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  1. Slim Thri-Kreen Warlock 5 AC: 15 | HP: 38/38 TEMP HP: 0 | | Move: 30' Init: +2 | SAVES: Str: +0, Dex: +2, Con: +2, Int: +0, Wis: +4, Cha: +6 SKILLS: Acrane +3 Insight +4 Intimidation +6 Religion +3 Passive: Perception: 12, Insight: 14 OOC Hide this Posting Code <div class="ipsQuote_contents ipsClearfix"> <div class="ipsQuote_contents ipsClearfix"> <div class="ipsQuote_contents ipsClearfix" style="border-radius:10px;padding:10px;border:4px double rgb(0,0,0);"> <p style="font-size:15.4px;margin-bottom:0px;padding-bottom:0px;"> <a data-fileext="jpg" data-fileid="18286" href="//i.ibb.co/t4xbrRP/Slim.png" rel="external nofollow noreferrer noopener" target="_blank" title="Fetching info..."><img alt="https://i.ibb.co/t4xbrRP/Slim.png" class="ipsImage ipsImage_thumbnailed ipsAttachLink_image ipsAttachLink_left" data-fileid="18286" data-loaded="true" data-ratio="100.00" data-src="//i.ibb.co/t4xbrRP/Slim.png" src="https://www.myth-weavers.com/applications/core/interface/js/spacer.png" style="width:200px;height:auto;float:left;" width="252"></a><span style="font-size:48px;"><span style=""><strong><em><span style="font-family:Papyrus, Helvetica, sans-serif;">Slim</span> </em></strong></span></span><font><span style="font-size: 12px;"><i>Thri-Kreen Warlock 5</i></span></font> </p> <hr style="font-size:15.4px;margin:0px;padding:0px;"> <p style="font-size:15.4px;"> <span style="font-size: 14px;"><strong style="font-size:11px;">AC: </strong>15<font> | </font></span><span style="font-size: 14px;"><strong style="font-size:11px;">HP:</strong><font> 3</font><font>8</font><font>/38 </font></span><span style="font-size: 10px;"><strong>TEMP HP: </strong></span><span style="font-size: 14px;">0 </span><span style="font-size: 14px;"><span style="font-size:10px;"><strong> </strong></span>| | <strong style="font-size:11px;">Move:</strong>&nbsp;30&#39;<br> <b style="font-size:11px;">Init: +2 | SAVES: </b></span><span style="font-size:12px;"><span style=""><strong>Str:</strong>&nbsp;+0, <strong>Dex: +2</strong>, <strong>Con: </strong>+2, <strong>Int: </strong>+0, <strong>Wis: </strong>+4, <strong>Cha:</strong>&nbsp;+6</span></span> </p> <hr style="font-size:15.4px;margin:0px;padding:0px;"> <p style="font-size:15.4px;"> <span style="font-size:11px;"><strong>SKILLS:</strong> <strong><u>Acrane </u>+3 <u>Insight </u>+4 <u>Intimidation </u>+6 <u>Religion </u>+3 </strong></span> </p> <p style="font-size:15.4px;"> <strong><u>Passive:</u></strong>&nbsp;<em>Perception:</em> 12, <em>Insight:</em> 14 </p> <hr style="font-size:15.4px;margin:0px;padding:0px;"> <p> &nbsp; </p> <p> &nbsp; </p> <hr> <div class="mwspoiler"> <div class="mwspoiler-shown" data-mw-tag="ooc"> <div class="mwspoiler-showtext"> <p> OOC </p> </div> </div> <div class="mwspoiler-hidden" style="display: flex;"> <div class="mwspoiler-hidetext"> <p> Hide this </p> </div> </div> </div> <p> &nbsp; </p> </div> </div> </div>
  2. WIP Slim Thri-kreen Warlock 5 Medium monstrosity, chaotic good Astral Drifter Armor Class 15 Hit Points 38 (5d8+10) Speed 30 ft. Age 93 STR 10 (+0), DEX 14 (+2), CON 14 (+2), INT 10 (+0), WIS 12 (+1), CHA 16 (+3) Feats Spell Sniper Background Feat Magic Initiate Cleric Saving Throws Wis +4, Cha +6 Skills Arcana +3, Insight +4, Intimidation +6, Religion +3 Senses darkvision 120 ft., passive Perception 11 Languages Common, Elvish, Undercommon Bottled Respite. As an action, you can magically vanish and enter your vessel, which remains in the space you left. The interior of the vessel is an extradimensional space in the shape of a 20-foot-radius cylinder, 20 feet high, and resembles your vessel. The interior is appointed with cushions and low tables and is a comfortable temperature. While inside, you can hear the area around your vessel as if you were in its space. You can remain inside the vessel up to a number of hours equal to twice your proficiency bonus. You exit the vessel early if you use a bonus action to leave, if you die, or if the vessel is destroyed. When you exit the vessel, you appear in the unoccupied space closest to it. Any objects left in the vessel remain there until carried out, and if the vessel is destroyed, every object stored there harmlessly appears in the unoccupied spaces closest to the vessel's former space. Once you enter the vessel, you can't enter again until you finish a long rest. Chameleon Carapace. While you're not wearing armor, your carapace provides you a base Armor Class of 13 + your Dexterity modifier. You can also use an action to change the color of your carapace to match the color and texture of your surroundings, giving you advantage on Dexterity (Stealth) checks made to hide in those surroundings. Divine Contact. You encountered a deity in your journeys. Though this encouter was brief, they imparted some bit of cosmic lore or secrets to you. Work with your DM to determine what this was. You can note it alongside your Divine Contact above. You gain the Magic Initiate feat, and must choose the cleric class for it. Genie's Wrath. Once during each of your turns when you hit with an attack roll, you can deal extra damage to the target equal to your proficiency bonus. The type of this damage is determined by your patron: bludgeoning (dao) Invocations. Devil's Sight - You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet. Grasp of Hadar - Once on each of your turns when you hit a creature with your eldritch blast, you can move that creature in a straight line 10 feet closer to yourself. Repelling Blast - When you hit a creature with eldritch blast, you can push the creature up to 10 feet away from you in a straight line. Longevity. You are 20d6 years older than you actually appear, due to your extensive time spent in the ageless Astral Sea. Sanctuary Vessel. When you use the Bottled Respite feature to enter your Genie's Vessel, you can now choose up to five willing creatures visible to and within 30 feet of you. The chosen creatures are pulled into the vessel with you. You can use a bonus action to eject any creatures from the vessel. Everyone is ejected if you leave, if you die, or if the vessel is destroyed. Additionally, anyone, including yourself, who stays in the vessel for at least 10 minutes gains the benefits of completing a short rest. You all can add your proficiency bonus to the number of hit points they regain by spending Hit Dice as part of a short rest there. Secondary Arms. You have two slightly smaller secondary arms below your primary pair of arms. These secondary arms can manipulate an object, open or close a door or container, pick up or set down a Tiny object, or wield a weapon that has the light property. Sleepless. You do not need sleep and can remain conscious during a long rest. However, you must still refrain from strenuous activity to gain the benefit of the rest. Thri-kreen Telepathy. Without magical aide, you can't speak the non-thri-kreen languages you know. Instead, you use telepathy to convey your thoughts. You can magically transmit your thoughts mentally to willing creatures you can see within 120 feet of yourself. A contacted creature doesn't need to share a language with you to understand your thoughts, but it must be able to understand at least one language. Your telepathic link to a creature is broken if you and the creature move more than 120 feet apart, if either of you is incapacitated, or if either of you mentally breaks the contact (no action needed). Unarmed Strike. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 1 bludgeoning damage. Equipment wand of the pact keeper, +1, Genie's Vessel (Ring), Magic - Spell Attack +6(+7Wand of the Pact Keeper) Spell Save DC 14(15Wand of the Pact Keeper) Spell Slots 2/Short Rest Cantrips Eldritch BlastEldritch Blast cantrip evocation Casting Time: 1 action Range: 120 feet Target: A creature within range Components: V S Duration: Instantaneous Classes: Warlock A beam of crackling energy streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 force damage. The spell creates more than one beam when you reach higher levels: two beams at 5th level, three beams at 11th level, and four beams at 17th level. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam. +6 2 1d10 Force Damage beams Fire BoltFire Bolt cantrip evocation Casting Time: 1 action Range: 120 feet Target: A creature or object within range Components: V S Duration: Instantaneous Classes: Sorcerer, Wizard 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).*** +6 2d10 Fire Damage GuidanceGuidance cantrip divination Casting Time: 1 action Range: Touch Target: One willing creature Components: V S Duration: Up to 1 minute Classes: Cleric, Druid You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.** MendingMending cantrip transmutation Casting Time: 1 minute Range: Touch Target: A single break or tear in an object you touch Components: V S M (Two lodestones) Duration: Instantaneous Classes: Bard, Cleric, Druid, Sorcerer, Wizard 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.** Mind SliverMind Sliver Source: Tasha's Cauldron of Everything Enchantment cantrip Casting Time: 1 action Range: 60 feet Components: V Duration: 1 round You drive a disorienting spike of psychic energy into the mind of one creature you can see within range. The target must succeed on an Intelligence saving throw or take 1d6 psychic damage and subtract 1d4 from the next saving throw it makes before the end of your next turn. At Higher Levels. This spell’s damage increases by 1d6 when you reach certain levels: 5th level (2d6), 11th level (3d6), and 17th level (4d6).* DC 14 Int 2d6 Psychic Minor IllusionMinor Illusion cantrip illusion Casting Time: 1 action Range: 30 feet Target: See text Components: S M (A bit of fleece) Duration: 1 minute Classes: Bard, Sorcerer, Warlock, Wizard You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again. If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else’s voice, a lion’s roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends. If you create an image of an object—such as a chair, muddy footprints, or a small chest—it must be no larger than a 5-foot cube. The image can’t create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it. If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.* PrestidigitationPrestidigitation cantrip transmutation Casting Time: 1 action Range: 10 feet Target: See text Components: V S Duration: Up to 1 hour Classes: Bard, Sorcerer, Warlock, Wizard This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range: You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor. You instantaneously light or snuff out a candle, a torch, or a small campfire. You instantaneously clean or soil an object no larger than 1 cubic foot. You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour. You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour. You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn. If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action. Sacred FlameSacred Flame cantrip evocation Casting Time: 1 action Range: 60 feet Target: A creature that you can see within range Components: V S Duration: Instantaneous Classes: Cleric Flame-like radiance descends on a creature that you can see within range. The target must succeed on a Dexterity saving throw or take 1d8 radiant damage. The target gains no benefit from cover for this saving throw.* DC 14 Dex 2d8 Radiant Toll the DeadToll the Dead Source: Xanathar's Guide to Everything Necromancy cantrip Casting Time: 1 action Range: 60 feet Components: V, S Duration: Instantaneous You point at one creature you can see within range, and the sound of a dolorous bell fills the air around it for a moment. The target must succeed on a Wisdom saving throw or take 1d8 necrotic damage. If the target is missing any of its hit points, it instead takes 1d12 necrotic damage. At Higher Levels. The spell’s damage increases by one die when you reach 5th level (2d8 or 2d12), 11th level (3d8 or 3d12), and 17th level (4d8 or 4d12). DC 14 Wis 2d8/2d12 Necrotic Available Spells 1st HexHex Source: Player's Handbook 1st-level enchantment Casting Time: 1 bonus action Range: 90 feet Components: V, S, M (the petrified eye of a newt) Duration: Concentration, up to 1 hour You place a curse on a creature that you can see within range. Until the spell ends, you deal an extra 1d6 necrotic damage to the target whenever you hit it with an attack. Also, choose one ability when you cast the spell. The target has disadvantage on ability checks made with the chosen ability. If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to curse a new creature. A Remove Curse cast on the target ends this spell early. At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours. 1d6 Necrotic with spell attack 1st Unseen ServantUnseen Servant 1 conjuration Casting Time: 1 action Range: 60 feet Target: An unoccupied space on the ground within range Components: V S M (A piece of string and a bit of wood) Duration: 1 hour Classes: Bard, Warlock, Wizard This spell creates an invisible, mindless, shapeless force that performs simple tasks at your command until the spell ends. The servant springs into existence in an unoccupied space on the ground within range. It has AC 10, 1 hit point, and a Strength of 2, and it can’t attack. If it drops to 0 hit points, the spell ends. Once on each of your turns as a bonus action, you can mentally command the servant to move up to 15 feet and interact with an object. The servant can perform simple tasks that a human servant could do, such as fetching things, cleaning, mending, folding clothes, lighting fires, serving food, and pouring wine. Once you give the command, the servant performs the task to the best of its ability until it completes the task, then waits for your next command. If you command the servant to perform a task that would move it more than 60 feet away from you, the spell ends. 2nd Hold PersonHold Person 2 enchantment Casting Time: 1 action Range: 60 feet Target: A humanoid that you can see within range Components: V S M (A small, straight piece of iron) Duration: Up to 1 minute Classes: Bard, Cleric, Druid, Sorcerer, Warlock, Wizard Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target. At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, you can target on additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them. DC 14 Wis 2nd Misty StepMisty Step 2 conjuration Casting Time: 1 bonus action Range: Self Target: Self Components: V Duration: Instantaneous Classes: Sorcerer, Warlock, Wizard Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see. 3rd Enemies AboundEnemies Abound Source: Xanathar's Guide to Everything 3rd-level enchantment Casting Time: 1 action Range: 120 feet Components: V, S Duration: Concentration, up to 1 minute You reach into the mind of one creature you can see and force it to make an Intelligence saving throw. A creature automatically succeeds if it is immune to being frightened. On a failed save, the target loses the ability to distinguish friend from foe, regarding all creatures it can see as enemies until the spell ends. Each time the target takes damage, it can repeat the saving throw, ending the effect on itself on a success. Whenever the affected creature chooses another creature as a target, it must choose the target at random from among the creatures it can see within range of the attack, spell, or other ability it’s using. If an enemy provokes an opportunity attack from the affected creature, the creature must make that attack if it is able to. DC 14 Int 3rd Hunger of HadarHunger Of Hadar Source: Player's Handbook 3rd-level conjuration Casting Time: 1 action Range: 150 feet Components: V, S, M (a pickled octopus tentacle) Duration: Concentration, up to 1 minute You open a gateway to the dark between the stars, a region infested with unknown horrors. A 20-foot-radius sphere of blackness and bitter cold appears, centered on a point within range and lasting for the duration. This void is filled with a cacophony of soft whispers and slurping noises that can be heard up to 30 feet away. No light, magical or otherwise, can illuminate the area, and creatures fully within the area are blinded. The void creates a warp in the fabric of space, and the area is difficult terrain. Any creature that starts its turn in the area takes 2d6 cold damage. Any creature that ends its turn in the area must succeed on a Dexterity saving throw or take 2d6 acid damage as milky, otherworldly tentacles rub against it. Start 2d6 Cold/End DC 14 Dex or 2d6 Acid 1/long Rest Healing WordHealing Word 1 evocation Casting Time: 1 bonus action Range: 60 feet Target: A creature of your choice that you can see within range Components: V Duration: Instantaneous Classes: Bard, Cleric, Druid A creature of your choice that you can see within range regains hit points equal to 1d4 + 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 1d4 for each slot level above 1st.** Book of Shadows* Magic Initiate** Spell Sniper***
  3. No bonus, but still counts as magic. The Battlesmith Artificer is allowed to use their int to hit/dam with a Moontouched sword.
  4. Persons of Interest Duke Reagansford - An idealist noble on the borderlands on the Wastes. Duke Reagansoford sees the good in people, and much to his Son's dismay is very generous and caring of those in his holds. Duke Reagonsford was the one who found Marcus in the gladiatorial pits to be a bodyguard and eventually freeing him to roam the wastes with an admonition to go and protect people who are not able to protect themselves in the wastes. Tearen Reagansford - The firstborn of Duke Reagansford and a greedy penny-pinching petulant man who cannot wait to become Duke and change how things are run around here! John and Alexandra Cameron - The Cameron's had served 7 years of indentured servitude to be provided with a small plot of land bordering the wastes. It is not much, but between a small farm plot and trapping allow them to carve out a hard, but free life for themselves. Marcus will often visit and stay for a short spell to help John with trapping, harvest and the occasional bandit. Eagen Bloodfang - Eagan was the leader of his Wasteland Ravagers. He was brutal, ruthless and did not think twice about killing one or more of his own to get what he wanted. He survived the ambush and went to the pits with Marcus. He was very upset that Marcus's freedom was paid for and not his own. Grogar - What Marcus could consider a friend while out as a Reaver. His skill with a blade awarded him a bit of respect and space, but only Grogar, a boisterous, gregarious and good-natured Orc. When not killing settlers or pilgrims who the Reavers came across. Marcus thought Grogar dead as he did not see him in the gladiatorial pits after the ambush. His status of alive or dead is yet unknown.
  5. Thinking of adding a Cast of Characters section. Perhaps I may have time on Friday to do so.
  6. I want to expand Marcus's backstory, but bandwidth also constrains me. I will try to expand, but otherwise I believe he is complete.
  7. PC Marcus Wasteland Orc Wandering Swordsman 5 AC: 14 (Chest and Chesthair) | HP: 50/50 | Initiative: +2 | Passive Perception: 13 Battle Meditation: 3/3 | DM Inspiration: 1/1 Post goes here. "Speech" thoughts in italics Mechanics Main Hand: +1 Greatsword 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. Posting Code <div class="ipsQuote_contents ipsClearfix"> <fieldset class="mw-fieldset"> <legend class="mw-fieldset-legend"><span style="font-size:20px;"><strong>PC</strong></span></legend> <div class="mw-fieldset-body" spellcheck="false"> <p> <span style=""><span style="font-family:Century Gothic,sans serif;"><span style="font-size:18px;"><strong>Marcus</strong></span><span style="font-size:20px;"><em>&nbsp;</em></span></span></span><em style="font-size:14px;">Wasteland Orc Wandering Swordsman 5</em><img alt="spacer.png" class="ipsImage ipsAttachLink_image ipsAttachLink_right" data-loaded="true" data-ratio="97.33" data-src="https://i.ibb.co/pPKLFYJ/Marcus-crop.png" height="219" src="https://www.myth-weavers.com/applications/core/interface/js/spacer.png" style="height:auto;width:225px;float:right;" width="225"><br> <a data-fileext="png" data-fileid="8761" href="//mwbaldrcdkstack-ipbuploads6f377ba5-6asvxg6ywium.s3.us-east-1.amazonaws.com/monthly_2023_08/image.png.30b924e658ca3da1577a1e996d5a58f6.png" rel="" title="Fetching info..."><img alt="image.png.30b924e658ca3da1577a1e996d5a58f6.png" class="ipsImage ipsImage_thumbnailed ipsAttachLink_image ipsAttachLink_left" data-fileid="8761" data-loaded="true" data-ratio="100.00" data-src="//mwbaldrcdkstack-ipbuploads6f377ba5-6asvxg6ywium.s3.us-east-1.amazonaws.com/monthly_2023_08/image.png.30b924e658ca3da1577a1e996d5a58f6.png" src="https://www.myth-weavers.com/applications/core/interface/js/spacer.png" style="width:1px;height:auto;float:left;" width="200"></a> </p> <hr> <p> <span style="font-size:12px;"><strong>AC: </strong>14 (Chest and Chesthair) | <strong>HP: </strong>50/50 | <strong>Initiative:</strong> +2 | <strong>Passive Perception: </strong>13&nbsp;<br> <strong>Battle Meditation: </strong>3/3 | <strong>DM Inspiration:</strong> 1/1</span> </p> <hr> <p> <span>Post goes here.</span><br> <br> <span style=""><strong><span style="">&quot;</span>Speech<span style="">&quot;</span></strong><br> <br> <em>thoughts in italics</em></span> </p> </div> </fieldset> <div> <div> <table align="center" border="0" cellpadding="0" cellspacing="0" style="width:100%;"> <tbody> <tr> <td style="vertical-align:top;"> <div class="mwspoiler"> <div class="mwspoiler-shown"> <div class="mwspoiler-showtext"> <p> <strong>Mechanics</strong> </p> </div> </div> <div class="mwspoiler-hidden"> <div class="mwspoiler-hidetext"> <p> <strong>Main Hand: </strong>+1<strong> </strong>Greatsword<br> <strong>Off Hand:</strong>&nbsp;Empty </p> <hr> <p> <strong>Action: </strong>Your action goes here.<br> <strong>Bonus Action: </strong>Your bonus action goes here.<br> <strong>Move: </strong>Your movement goes here.<br> <strong>Manipulate: </strong>Your one free object interaction goes here. </p> </div> </div> </div> </td> <td style="vertical-align:top;"> &nbsp; </td> <td style="vertical-align:top;"> &nbsp; </td> <td style="vertical-align:top;"> &nbsp; </td> </tr> </tbody> </table> </div> </div> </div>
  8. Still fleshing out the background. Marcus Wandering Swordsman former Wasteland Raider "Everyone deserves a chance at Redemption" Barbarian 5 Medium humanoid male (Wasteland Orc), true neutral Armor Class 14 Hit Points 50 ( 5d12 + 10 ) Speed 40' ft. Senses darkvision, passive perception 20' ft. Languages common, orcish, undercommon Proficiency Bonus +3 ABILITIES & SKILLS Proficiency Bonus: +3 Strength 18 (+4) Save +7 Athletics +7 Dexterity 14 (+2) Save +2 Acrobatics +2 | Sleight of Hand +2 | Stealth +5 Constitution 14 (+2) Save +5 No skills associated. Intelligence 10 (+0) Save +0 Arcana +0 | History +0 | Investigation +0 | Nature +0 | Religion +0 Wisdom 10 (+0) Save +0 Animal Handling +0 | Insight +0 | Medicine +0 | Perception +3 | Survival +3 Charisma 10 (+0) Save +0 Deception +0 | Intimidation +3 | Performance +0 | Persuasion +0 Bold denotes proficiency. PROFICIENCIES & ABILITIES PROFICIENCIES Tools Thieves' Tools Weapons Simple Weapons, Martial Weapons Armors Light Armor, Medium Armor, Shields BARBARIAN CLASS ABILITIES Battle Meditation (Rage)In battle, you fight with disciplined calm. On Your Turn, you can enter meditation as a Bonus Action. While meditating, you gain the following benefits if you aren't wearing heavy armor: • You have advantage on Strength Checks and Strength Saving Throws. • When you make a melee weapon Attack using Strength, you gain a +2 bonus to the damage roll. This bonus increases as you level. • You have Resistance to bludgeoning, piercing, and slashing damage. If you are able to cast Spells, you can't cast them or concentrate on them while meditating. Your meditation lasts for 1 minute. It ends early if you are knocked Unconscious or if Your Turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your meditation on Your Turn as a Bonus Action. | Unarmored DefenseWhile you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a Shield and still gain this benefit. | Danger Sense At 2nd level, you gain an uncanny sense of when things nearby aren't as they should be, giving you an edge when you dodge away from danger. You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can't be blinded, deafened, or incapacitated. | Reckless AttackStarting at 2nd level, you can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn. | Totem SpiritAt 3rd level, when you adopt this path, you choose a totem spirit and gain its feature. You must make or acquire a physical totem object – an amulet or similar adornment – that incorporates fur or feathers, claws, teeth, or bones of the totem animal. At your option, you also gain minor physical attributes that are reminiscent of your totem spirit. For example, if you have a bear totem spirit, you might be unusually hairy and thick-skinned, or if your totem is the eagle, your eyes turn bright yellow. Your totem animal might be an animal related to those listed here but more appropriate to your homeland. For example, you could choose a hawk or vulture in place of an eagle. Bear . While raging, you have resistance to all damage except psychic damage. The spirit of the bear makes you tough enough to stand up to any punishment. | Spirit SeekerYours is a path that seeks attunement with the natural world, giving you a kinship with beasts. At 3rd level when you adopt this path, you gain the ability to cast the Beast Sense and Speak with Animals spells, but only as rituals. Beast Sense Source: Player's Handbook 2nd-level divination (ritual) Casting Time: 1 action Range: Touch Components: S Duration: Concentration, up to 1 hour You touch a willing beast. For the duration of the spell, you can use your action to see through the beast’s eyes and hear what it hears, and continue to do so until you use your action to return to your normal senses. Speak with Animals Source: Player's Handbook 1st-level divination (ritual) Casting Time: 1 action Range: Self Components: V, S Duration: 10 minutes You gain the ability to comprehend and verbally communicate with beasts for the duration. The knowledge and awareness of many beasts is limited by their intelligence, but at minimum, beasts can give you information about nearby locations and monsters, including whatever they can perceive or have perceived within the past day. You might be able to persuade a beast to perform a small favor for you, at the DM’s discretion. 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. | AggressiveYou can use your bonus action to move up to your speed toward a hostile creature that you see. | Chaos ResistanceYou have advantage on saving throws against spells another magical effects that have the chaos descriptor and against the special attacks and spell-like abilities of chaotic aberrations and fiends. | Wasteland AwarenessYou have proficiency in the Wisdom (Survival) skill. In addition, you apply double your proficiency bonus to checks for this skill when you try to locate fresh, unpolluted drinking water or when you want to determine whether an area os free of dangerous creatures or hazards. | Wasteland ResilienceYou can survive for extended periods without sustenance. You can go without food or water for a number of days equal to 6 + twice your Constitution Modifier before you begin to suffer effects of exhaustion. In addition, the heavy folds of skin around your eyelids grant you advantage on saving throws against the effects of airborne dust particles and similar substances that could cause blindness or otherwise impair your vision FEATS Tavern BrawlerAccustomed to the rough-and-tumble fighting using whatever weapons happen to be at hand, you gain the following benefits: Increase your Strength or Consititution score by 1, to a maximum of 20. You are proficient with improvised weapons. Your unarmed strike uses a d4 for damage. When you hit a creature with an unarmed strike or an improvised weapon on your turn, you can use a bonus action to attempt to grapple the target. Background Feature A Reavers LifeYour life as a brigand or outlaw has brought you a certain notoriety. You have advantage on Charisma (Intimidate) checks against those aware of your past, and most criminals and bandits will have a starting attitude of indifference toward you. On the other hand, people like lawmakers and town guards will initially be hostile toward you until you can prove yourself to be trustworthy. You also know the location of various places within the wastes where you can hide or seek shelter. These locations should be relatively well-hidden and free of monsters, hazards, and traps. You can choose up to three such locations when you take this background. WEAPONS WEAPONS +1 Greatsword +8 to hit for (2d6+5) slashing, magic damage. Bokken (Great Club) +7 to hit for (1d8+4) bludgeoning damage Handaxe +7 to hit for (1d6+4) slashing damage range 20/60 ft Dagger +7 to hit for (1d4+3) piercing damage. | Finesse, light, thrown (20/60) Unarmed Strike +7 to hit for (1d4+4) bludgeoning damage Battle Meditation +1 Greatsword +8 to hit for (2d6+7) slashing, magic damage. Bokken (Great Club) +7 to hit for (1d8+6) bludgeoning damage Handaxe +7 to hit for (1d6+6) slashing damage range 20/60 ft Dagger +7 to hit for (1d4+6) piercing damage. | Finesse, light, thrown (20/60) Unarmed Strike +7 to hit for (1d4+6) bludgeoning damage SPELLS RITUAL TOTEM BARBARIAN SPELLS Beast SenseSource: Player's Handbook 2nd-level divination (ritual) Casting Time: 1 action Range: Touch Components: S Duration: Concentration, up to 1 hour You touch a willing beast. For the duration of the spell, you can use your action to see through the beast’s eyes and hear what it hears, and continue to do so until you use your action to return to your normal senses. | Speak with AnimalsSource: Player's Handbook 1st-level divination (ritual) Casting Time: 1 action Range: Self Components: V, S Duration: 10 minutes You gain the ability to comprehend and verbally communicate with beasts for the duration. The knowledge and awareness of many beasts is limited by their intelligence, but at minimum, beasts can give you information about nearby locations and monsters, including whatever they can perceive or have perceived within the past day. You might be able to persuade a beast to perform a small favor for you, at the DM’s discretion. EQUIPMENT & ENCUMBERANCE TOTAL ENCUMBERANCE (94.62 lbs.) Weight: 94.62 lbs. / 270 lbs. max. (15 x STR Score) Status: Unencumbered Penalty: None MONEY POUCH (1.12 lbs.) Copper: 0 | Silver: 8 | Gold: 48 | Obsidian: 0 | Platinum: 0 (56 Coins x .02 lbs. = 1.12 lbs. Total Weight) EQUIPEMENT READIED (24 lbs.) Equipped items can be retrieved with a manipulate item interaction. Armor (4 lbs.) Traveler's Clothes - 4 lbs. Weapons (19 lbs.) +1 Greatsword - 6 lbs. | Dagger - 1 lb. | Hatchet - 2 lbs. | Bokken - 10 lbs Readied Items (1 lbs.) Thieves' Tools 1lbs EQUIPMENT STORED (27 lbs.) Stored items can be retrieved with an action. In Backpack (28.5 lbs.) Backpack - 5 lbs. | Mess Kit - 1 lbs. | Clothes Common - 3lbs | Mirror, Steel - .5lbs | Potion of Healing (x6) - 3lbs | Rations x10 20lbs | Tinderbox - 1lbs | Strapped to Backpack (35 lbs.) Waterskin - 5 lbs. | Rope, hempen - 10 lbs. | Bedroll & Blanket - 10 lbs. | Torche x10 - 10lbs Pouch (2.12 lbs) Money - Thieves Tools - 1lbs EQUIPMENT NOT CARRIED (--) * Denotes magic item (see below) MAGIC ITEMS NON-ATTUNED +1 Greatsword ATTUNED (0/3) APPEARANCE Age 20 | Height 7' 9" | Weight 356 lbs. | Hair Black| Eyes Grey | Complexion Green Marcus is a tall lean man of corded muscles, his moves are fluid and confident. His hair is kept pulled loose behind his head. His clothes are well-tended if a little threadbare. He travels with two swords, one in a sheath, a large blade, and another just tied with a cord, A large wooden practice sword. He is neither loud nor boisterous, but instead soft-spoken, using his sword to speak for him in combat with an earned confidence. Marcus is a serious man, he knows that he is not the greatest thinker or the life of a party. Though he knows that he is a weapon, an artist of violence. He has a soft spot for children and though he has no affinity for it, animals. He speaks softly and has a noticeable longing. He seems to be both guarded around people while yearning to be a part of something again. He does not consider himself a lone wolf, he is happy to listen to those with better knowledge or tactics. He is willing to speak his mind, but only cares to fight someone if they are awake, facing him and armed. BACKGROUND Wasteland Raider Source Wastes of Chaos Personality Traits: I live every day to the fullest because it could be my last, The Wastes reward those who are prepared Ideals: Honor - I leave my past behind me to take on the role of protector rather than predator Bonds: A nobile took pity on me and freed me from the gallows. Flaws: Hunted By My Past - Someone knows about my past, and they’re hunting me. Background Feature: A Reavers LifeYour life as a brigand or outlaw has brought you a certain notoriety. You have advantage on Charisma (Intimidate) checks against those aware of your past, and most criminals and bandits will have a starting attitude of indifference toward you. On the other hand, people like lawmakers and town guards will initially be hostile toward you until you can prove yourself to be trustworthy. You also know the location of various places within the wastes where you can hide or seek shelter. These locations should be relatively well-hidden and free of monsters, hazards, and traps. You can choose up to three such locations when you take this background. BACKSTORY Marcus was once a member of Wasteland Raiders, and Marcus was ordered to kill many people. In the service of a men he did not care for, but having the opportunity to perfect his skill with a blade Marcus did not put much thought into whom he served or what he was doing. But he was very good at it. When raiding, fighting was just a part of what you did. But one day his world was rocked. The Raiders went into a border town that they thought would be easy pickings, but instead, it was a trap. The raiding party was descended upon by a small militia supported by mercenaries. It was a slaughter, and those not killed were taken prisoner. After a forced march the raiders were forced to fight in pits for the amusement of the mercenaries and others. Marcuse reveled in the fight for his life every time he entered the arena. Marcus rose to the top of the pits and eventually caught the eye of a Noble. After a few visits, the Noble saw something in Marcus beyond that of a mindless raider. He was more dedicated to the art of fighting than raiding and pillaging. After a brief stint as the Noble's guard, the Noble let him go. He sensed that his service constrained Marcus, holding him back from honing his battle skills where they belonged, in battle. Marcus now wanders the Waste looking for a scrap, he sells his services to pilgrims and caravans seeking to cross the wastes knowing that such tempting targets will bring him his desired fights.
  9. What are your feelings on reskinning a class? I would like to reskin Barbarian into a sword saint or swordmaster style class. Turn the Rage into a battle meditation similar to the swordmasters in the Wheel of Time. Mechanically it would be Barb, just reskinned for flavor.
  10. Edward - Harbinger Edward furrowed his brow when asked to watch over Mikaela's body. The only reason why she would ask for him to look over her body would be that she would not be able to do so. Was this extrasensory perception? Was she Astral projecting? Such a skill, either one would be immensely useful when trying to gain intelligence. Already he had intruded upon her secrets and withheld the myriad of questions that flooded into him. <You can count on me.> Edward placed himself in a position where he could watch both Mikaela and get a good view of anyone coming from the direction of the strange crowds and see a reflection behind him in case of anyone approaching from there. "You can count on me." he says out loud to himself. He felt useless, only able to watch and protect a girl he just met. But then, it seemed she knew that she would be vulnerable, and by protecting her, he was in fact keeping her from a very real harm. While he watched and listened to the 'Network' he let his mind wander over the events and details to see if he could bring to the forefront of his mind any details that they may have missed. Passive Insight 24 - Passive Perception 24 - Passive Investigation 27
  11. Edward - Harbinger Edward thought more than a few very old and easily translatable words if his tone could be read. <Please be careful, I am looking forward to our sparring session on Thursday and would hate to miss it because you are in the ICU> Edward was already running part of his mind in ways that they could start teamwork-style exercises to help them learn to work together. Sparring was fine, but perhaps they may need to learn how to utilize each other's strengths to accommodate these type of situations in the future. "There is much that is wrong here. The groups are not acting as individuals, the patterns are too uniform, they are acting as one mind or organism." Edward said trying to put together the clues that continued to be presented to him, even those that he was getting both under and over his conscious perception. There are too many unknown factors at play and I don't like the unknown Edward thought perhaps a bit too loudly as they closed the distance to the first building that they could peek around and get a better view of the plan unfolding. Passive Insight 24 - Passive Perception 24 - Passive Investigation 27
  12. Edward - Harbinger Edward could appreciate that. "A friend once explained something similar to me. When manipulating a quarter with magnetic fields, there was a difference between putting a quarter into a vending machine and putting it through a vending machine, and though through was much easier, into was more useful." It seemed that he managed to find those who had also developed a sense of self-control for one reason or another. Perhaps Mikaela may even one day be counted as a friend. Though, it seemed that she was speaking about herself rather easily. Perhaps she, like him, had to hold people at bay. Letting someone get close what? Scares them? Causes harm? Wierds them out? Causes mistrust. That last one was the one that hurt the most. Friendships break because they do not feel that they can trust you. Edward counted himself lucky that he had Zhou to count as a friend "I can appreciate the need for such training. Were you lucky enough to have a teacher?" Edward had not been that lucky. "I'm sorry, I do not mean to pry, it's just..." I have an unerring need to accrue information and find answers. Passive Insight 24 - Passive Perception 24 - Passive Investigation 27
  13. Edward - Harbinger Edward nodded to Mikaela and started jogging over with him. He half expected her to fly away, and company was appreciated while Zhou went in by himself. He was not thinking about his own safety, and he wondered what his Sensei would say. Edward would do what he could to not bring it up, unless it went very very poorly. Edward would need to request that they start training in other areas than just sparring. "Thank you for joining me," Edward said as he paced Mikaela. "I must commend you on your self-control and willpower. I could not imagine how much self-control it must take to be able to create a mental link with a small group of new and random individuals and still respect their mental privacy, you must have trained hard." Let alone if she was able to feel emotions, the constant eddies and whirlpools of emotions in the recent event must have been like waves crashing against the walls of a city. Passive Insight 24 - Passive Perception 24 - Passive Investigation 27
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