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RedDingo

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  1. IC: “My words,” Thordin said. | ‘My thoughts,’ Thordin thought. | My actions . . . “Tch!” Thordin grinned when the arrow struck him. His companions said nothing that he did not already know. He charged the nearest goblin and made a clean slice with his halberd, separating its head from its neck! The goblin barely registered his decapitation before the butt of the fighter’s weapon knocked his head across the field into its comrade. The body sank to the ground. The triumphant Thordin leapt north, taking cover behind the nearby boulder! OOC Movement: moving to Z25, after action, moving north to take cover behind the boulder in X/Y 27 Interaction: Bonus Action: attacking with haft Action: Attacking Goblin 1 with reach Reaction: Attacking any enemy that approaches within 10’ | AC: 16 or 18Chain Mail Armor Dependent on Partial Cover | HP: 11/141d10+4 | Speed: 30' | Senses: Passive Perception 15, Insight 15, Investigation 11 | Initiative: +2 | | STR: 18 (+4)Save: +6 Athletics +6 | Dex: 15 (+2)Save: +2 Acrobatics: +2 Sleight of Hand: +2 Stealth: +2* *Disadvantage due to Chain Mail Armor | Con: 18 (+4)Save: +6 | Int: 12 (+1)Save: +1 Arcana +1 History +1 Nature +1 Religion +1 Investigation +1 | Wis: 16 (+3)Save: +3 Perception +5 Insight +5 Survival +5 Animal Handling +3 Medicine +3 | Cha: 12 (+1)Save: +1 Deception +1 Persuasion +1 Intimidation +3 Performance +1 | | Hill Strike2 times per long rest, 1d6 weapon damage, DC 14 Str Save to avoid being knocked prone. 2/2 | Greater Weapon Fightingreroll 1's and 2's with two handed and versatile weapons. | Second Wind1 per short/long rest, restore 1d10 +1 hp 1/1 | To Whom It May Concern . . . Player mention tags, and any particular notes in here.
  2. IC: “My words,” Thordin said. | ‘My thoughts,’ Thordin thought. | My actions . . . Thordin looked back at his companions after they slew the second worg and nodded. He marched forward in the direction of the goblin. “Maug grunbarn ubudenin, du vil ken meg spyd!” OOC Movement: moving 30’ to Z23 Interaction: Bonus Action: Action: Reaction: opportune attacking any enemy that gets with 10’ of me. | AC: 16Chain Mail Armor | HP: 14/141d10+4 | Speed: 30' | Senses: Passive Perception 15, Insight 15, Investigation 11 | Initiative: +2 | | STR: 18 (+4)Save: +6 Athletics +6 | Dex: 15 (+2)Save: +2 Acrobatics: +2 Sleight of Hand: +2 Stealth: +2* *Disadvantage due to Chain Mail Armor | Con: 18 (+4)Save: +6 | Int: 12 (+1)Save: +1 Arcana +1 History +1 Nature +1 Religion +1 Investigation +1 | Wis: 16 (+3)Save: +3 Perception +5 Insight +5 Survival +5 Animal Handling +3 Medicine +3 | Cha: 12 (+1)Save: +1 Deception +1 Persuasion +1 Intimidation +3 Performance +1 | | Hill Strike2 times per long rest, 1d6 weapon damage, DC 14 Str Save to avoid being knocked prone. 2/2 | Greater Weapon Fightingreroll 1's and 2's with two handed and versatile weapons. | Second Wind1 per short/long rest, restore 1d10 +1 hp 1/1 | To Whom It May Concern . . . Player mention tags, and any particular notes in here.
  3. IC: “My words,” Thordin said. | ‘My thoughts,’ Thordin thought. | My actions . . . As the second worg flees, Thordin goes on the offensive against his current foe. He swings the haft of his polearm into the creature’s jaw, knocking it off kilter. Then he follows up with a slash to the beast’s chest! “Talking beasts,” he said as he pulls his blade from the corpse. “But a beast nonetheless.” Thordin spins his halberd, throwing worg blood off. He glares at its partner still in his midst. Surely his new traveling companions could dispatch this one. It was the archers that would be a threat to him next. OOC Movement: Interaction: Bonus Action: Attacking Worg 1 with the haft of my halberd Action: Attacking Worg 1 with the blade Reaction: dealt 3 bludgeoning and 14 slashing to worg 1 I think that kills it when combined with damage from the other sources. | AC: 16Chain Mail Armor | HP: 14/141d10+4 | Speed: 30' | Senses: Passive Perception 15, Insight 15, Investigation 11 | Initiative: +2 | | STR: 18 (+4)Save: +6 Athletics +6 | Dex: 15 (+2)Save: +2 Acrobatics: +2 Sleight of Hand: +2 Stealth: +2* *Disadvantage due to Chain Mail Armor | Con: 18 (+4)Save: +6 | Int: 12 (+1)Save: +1 Arcana +1 History +1 Nature +1 Religion +1 Investigation +1 | Wis: 16 (+3)Save: +3 Perception +5 Insight +5 Survival +5 Animal Handling +3 Medicine +3 | Cha: 12 (+1)Save: +1 Deception +1 Persuasion +1 Intimidation +3 Performance +1 | | Hill Strike2 times per long rest, 1d6 weapon damage, DC 14 Str Save to avoid being knocked prone. 2/2 | Greater Weapon Fightingreroll 1's and 2's with two handed and versatile weapons. | Second Wind1 per short/long rest, restore 1d10 +1 hp 1/1 | To Whom It May Concern . . . Player mention tags, and any particular notes in here.
  4. IC: “My words,” Thordin said. | ‘My thoughts,’ Thordin thought. | My actions . . . Thordin ran forward to meet the beasts in battle. He took up a defensive stance, waiting to dodge and strike the first creature to attack. “Grunbairn…Goblins,” he said, remembering the tracks. OOC Movement: move 30’ towards worgs to Z17 Interaction: Bonus Action: Action: Dodge Action Reaction: Opportunity Attacking the first one within 10’ of me as per Polearm Master | AC: 16Chain Mail Armor | HP: 14/141d10+4 | Speed: 30' | Senses: Passive Perception 15, Insight 15, Investigation 11 | Initiative: +2 | | STR: 18 (+4)Save: +6 Athletics +6 | Dex: 15 (+2)Save: +2 Acrobatics: +2 Sleight of Hand: +2 Stealth: +2* *Disadvantage due to Chain Mail Armor | Con: 18 (+4)Save: +6 | Int: 12 (+1)Save: +1 Arcana +1 History +1 Nature +1 Religion +1 Investigation +1 | Wis: 16 (+3)Save: +3 Perception +5 Insight +5 Survival +5 Animal Handling +3 Medicine +3 | Cha: 12 (+1)Save: +1 Deception +1 Persuasion +1 Intimidation +3 Performance +1 | | Hill Strike2 times per long rest, 1d6 weapon damage, DC 14 Str Save to avoid being knocked prone. 2/2 | Greater Weapon Fightingreroll 1's and 2's with two handed and versatile weapons. | Second Wind1 per short/long rest, restore 1d10 +1 hp 1/1 | To Whom It May Concern . . . Player mention tags, and any particular notes in here.
  5. IC: “My words,” Thordin said. | ‘My thoughts,’ Thordin thought. | My actions . . . Thordin meditated on the ways of the krig, his mentor had taught him. Then he marched forward to Garon’s side and readied his halberd. “We are stronger unsplit, Duala. This was a siege that breached the towns defenses,” Thordin said. “Those beasts merely serve the ubudenin…the invaders, but they were likely stationed there. If there are survivors, they are holed up in the keep or other shelters the invaders cannot yet reach. Either one of them is ringing the bell or it is an ubudenr trap to lure us. If it’s the former, they can wait for us to kill the worgs. If the latter, we are better off dispatching the worgs before springing their snare. In both cases, killing those creatures first behooves us.” OOC Movement: Moving East and following Garon Interaction: Bonus Action: Action: Reaction: if any worg gets within my reach, I make an attack with my Halberd as per the pole arm master feat | AC: 16Chain Mail Armor | HP: 14/141d10+4 | Speed: 30' | Senses: Passive Perception 15, Insight 15, Investigation 11 | Initiative: +2 | | STR: 18 (+4)Save: +6 Athletics +6 | Dex: 15 (+2)Save: +2 Acrobatics: +2 Sleight of Hand: +2 Stealth: +2* *Disadvantage due to Chain Mail Armor | Con: 18 (+4)Save: +6 | Int: 12 (+1)Save: +1 Arcana +1 History +1 Nature +1 Religion +1 Investigation +1 | Wis: 16 (+3)Save: +3 Perception +5 Insight +5 Survival +5 Animal Handling +3 Medicine +3 | Cha: 12 (+1)Save: +1 Deception +1 Persuasion +1 Intimidation +3 Performance +1 | | Hill Strike2 times per long rest, 1d6 weapon damage, DC 14 Str Save to avoid being knocked prone. 2/2 | Greater Weapon Fightingreroll 1's and 2's with two handed and versatile weapons. | Second Wind1 per short/long rest, restore 1d10 +1 hp 1/1 | To Whom It May Concern . . . Player mention tags, and any particular notes in here.
  6. IC: “My words,” Thordin said. | ‘My thoughts,’ Thordin thought. | My actions . . . Thordin silently took point and inspected the tracks to the west. He found… “This is the only way into the village? The ubudenin did not break through the palisades. Some one must have let them in. The rocks however…” he looked to where the church bells sounded at Duala’s suggestion. “Perhaps the survivors are there, ringing the bell to call for help. Smalvolken use those as shelters, correct?” OOC Movement: Interaction: Bonus Action: Action: Checking the foot prints Reaction: | AC: 16Chain Mail Armor | HP: 14/141d10+4 | Speed: 30' | Senses: Passive Perception 15, Insight 15, Investigation 11 | Initiative: +2 | | STR: 18 (+4)Save: +6 Athletics +6 | Dex: 15 (+2)Save: +2 Acrobatics: +2 Sleight of Hand: +2 Stealth: +2* *Disadvantage due to Chain Mail Armor | Con: 18 (+4)Save: +6 | Int: 12 (+1)Save: +1 Arcana +1 History +1 Nature +1 Religion +1 Investigation +1 | Wis: 16 (+3)Save: +3 Perception +5 Insight +5 Survival +5 Animal Handling +3 Medicine +3 | Cha: 12 (+1)Save: +1 Deception +1 Persuasion +1 Intimidation +3 Performance +1 | | Hill Strike2 times per long rest, 1d6 weapon damage, DC 14 Str Save to avoid being knocked prone. 2/2 | Greater Weapon Fightingreroll 1's and 2's with two handed and versatile weapons. | Second Wind1 per short/long rest, restore 1d10 +1 hp 1/1 | To Whom It May Concern . . .
  7. Inventory Encumbrance: 122/90 lbs, 76/90 when back pack is dropped Worn - 60 lbs Traveler's Clothes - 4lbs. Starting Equipment (background) Chain Mail - 55 lbs. Starting Equipment (class) Pouch - 1lb. Starting Equipment (background) Carried - 30 lbs Backpack - 5lbs. Holding (29/30 lbs) Starting Equipment (background) Halberd - 1d10 slashing [heavy, reach, two-handed] 6lbs. Starting Equipment (class) Spear - 1d6 piercing [versatile 1d8, thrown 20/60] 3lbs. Starting Equipment (class) Handaxe - x2 1d6 slashing [light, thrown 20/60] 2lbs. each. Starting Equipment (class) Bed Roll - 2lbs. strapped to backpack. Starting Equipment (class, explorer's pack) Hempen Rope (50') - 10lbs. strapped to backpack. Starting Equipment (class, explorer's pack) Water Skin - 5lbs full. Starting Equipment (class, explorer's pack) Stored - 32 lbs Skavilga's Skiltstein - a stone engraved with personal rune, stored in pouch. Starting Equipment (background) Mess Kit - 1lb. stored in backpack. Starting Equipment (class, explorer's pack) Torches - x10 1lb. each. stored in backpack. Starting Equipment (class, explorer's pack) Tinderbox - 1lb. stored in pouch. Starting Equipment (class, explorer's pack) Rations - x10 2lbs each. 9 stored in backpack, 1 in pouch. Starting Equipment (class, explorer's pack) Currency Gold Pieces - 11 Stored in Pouch Notes - sold extra backpack for 1 gp.
  8. Class Fighter Hit Points Hit Dice: 1d10 per fighter level Hit Points at 1st Level: 10 + your Constitution modifier Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per fighter level after 1st Proficiencies Armor: All armor, shields Weapons: Simple weapons, martial weapons Tools: None Saving Throws: Strength, Constitution Skills: Athletics and Insight Fighting Style You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again. Great Weapon Fighting (PHB). When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit. Second Wind You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. Once you use this feature, you must finish a short or long rest before you can use it again.
  9. Feats Human Bonus: Polearm Master You gain the following benefits: When you take the Attack action and attack with only a glaive, halberd, quarterstaff, or spear, you can use a bonus action to make a melee attack with the opposite end of the weapon. This attack uses the same ability modifier as the primary attack. The weapon's damage die for this attack is a d4, and it deals bludgeoning damage. While you are wielding a glaive, halberd, pike, quarterstaff, or spear, other creatures provoke an opportunity attack from you when they enter the reach you have with that weapon. 1st Level Bonus: Strike of the Giants You have absorbed primeval magic that gives you an echo of the might of giants. When you take this feat, choose one of the benefits listed below. Once per turn, when you hit a target with a melee weapon attack or a ranged weapon attack using a thrown weapon, you can imbue the attack with an additional effect depending on the benefit you chose: Hill Strike. The target takes an extra 1d6 damage of the weapon’s type. If the target is a creature, it must succeed on a Strength saving throw or have the prone condition. The saving throw DC for these effects equals 8 + your proficiency bonus + your Strength or Constitution modifier. You can use this feat a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
  10. Background Giant Foundling Though you aren’t a Giant, you grew up among giants. Maybe you were an orphan taken in by a sympathetic family of stone giants who raised you as one of their own. Or perhaps you lived in a lost prehistoric pocket of the world, surrounded by giants and fearsome behemoths or hulking dinosaurs. Something about your environment—perhaps the food or water that sustained you, elemental magic inherent in the site of your home, or some verdant blessing of growth placed on you—caused you to grow to a remarkable size for your kind. With the aid of this magic, you have learned how to embody the might of giants. You are used to moving through a world much bigger than you, and that is reflected in your skills, attitude, and perspective on life. Skill Proficiencies Intimidation and Survival Languages Giant and Dwarven Feature You gain the Strike of the Giants feat. Personality Crowded spaces make me uncomfortable. I’d much rather be in a wide-open field than a bustling tavern. The world always feels too big, and I’m afraid I’ll never find my place in it. Ideals Strength - The weak live at the mercy of the strong, that's just the way it is. Inquisitive - I have many questions about my past and future. Bonds This skiltstein was carved by my surrogate mother before I left. Flaws My candor is often mistaken for rudeness by most folk.
  11. Lineage Human Variant Ability Score Increase +2 CON, +1 STR Size Medium Speed 30' Skills Perception Languages Common & Orc Feat Polearm Master
  12. Nevermind, there’s an Elemental subclass in Midgard. I can use that for my character concept. Also my thumb slipped on the join request
  13. Cool, now I have to roll if Thordin overheard theat conversation and decide how offended he is.
  14. Maeric Solius Jolly Thrillseeking Fireweaver "High stakes? Dangerous? Fun? Count me in!" Sorcerer 5 Medium humanoid Male, [alignment] Armor Class [AC] Hit Points [Hit Points] Speed [#']. Senses [senses] Languages common, [other languages] Proficiency Bonus +3 ABILITIES & SKILLS Proficiency Bonus: +3 Strength # (+#) Save +#* Athletics +#** Dexterity # (+#) Save +#* Acrobatics +#** | Sleight of Hand +#** | Stealth +#** Constitution # (+#) Save +#* No skills associated. Intelligence # (+#) Save +4* Arcana +7** | History +5** | Investigation +7** | Nature +5** | Religion +5** Wisdom 16 (+3) Save +#* Animal Handling +#** | Insight +7** | Medicine +5** | Perception +10** (E) | Survival +7** Charisma # (+5) Save +9* Deception +9** | Intimidation +9** | Performance +7 | Persuasion +12** (E) * [modifiers] PROFICIENCIES & ABILITIES PROFICIENCIES Tools Calligrapher's Instruments Bagpipes, lutes, viols Weapons Daggers, darts, light crossbows, longbows, longswords, rapiers, shortbows, shortswords, slings, staves Armors Light SORCERER ABILITIES Spell Casting | Sorcerous Origin (Elemental Essence) | Elemental Heritage (Fire) | Manifest Aura (1d6 Fire) | Font of Magic (5 sorcery points) | Metamagic (2) | Sorcerous Versatility | Magical Guidance ABILITIES Quicken Spell | Heighten Spell RACIAL TRAITSElf Weapon TrainingYou have proficiency with the longsword, shortsword, longbow, and shortbow | CantripYou have proficiency with the longsword, shortsword, longbow, and shortbow FEATS TelepathicYou awaken the ability to mentally connect with others, granting you the following benefits: •Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20. •You can speak telepathically to any creature you can see within 60 feet of you. Your telepathic utterances are in a language you know, and the creature understands you only if it knows that language. Your communication doesn’t give the creature the ability to respond to you telepathically. •You can cast the detect thoughts spell, requiring no spell slot or components, and you must finish a long rest before you can cast it this way again. Your spellcasting ability for the spell is the ability increased by this feat. If you have spell slots of 2nd level or higher, you can cast this spell with them. | ASIWisdom +1 Dexterity +1 WEAPONS WEAPONS +1 Elven Sexy Blade +7 to hit for (1d8+4) piercing, magic damage. | Finesse Dagger +6 to hit for (1d4+3) piercing damage. | Finesse, light, thrown (20/60) Longbow +6 to hit for (1d8+3) piercing damage. | Ammunition, heavy, two-handed (150/600) SPELLS SPELL SLOTS 4/4 (1st), 3/3 (2nd), 3/3 (3rd), 1/1 (4th) Bard - Spell Save DC: 16 | Spell Attack Mod: +8 | Spells Known: 8 + Detect Thoughts Wizard - Spell Save DC: 14 | Spell Attack Mod: +6 | Spells Prepared: 5 CANTRIPS (Bard) Clockwork BoltClockwork Bolt Evocation cantrip (clockwork) Casting Time: 1 action Range: 60 feet Components: V, S, M (an arrow or crossbow bolt) Duration: 1 round You imbue an arrow or crossbow bolt with clockwork magic just as you fire it at your target; spinning blades materialize on the missile after it strikes to further mutilate your enemy. As part of the action used to cast this spell, you make a ranged weapon attack with a bow or a crossbow against one creature within range. If the attack hits, the missile embeds in the target. Unless the target (or an ally of it within 5 feet) uses an action to remove the projectile (which deals no additional damage), the target takes an additional 1d8 slashing damage at the end of its next turn from spinning blades that briefly sprout from the missile’s shaft. Afterward, the projectile reverts to normal. This spell deals more damage when you reach higher levels. At 5th level, the ranged attack deals an extra 1d8 slashing damage to the target, and the target takes an additional 1d8 slashing damage (2d8 total) if the embedded ammunition isn’t removed. Both damage amounts increase by 1d8 again at 11th level and at 17th level.* | MendingMending Transmutation cantrip Casting Time:1 minute Range:Touch Components:V, S, M (two lodestones) Duration:Instantaneous This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage. This spell can physically repair a magic item or construct, but the spell can’t restore magic to such an object. | ScribeScribe Transmutation cantrip Casting Time: 1 action Range: Touch Components: V, S Duration: Instantaneous This spell enables you to create a copy of a one-page written work by placing a blank piece of paper or parchment near the work that you are copying. All the writing, illustrations, and other elements in the original are reproduced in the new document, in your handwriting or drawing style. The new medium must be large enough to accommodate the original source. Any magical properties of the original aren’t reproduced, so you can’t use scribe to make copies of spell scrolls or magic books.* CANTRIPS (Wizard) Claws of Darkness (C)Claws of Darkness Evocation cantrip (shadow) Casting Time: 1 action Range: Self Components: V, S Duration: Concentration, up to 1 minute You shape shadows into claws that grow from your fingers and drip inky blackness. The claws have a reach of 10 feet. While the spell lasts, you can make a melee spell attack with them that deals 1d10 cold damage.* | Green-Flame BladeGreen-Flame Blade Evocation cantrip Casting Time: 1 action Range: Self (5-foot radius) Components: S, M (a melee weapon worth at least 1 sp) Duration: Instantaneous You brandish the weapon used in the spell’s casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack’s normal effects, and you can cause green fire to leap from the target to a different creature of your choice that you can see within 5 feet of it. The second creature takes fire damage equal to your spellcasting ability modifier. At Higher Levels. At 5th level, the melee attack deals an extra 1d8 fire damage to the target on a hit, and the fire damage to the second creature increases to 1d8 + your spellcasting ability modifier. Both damage rolls increase by 1d8 at 11th level (2d8 and 2d8) and 17th level (3d8 and 3d8). | Silhouette (C)Silhouette Illusion cantrip (shadow) Casting Time:1 action Range:Touch Components:V, S Duration:Concentration, up to 1 minute You create a shadow play against a screen or wall. The surface can encompass up to 100 square feet. The number of creatures that can see the shadow play equals your Intelligence score. The shadowy figures make no sound but they can dance, run, move, kiss, fight, and so forth. Most of the figures are generic type-a rabbit, a dwarf– but a number of them equal to your Intelligence modifier can be recognizable as specific individuals.* | Word of Misfortune (C)Word of Misfortune Enchantment cantrip (Void) Casting Time: 1 action Range: 60 feet Components: V, S Duration: Concentration, up to 1 minute You hiss a word of Void Speech. Choose one creature you can see within range. The next time the target makes a saving throw during the spell’s duration, it must roll a d4 and subtract the result from the total of the saving throw. The spell then ends.* FIRST LEVEL (Bard) Cure WoundsCure Wounds 1st-level evocation Casting Time:1 action Range:touch Components:V, S Duration:Instantaneous A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs. At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st. | Dissonant WhispersDissonant Whispers 1st-level enchantment Casting Time: 1 action Range: 60 feet Components: V Duration: Instantaneous You whisper a discordant melody that only one creature of your choice within range can hear, wracking it with terrible pain. The target must make a Wisdom saving throw. On a failed save, it takes 3d6 psychic damage and must immediately use its reaction, if available, to move as far as its speed allows away from you. The creature doesn’t move into obviously dangerous ground, such as a fire or a pit. On a successful save, the target takes half as much damage and doesn’t have to move away. A deafened creature automatically succeeds on the save. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. | Earworm Melody (C)Earworm Melody 1st-level enchantment Casting Time: 1 action Range: 30 feet Components: V, S Duration: Concentration, up to 1 minute You sing or play a catchy tune that only one creature of your choice within range can hear. Unless the creature makes a successful Wisdom saving throw, the verse becomes ingrained in its head. If the target is concentrating on a spell, it must make a Constitution check with disadvantage against your spell save DC in order to maintain concentration. For the spell’s duration, the target takes 2d4 psychic damage at the start of each of its turns as the melody plays over and over in its mind. The target repeats the saving throw at the end of each of its turns, ending the effect on a success. On a failed save, the target must also repeat the Constitution check with disadvantage if it is concentrating on a spell. At Higher Levels. If you cast this spell using a spell slot of 2nd level* | Faerie Fire (C)Faerie Fire 1 evocation Casting Time: 1 action Range: 60 feet Target: Each object in a 20-foot cube within range Components: V Duration: Up to 1 minute Each object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice). Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius. Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can’t benefit from being invisible. FIRST LEVEL (Wizard) Black Ribbons (C)Black Ribbons 1st-level conjuration (shadow) Casting Time: 1 action Range: 40 feet Components: V, S, M (a piece of ribbon) Duration: Concentration, up to 1 minute You pull pieces of the plane of shadow into your own reality, causing a 20-foot cube to fill with inky ribbons that turn the area into difficult terrain and wrap around nearby creatures. Any creature that ends its turn in the area becomes restrained by the ribbons until the end of its next turn, unless it makes a successful Dexterity saving throw. Once a creature succeeds on this saving throw, it can’t be restrained again by the ribbons, but it’s still affected by the difficult terrain.* | Mage ArmorMage Armor 1st-level abjuration Casting Time:1 action Range:Touch Components:V, S, M (a piece of cured leather) Duration:8 hours You touch a willing creature who isn’t wearing armor, and a protective magical force surrounds it until the spell ends. The target’s base AC becomes 13 + its Dexterity modifier. The spell ends if the target dons armor or if you dismiss the spell as an action. | Insightful Maneuvers (B)Insightful Maneuver 1st-level divination Casting Time: 1 bonus action Range: Touch Components: V, S Duration: Instantaneous With a flash of insight, you know how to take advantage of your foe’s vulnerabilities. Until the end of your turn, the target has vulnerability to one type of damage (your choice). Additionally, if the target has any other vulnerabilities, you learn them.* | Magic MissileMagic Missile 1st-level evocation Casting Time:1 action Range:120 feet Components:V, S Duration:Instantaneous You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4 + 1 force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several. At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart for each slot level above 1st. | Shadow Armor (R)Shadow Armor 1st-level abjuration (shadow) Casting Time: 1 reaction, which you take when you are targeted by an attack but before the roll is made Range: Self Components: V, S Duration: Instantaneous You can siphon energy from the plane of shadow to protect yourself from an immediate threat. As a reaction, you pull shadows around yourself to distort reality. The attack against you is made with disadvantage, and you have resistance to radiant damage until the start of your next turn.* SECOND LEVEL (Bard) Detect Thoughts (C)Detect Thoughts 2 divination Casting Time: 1 action Range: Self Target: Self Components: V S M (A copper piece) Duration: Up to 1 minute Classes: Bard, Sorcerer, Wizard For the duration, you can read the thoughts of certain creatures. When you cast the spell and as your action on each turn until the spell ends, you can focus your mind on any one creature that you can see within 30 feet of you. If the creature you choose has an Intelligence of 3 or lower or doesn’t speak any language, the creature is unaffected. You initially learn the surface thoughts of the creature—what is most on its mind in that moment. As an action, you can either shift your attention to another creature’s thoughts or attempt to probe deeper into the same creature’s mind. If you probe deeper, the target must make a Wisdom saving throw. If it fails, you gain insight into its reasoning (if any), its emotional state, and something that looms large in its mind (such as something it worries over, loves, or hates). If it succeeds, the spell ends. Either way, the target knows that you are probing into its mind, and unless you shift your attention to another creature’s thoughts, the creature can use its action on its turn to make an Intelligence check contested by your Intelligence check; if it succeeds, the spell ends. Questions verbally directed at the target creature naturally shape the course of its thoughts, so this spell is particularly effective as part of an interrogation. You can also use this spell to detect the presence of thinking creatures you can’t see. When you cast the spell or as your action during the duration, you can search for thoughts within 30 feet of you. The spell can penetrate barriers, but 2 feet of rock, 2 inches of any metal other than lead, or a thin sheet of lead blocks you. You can’t detect a creature with an Intelligence of 3 or lower or one that doesn’t speak any language. Once you detect the presence of a creature in this way, you can read its thoughts for the rest of the duration as described above, even if you can’t see it, but it must still be within range. (1 Free Use) | LacerateLacerate 2nd-level evocation Casting Time: 1 action Range: 60 feet Components: V, S, M (a shard of bone or crystal) Duration: Instantaneous You make a swift cutting motion through the air to lacerate a creature you can see within range. The target must make a Constitution saving throw. It takes 4d8 slashing damage on a failed save, or half as much damage on a successful one. If the saving throw fails by 5 or more, the wound erupts with a violent spray of blood, and the target gains one level of exhaustion. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.* | Suggestion (C)Suggestion 2nd-level enchantment Casting Time:1 action Range:30 feet Components:V, M (a snake’s tongue and either a bit of honeycomb or a drop of sweet oil) Duration:Concentration, up to 8 hours You suggest a course of activity (limited to a sentence or two) and magically influence a creature you can see within range that can hear and understand you. Creatures that can’t be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act ends the spell. The target must make a Wisdom saving throw. On a failed save, it pursues the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do. You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a knight give her warhorse to the first beggar she meets. If the condition isn’t met before the spell expires, the activity isn’t performed. If you or any of your companions damage the target, the spell ends. THIRD LEVEL (Bard) Mind Exchange (C)Mind Exchange 3rd-level transmutation (ritual) (mythos) Casting Time: 1 minute Range: 60 feet Components: V, S, M (a prism and silver coin) Duration: Concentration, up to 8 hours One humanoid of your choice that you can see within range must make a Charisma saving throw. On a failed save, you project your mind into the body of the target. You use the target’s statistics but don’t gain access to its knowledge, class features, or proficiencies, retaining your own instead. Meanwhile, the target’s mind is shunted into your body, where it uses your statistics but likewise retains its own knowledge, class features, and proficiencies. The exchange lasts until either of the the two bodies drops to 0 hit points, until you end it as a bonus action, or until you are forced out of the target body by an effect such as a dispel magic or dispel evil and good spell (the latter spell defeats mind exchange even though possession by a humanoid isn’t usually affected by that spell). When the effect of this spell ends, both switched minds return to their original bodies. The target of the spell is immune to mind exchange for 24 hours after succeeding on the saving throw or after the exchange ends. The effects of the exchange can be made permanent with a wish spell or comparable magic.* | Throes of Ecstasy (C)Throes Of Ecstasy 3rd-level transmutation Casting Time: 1 action Range: 60 feet Components: V, S, M (a hazel or oak wand) Duration: Concentration, up to 1 minute Choose a humanoid that you can see within range. The target must succeed on a Constitution saving throw or become overcome with euphoria, rendering it incapacitated for the duration. The target automatically fails Wisdom saving throws, and attack rolls against the target have advantage. At the end of each of its turns, the target can make another Constitution saving throw. On a successful save, the spell ends on the target and it gains one level of exhaustion. If the spell continues for its maximum duration, the target gains three levels of exhaustion when the spell ends. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional humanoid for each slot level above 3rd. The humanoids must be within 30 feet of each other when you target them.* * Denotes a Midgard spell. / (C) Denotes concentration. / (R) Denotes reaction spell. / (B) Denotes bonus action spell. WIZARD'S SPELLBOOK These spells are not available unless they have been prepared ahead of time. (Unless they are a ritual.) FIRST LEVEL Black Ribbons (C)Black Ribbons 1st-level conjuration (shadow) Casting Time: 1 action Range: 40 feet Components: V, S, M (a piece of ribbon) Duration: Concentration, up to 1 minute You pull pieces of the plane of shadow into your own reality, causing a 20-foot cube to fill with inky ribbons that turn the area into difficult terrain and wrap around nearby creatures. Any creature that ends its turn in the area becomes restrained by the ribbons until the end of its next turn, unless it makes a successful Dexterity saving throw. Once a creature succeeds on this saving throw, it can’t be restrained again by the ribbons, but it’s still affected by the difficult terrain.* | Disguise SelfDisguise Self 1st-level illusion Casting Time:1 action Range:self Components:V, S Duration:1 hour You make yourself-including your clothing, armor, weapons, and other belongings on your person- look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can’t change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you. The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair. To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your spell save DC. | Disquieting GazeDisquieting Gaze 1st-level necromancy Casting Time: 1 action Range: Self Components: V, S Duration: 1 minute Your eyes burn with scintillating motes of unholy crimson light. Until the spell ends, you have advantage on Charisma (Intimidation) checks made against creatures that can see you, and you have advantage on spell attack rolls that deal necrotic damage to creatures that can see your eyes.* | Find Familiar (R)Find Familiar 1st-level conjuration (ritual) Casting Time:1 hour Range:10 feet Components:V, S, M (10 gp worth of charcoal, incense, and herbs that must be consumed by fire in a brass brazier) Duration:Instantaneous You gain the service of a familiar, a spirit that takes an animal form you choose: bat, cat, crab, frog (toad), hawk, lizard, octopus, owl, poisonous snake, fish (quipper), rat, raven, sea horse, spider, or weasel. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of a beast. Your familiar acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. A familiar can’t attack, but it can take other actions as normal. When the familiar drops to 0 hit points, it disappears, leaving behind no physical form. It reappears after you cast this spell again While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your familiar’s eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. | Mage ArmorMage Armor 1st-level abjuration Casting Time:1 action Range:Touch Components:V, S, M (a piece of cured leather) Duration:8 hours You touch a willing creature who isn’t wearing armor, and a protective magical force surrounds it until the spell ends. The target’s base AC becomes 13 + its Dexterity modifier. The spell ends if the target dons armor or if you dismiss the spell as an action. | Insightful Maneuvers (B)Insightful Maneuver 1st-level divination Casting Time: 1 bonus action Range: Touch Components: V, S Duration: Instantaneous With a flash of insight, you know how to take advantage of your foe’s vulnerabilities. Until the end of your turn, the target has vulnerability to one type of damage (your choice). Additionally, if the target has any other vulnerabilities, you learn them.* | Magic MissileMagic Missile 1st-level evocation Casting Time:1 action Range:120 feet Components:V, S Duration:Instantaneous You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4 + 1 force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several. At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart for each slot level above 1st. | Shadow Armor (R)Shadow Armor 1st-level abjuration (shadow) Casting Time: 1 reaction, which you take when you are targeted by an attack but before the roll is made Range: Self Components: V, S Duration: Instantaneous You can siphon energy from the plane of shadow to protect yourself from an immediate threat. As a reaction, you pull shadows around yourself to distort reality. The attack against you is made with disadvantage, and you have resistance to radiant damage until the start of your next turn.* | Speak With Inanimate ObjectSpeak With Inanimate Object 1st-level divination (ritual) Casting Time: 1 action Range: Touch Components: V, S Duration: 10 minutes You awaken a spirit that resides inside an inanimate object such as a rock, a sign, or a table, and can ask it up to three yes-or-no questions. The spirit is indifferent toward you unless you have done something to harm or help it. The spirit can give you information about its environment and about things it has observed (with its limited senses), and it can act as a spy for you in certain situations. The spell ends when its duration expires or after you have received answers to three questions.* * Denotes a Midgard spell. / (C) Denotes concentration. / (R) Denotes reaction spell. / (B) Denotes bonus action spell. EQUIPMENT & ENCUMBERANCE TOTAL ENCUMBERANCE (54.08 lbs.) Weight: 54.08 lbs. / 150 lbs. max. (15 x STR Score) Status: Unencumbered Penalty: None MONEY POUCH (6.08 lbs.) Copper: 0 | Silver: 1 | Gold: 203 | Obsidian: 100 | Platinum: 0 (304 Coins x .02 lbs. = 6.08 lbs. Total Weight) EQUIPEMENT READIED (21 lbs.) Equipped items can be retrieved with a manipulate item interaction. Armor (4 lbs.) Traveler's Clothes - 4 lbs. Weapons (5 lbs.) +1 Elven Sexy Blade - 2 lbs. | Dagger - 1 lb. | Longbow - 2 lbs. Readied Items (9 lbs.) Spell Component Pouch - 2 lbs. | +1 Elven Spell Cube*- 3 lbs. | Quiver of arrows 1 lb. | Healer's Kit - 3 lbs. | Find Familiar Spell Components (50gp) | Pearl (100gp) | Slither Spell Component (50gp) | Black Opal with crest (125gp) | Stone of Good Luck* | Rhytym Maker's Drum* - 3 lbs. EQUIPMENT STORED (27 lbs.) Stored items can be retrieved with an action. In Backpack (11 lbs.) Backpack - 5 lbs. | Mess Kit - 1 lbs. | Spellbook - 3 lbs | (10) Sheets of Parchment | (2) Scroll Cases - 2 lbs. | Bottle of Ink | Ink Pen | Vial of Perfume Strapped to Backpack (16 lbs.) Waterskin - 5 lbs. | Silk Rope & Grappling Hook - 9 lbs. | Bedroll & Blanket - 10 lbs. | Lute - 2 lbs. EQUIPMENT NOT CARRIED (--) At Home Viol - 1 lbs. | Bagpipes - 6 lbs. | Find Familiar Spell Components (50gp) | Chest - 25 lbs. | A Set of Fine Clothes - 6 lbs. | Lamp - 1 lbs. | (2) Flask of Oil - 2 lbs. | (5) Sheets of Paper | Sealing Wax | Soap * Denotes magic item (see below) MAGIC ITEMS NON-ATTUNED ATTUNED (3/3) +1 Elven Spell CubeSource: Tasha's Cauldron of Everything (Arcane Grimoire) Wondrous item, uncommon (requires attunement by a wizard) While you are holding this spell cube, you can use it as a spellcasting focus for your wizard spells, and you gain a bonus to spell attack rolls and to the saving throw DCs of your wizard spells. The bonus is determined by the cube's rarity. You can use this cube as a spellbook. In addition, when you use your Arcane Recovery feature, you can increase the number of spell slot levels you regain by 1. | +1 Rhytym Maker's DrumSource: Tasha's Cauldron of Everything Wondrous item, uncommon (requires attunement by a bard) While holding this drum, you gain a bonus to spell attack rolls and to the saving throw DCs of your bard spells. The bonus is determined by the drum's rarity. As an action, you can play the drum to regain one use of your Bardic Inspiration feature. This property of the drum can't be used again until the next dawn. | Stone of Goodluck (Luckstone)Source: Dungeon Master's Guide Wondrous item, uncommon (requires attunement) While this polished agate is on your person, you gain a + 1 bonus to ability checks and saving throws. APPEARANCE Age 439 | Height 5' 9" | Weight 126 lbs. | Hair Ash Brown| Eyes Pale Blue | Complexion Fair [Tbf] BACKGROUND ARBONESE EXILE Source Custom Personality Traits: something Ideals: something Bonds: something Flaws: something Background Feature: something BACKSTORY Ulorian the First is an idiot and the Omazeiros family are cowards. It has been over 300 years since she has been to the River Court, but her opinion still holds and will tell any who ask. For 130 years, Andzelika Matylda Omazeiros had lived in happy ignorant bliss. She played music and danced. Her laughter was contagious to whoever heard it and she flitted from gala to gala without a care in the world. But on her 131st birthday that all changed. Halina was found dead a few miles outside of town. Halina Stefcia Omazeiros, Matylda’s older sister, was found laying on a fey road, unable to be healed. The cause of her death was obvious, she had bled out. However, the clerics could not determine what caused the bleeding. There were no injuries to her body, yet the reports stated her head was cradled in a pool of her own sanguine fluid. The exodus of her life appeared to happen through her nose, ears, mouth, and eyes. The pinch that remained between her brow indicated she suffered through her last moments, but no answers could be provided to the family that loved her. The youngest of the Omazeiros clan refused to accept what the healers stated. "There are some answers we may never have." It was unfathomable to Matylda that this was a valid response. She was even more infuriated that her parents and siblings buried Halina without demanding further investigations. The headstrong youth took the matter into her own hands. For 15 years she kept a log of her findings. She visited the site where her sister was found, she interviewed those who discovered her and those who traveled the roads frequently. Matylda used her family’s influence to garner a meeting with their leader, pleading her case that more needed to be done. That there was an unknown threat to their borders. But the King simply thanked her for her concern and told her to leave it to the professionals who had found nothing. The once sweet and innocent elven maiden became infuriated. Where her laughter had previously caused all others to join her delightful sound, now her sharp clipped words of admonishment caused all to leave her side. The King wanted it left to professionals, and so she would become one. After her meeting with the high court, Matylda announced she was leaving for the Free City of Zobeck to study Criminology. If those who were schooled in the elven city could not find the cause of her sister’s demise, she would seek knowledge from the humans and return to solve the crime with skills her people had forgotten. Her family was shocked by the announcement. Their youngest was not only stating that the courts had failed Halina, but that humans would be able to offer her knowledge she could not gain in River Court. And even worse, leaving meant they would have to disown her, write her off as though she never existed. In less than 20 years her parents lost two of their four children, her brothers went from having two sisters to none. Matylda knew of the laws, but she hoped her family would be courageous enough to defy them. She was wrong, their status with their people meant more to them. She slipped out in the middle of the night, knowing there would be no fond farewell. This was easier. A note was left on the kitchen table, promising she would return when she had answers. The next 300 years found Matylda exactly where she said she would be, not that her family sought her out. Upon arriving in Zobeck, the headstrong elf entered Dorblythe University. After 15 years, she left the campus with four doctorates, Criminal Psychology, Criminology, Forensic Science, and Investigative Reporting. Her excessive knowledge on these topics led to her recruitment with the Praetors. To this day, she is still an advisor, keeping their identities secret. Nearly 100 years later, frustrated by her ineffectiveness with finding any further details on the curious end to her sister's life, Matylda decided to investigate a path towards magical answers. She studied at the Arcane Collegium, utilizing her existing degrees to gain acceptance into the Bardic Criminology degree path. Throughout her years among the humans, Matylda had experienced many friendships and relationships. However, each ended over time with a feeling of disconnection. Her human companions aged and drifted away from her as she was unable to recognize the burden they felt in keeping up with her ageless youthfulness. They each still hold a place in her heart, and thinks of them with fondness, though a part of her is bitter their short lives prevented a more full relationship. It was early in her dalliance with Nancy that the River Court native met a fellow elf. The night the three of them spent together was memorable, and led to a friendship that has survived the test of time, but also established that romantic endeavors between them would never be. Matylda and Lyyren found working together enjoyable, however, and joined forces through the Great Revolt, forging their bond in battle. Less than a year later they formed a business to service the community still recovering from their self-inflicted wounds. However, this did not prevent the bardic student from continuing her studies. While working on a research paper in the City Archives, the elven student came upon a bit of curious information. A detail regarding the fey roads was barely a sidenote on a subject related to Zobeck, however, it piqued her curiosity. The location referenced was near where Halina was found. It may have been nothing, but this was the first time in over two centuries that she had something to go off of. Finally, she would be able to use her education in the field, for the purpose she had been studying! Lyyren offered to travel with her, knowing the journey was long and potentially interacting with her family or the River Court could be problematic, but she insisted on going alone. Following her memory, Maty first returned to the place where Halina was found. Then, using her notes, she traced her way deep into the wood. Small markings, barely noticed sigils, all led her to an ancient ruin. All that remained was a small stone structure. Her head began to throb, her eyes blurred and blood began to trickle from her nose, but she persevered. Her determination was rewarded with a small tome covered in moss and mold. Cracking open the pages, the bardic student felt herself falling into the foreign script, consumed by it. She heard voices she couldn’t see, she could smell life and death, she could taste the blood pooling in her mouth. Knowing she had found what caused her sister’s death, but unsure of what it was or what it meant, she took the book and ran. Matylda did not visit her family, she did not return to the River Court to show the King. Instead, she returned to Zobeck where she fervently poured over the new knowledge, hoping to unlock its mysteries. The event had changed her, though she would not admit it. The Arcane Collegium called her new interest the Void. She was told to destroy the tome and forget what she had seen. Refusing to do so, the elf was expelled, once again cast away. Surprisingly, Lyyren stayed by her side, offering kind words while attempting to get the strong-willed woman to discard the studies on the Void. Over the last 65 years she has toiled away studying all she can on the Void, but the process has been painstakingly slow as the repercussions of the darkness are often mind-numbing. If not for her friendship with the fellow elf, she certainly would have lost her mind decades ago. Her familiar, Wrozka, reminds her of the dangers daily.
  15. Thordin Galorspyd Human Giant Foundling Rune Knight Fighter IC: “My words,” Thordin said. | ‘My thoughts,’ Thordin thought. | My actions . . . Thordin nodded at Duala’s riddle, “Where I am from, the first name is given by the one who raised you. The second name is a kenning earned by a feat in your life. My given name is Thordin, given to me by my surrogate mother. The kenning, Galorspyd, I earned for how I slew a beast. Names are useful for they embody your hjerte, your spirit. One day, you may earn yourself a second name that enemies may fear and friends will honor.” OOC I don’t always put OOC content in my posts, but when I do, I put it in here. To Whom It May Concern . . .
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