, producing a piece of cured leather from it, and draws an arcane symbol. "Galbrin," Illian says, trying his best to do so quietly as he casts a protective spell over himself—his form shimmers with a blue hue before returning to normal. Actions Actions: Cast Mage Armor Bonus Actions: Reactions: Class Features: Arcane Recovery
  9. Name: Illian Drakar | Class: Wizard | Level: 1 | AC: 11 | HP: 8 | Prof: +2 Saves: Str +1, Dex +1, Con +2, Int +2, Wis +0, Cha +1 Arcane RecoveryOnce per day when you finish a short rest, you can choose expended spell slots to recover - up to a combined level of 1, and none of the slots can be 6th level or higher., Spell CastingYou can cast prepared wizard spells using INT as your spellcasting modifier (Spell DC 12, Spell Attack +4) and wizard spells in your spellbook as rituals if they have the ritual tag. You can use an arcane focus as a spellcasting focus. Attacks: DaggerProficient: Yes Attack Type: Melee Reach: 5ft. Range: 20ft./60ft. Damage: 1d4+1 Damage Type: Piercing Weight: 1lb. Cost: 2 GP Properties: Finesse, Light, Thrown, Fire BoltCasting Time: 1 action Range/Area: 120ft. Components: V, S Duration: Instantaneous You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried. This spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). Passive: Perception-10 | Investigation-10 | Insight-14 Elemental Adept (Fire)Spells you cast ignore resistance to fire damage, and when you roll damage for a spell you cast that deals fire damage, you can treat any 1 on a damage die as a 2. Illian didn't like the prospects that were ahead of them. At least Setare was honest, if not a tidbit worrisome. When the scary-looking woman with weird weapons at her sides said she heard something Illian perked up, trying to hear anything above the noise of the rain and them. He heard nothing except the sound of a loud crash and then a flock of dark birds scattering in the same direction. Which was quickly dismissed as Amelia spoke. "Footsteps? I can't hear anything over this damned weather. Any clue which direction they are coming from?" He said as he tried to see if there was anything in his eyesight. Actions Actions: Bonus Actions: Reactions: Class Features: Arcane Recovery
  10. Name: Illian Drakar | Class: Wizard | Level: 1 | AC: 11 | HP: 8 | Prof: +2 Saves: Str +1, Dex +1, Con +2, Int +2, Wis +0, Cha +1 Arcane RecoveryOnce per day when you finish a short rest, you can choose expended spell slots to recover - up to a combined level of 1, and none of the slots can be 6th level or higher., Spell CastingYou can cast prepared wizard spells using INT as your spellcasting modifier (Spell DC 12, Spell Attack +4) and wizard spells in your spellbook as rituals if they have the ritual tag. You can use an arcane focus as a spellcasting focus. Attacks: DaggerProficient: Yes Attack Type: Melee Reach: 5ft. Range: 20ft./60ft. Damage: 1d4+1 Damage Type: Piercing Weight: 1lb. Cost: 2 GP Properties: Finesse, Light, Thrown, Fire BoltCasting Time: 1 action Range/Area: 120ft. Components: V, S Duration: Instantaneous You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried. This spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). Passive: Perception-10 | Investigation-10 | Insight-14 Elemental Adept (Fire)Spells you cast ignore resistance to fire damage, and when you roll damage for a spell you cast that deals fire damage, you can treat any 1 on a damage die as a 2. "So we've got forced military conscription or be impaled, the creatures of the night, and the wild to contend with," Illian said as he noted all of that in his head and sighed. He looked to the others, wiping the rain that had accumulated on his forehead and had begun to run down the middle of his face. "I agree this place, Lekar, doesn't sound like the best idea. Neither does being out in unfamiliar territory though. Though I trust Falken to guide us through these, Perilous, lands." Illian said with a smile. "Whatever we decide to do we should move quickly. These roads are clearly used." Actions Actions: Bonus Actions: Reactions: Class Features: Arcane Recovery
  11. Name: Illian Drakar | Class: Wizard | Level: 1 | AC: 11 | HP: 8 | Prof: +2 Saves: Str +1, Dex +1, Con +2, Int +2, Wis +0, Cha +1 Arcane RecoveryOnce per day when you finish a short rest, you can choose expended spell slots to recover - up to a combined level of 1, and none of the slots can be 6th level or higher., Spell CastingYou can cast prepared wizard spells using INT as your spellcasting modifier (Spell DC 12, Spell Attack +4) and wizard spells in your spellbook as rituals if they have the ritual tag. You can use an arcane focus as a spellcasting focus. Attacks: DaggerProficient: Yes Attack Type: Melee Reach: 5ft. Range: 20ft./60ft. Damage: 1d4+1 Damage Type: Piercing Weight: 1lb. Cost: 2 GP Properties: Finesse, Light, Thrown, Fire BoltCasting Time: 1 action Range/Area: 120ft. Components: V, S Duration: Instantaneous You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried. This spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). Passive: Perception-10 | Investigation-10 | Insight-14 Elemental Adept (Fire)Spells you cast ignore resistance to fire damage, and when you roll damage for a spell you cast that deals fire damage, you can treat any 1 on a damage die as a 2. "The names Illian, Illian Drakar." The young soldier responded as he picked through the earth, noting the drow in the tree he said nothing and stuck to his investigation. He recognized the markings in the earth: tents, foot movement, the two campfires. "There were troops here, some kind of military movement perhaps. Judging by the tracks they might have had civilians with them. About twelve individuals look like they camped here and were not in a rush when leaving." Illian announced to the others, stood, and dusted himself off before moving. "Then there's the eerie black trees cresting the canopy over there," Illian said pointing to it while digging something out of his pack. "Does anybody know anything about either of those?" He asked, one knee in the dirt as he checked his belongings. Once assured that everything is there he stands and looks down either side of the road. Looking down to his soiled robes he took a few moments to clean them. From the tip of his finger a soft glow emitted, and with each twirl of his finger he whisked away the dirt. It was a simple spell but useful for keeping himself tidy. Actions Actions: Cast Prestidigitation Bonus Actions: Reactions: Class Features: Arcane Recovery
  12. Name: Illian Drakar | Class: Wizard | Level: 1 | AC: 11 | HP: 8 | Prof: +2 Saves: Str +1, Dex +1, Con +2, Int +2, Wis +0, Cha +1 Arcane RecoveryOnce per day when you finish a short rest, you can choose expended spell slots to recover - up to a combined level of 1, and none of the slots can be 6th level or higher., Spell CastingYou can cast prepared wizard spells using INT as your spellcasting modifier (Spell DC 12, Spell Attack +4) and wizard spells in your spellbook as rituals if they have the ritual tag. You can use an arcane focus as a spellcasting focus. Attacks: DaggerProficient: Yes Attack Type: Melee Reach: 5ft. Range: 20ft./60ft. Damage: 1d4+1 Damage Type: Piercing Weight: 1lb. Cost: 2 GP Properties: Finesse, Light, Thrown, Fire BoltCasting Time: 1 action Range/Area: 120ft. Components: V, S Duration: Instantaneous You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried. This spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). Passive: Perception-10 | Investigation-10 | Insight-14 Elemental Adept (Fire)Spells you cast ignore resistance to fire damage, and when you roll damage for a spell you cast that deals fire damage, you can treat any 1 on a damage die as a 2. Illian had been in blissful sleep, the first he had in a while, before being shaken awake by a rough hand. Illian's eyes darted open and he rolled away in the wet grass, the runes on his glove lighting up as he produced a spark between his index finger and thumb. he held the spell and aimed it at his attacker, His vision still blurry he used his free hand to wipe away the water and the sleep from his eyes. Once he did Illian could see who had awoken him and dropped his head and sighed in relief, dropping the spell as he did so. "Ah, it's you, sorry." He said as he stood, the moisture dripping from his cloak and his hair. Illian looked around the clearing and noticed others, most he recognized from the tavern he had fallen asleep at. "Where are we?" Illian asked while examining the area.
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