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Sheet Folders in Testing Γ—

PureChance

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  1. Caith Mor'Phann - Isharran Soulscryer [Body: 1 | Mind 3 | Soul 3] Melee [1] | Accuracy [3] | Defense [1] | Armour [1] | Toughness [08/8] | Init [3] | Wounds [04/4] | Awareness [2] | Mettle [00/2] Devotion [5d6 +1] | Determination [4d6] | Intimidation [3d6 +1] | Intuition [5d6 +1] | Survival [4d6] | Theology [4d6 +1] | Finger ClawsDamage: S (1 per success) Piercing, Slashing Subtle, Dowerchime StaffDamage: 1 + S (1 per success) Crushing Two handed, Ethersea CloakA Ethersea cloak appears as roiling waves falling from the wearer's shoulder and causes the air to fill with the smell of seawater. Created by Isharran Tidecasters, an ethersea cloak surrounds the wearer in the aura of the ethers, allowing land dwelling creatures to breathe and move underwater as if they were on land, and sea creatures to 'swim' through the air as if underwater. | MiraclesUniversal; β€’ Healing Spirit (Zone/Self/Instant) DN5:1 Soul(Devotion) test, [S] Toughness recovered (+ Soul for 1 Mettle) Ethersea; β€’ Favourable Tides (You/Long/Instant) β€’ Diviner of Truth (1/Short/Instant) Opposed Soul(Devotion) vs Soul(Determination) β€’ Seeker of Souls (1/Long/[S] Hours) DN4:1 Soul(Devotion) test β€’ Abyssal Nightmare (Zone/Medium/Sustained, 2 Mettle) 1 Mettle to Sustain Disquieting PresenceYou are a terrifying vision death: pale-skinned with glowing white eyes, circled by freezing ethersea mists that chill the hearts of your enemies. Creatures than move to Close Range with you or start their turn there must make a DN4:3 Soul(Determination) test. On a failure, they are Frightened until the start of their next turn. If a creature passes the Test, they are immune to this effect for 1 day. Other members of your Binding are permanently immune to this effect. | Blessed (The Ethersea)Where others may worship a god, you are one of the truly devoted. For your devotion and piety, you have been blessed with a fraction of your god's power. The Idoneth have no need of Gods, having forsaken their creator Telcos centuries ago. Instead, they put their faith in the unknowable eldritch power of the Ethersea, trusting in it to guide and protect them. Cath found a quiet part of the deck to loom as he watched the play of the soul-light around them, the ebb and flow of the crew. At least, until the captain's shout came. At the same time as the disgusting beast came into view, Caith was granted a vision of its twisted soul, a weak a fluttering thing twisting under the taint of chaos. Making sure to intone loudly this time, to remind the crew of what lurks beneath, he once again calls upon the ethersea to bring forth the horror of the abyss, and around the creature manifest great pale tentacles, filled with razor-sharp suckers that rip and tear at cultists and creature alike. OOC Action: Abyssal Nightmare Miracle (2 Mettle cost) cast over monster and rafts - You call forth a grotesque nightmare from the depths of the abyss, filling your enemies with terror as they are lashed by whipping tentacles. Choose a Zone within Medium Range. This Zone immediately becomes a Major Hazardas it fills with twisting alien tentacles. A creature that enters the Zone or starts its turn there gets a terrifying insight into the nightmares that lurk in the deep and is Frightened until the end of their next turn. Can I also intimidate the crew as part of this, in order to fulfil my short term goal of "Remind a seafaring mortal why the deeps should be feared"
  2. Yes, sorry if I wasn't clear - my point was that giving free dice seems much much more "powerful" than an XP reduction in terms of XP saved. Unless I've interpreted the core rules incorrectly. It seems similar to WoD system, so I understood Each point you purchase with XP gives you one additional d10 to roll? So if you've 2 points in perception you would roll [attribute]+2 dice. If you're a Tabaxi, you would roll an extra 2 dice on top of that for perception and stealth, which is the equivalent of having two extra free points of the most expensive end for each of those skills, which is equivalent to a lot more XP than a 1 point reduction (that tops out at 15XP saved only for all 5 points?)
  3. Sorry guys, I'll try to post Saturday evening, or failing that Monday
  4. That should be Rush finished up in terms of mechanics & items bought, pending a little tweaking depending on the granted magic item if he's chosen.
  5. Bugbear Echo Knight AC: 15 (Chain Shirt) | HP: 31/31 () | HD: 3/3 | Speed: 30 ft. | Initiative: +2 Senses: Passive Perception 13, Insight 11, Investigation 11. Darkvision 60ft. StrSave: +6 Athletics: +6 Carrying Capacity: 540 lb. Lift/Push/Drag: 1080 lb.: 18 (+4) | DexInitiative: +2 Save: +2 Acrobatics: +2 Slight-of-Hand: +2 Stealth: +4: 14 (+2) | ConSave: +5: 17 (+3) | IntSave: +1 Arcana: +1 History: +1 Investigation: +1 Nature: +1 Religion: +1: 12 (+1) | WisSave: +1 Animal Handling: +1 Insight: +1 Medicine: +1 Perception: +3 Survival: +3: 12 (+1) | ChaSave: +1 Deception: +1 Intimidation: +3 Performance: +1 Persuasion: +1: 12 (+1) Languages: Common, Undercommon, Despite keeping an exceptionally close eye on the suspicious looking halfling, Wandile is unable to detect any sign of cheating, and they retire shortly after their third pie. Wandile huffs, and turns away. Probably they had only changed their mind because they'd seem him watching. He's happy to climb onto stage again for a fun prize giving, smiling widely alongside his fellow victors as the second medal clinks against his first. As they step down he turns to the goblin and catfolk and congratulates them. "You both put away an impressive amount for your size. Name's Wandile," Back down on the ground he grabs the approaching human's hand with visor on his own giant mitt. "Absolutely," he replies with a toothy grin, doing his very best to be friendly despite his intimidating appearance, "Piper and I only came here for a cheap lunch to be honest. I built up an appetite at the wrestling this morning. You local or just visiting for the festival?" OOC Action: - Bonus Action: β€” Movement: - Reaction: - Object Interaction: - Actions & Resources Actions: Maul . Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 2d6 + 4 bludgeoning damage. Flail . Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 1d8 + 4 bludgeoning damage. Javelin [4] . Thrown/Melee Weapon Attack: +6 to hit, ranged 30/120 ft., one target. Hit: 1d6 + 4 piercing damage. Bonus Actions: Manifest Echo . magically manifest an echo of yourself in an unoccupied space you can see within 15 feet of you. This echo is a magical, translucent, gray image of you that lasts until it is destroyed, until you dismiss it as a bonus action, until you manifest another echo, or until you're incapacitated. Your echo has AC 14 + your proficiency bonus, 1 hit point, and immunity to all conditions. If it has to make a saving throw, it uses your saving throw bonus for the roll. It is the same size as you, and it occupies its space. On your turn, you can mentally command the echo to move up to 30 feet in any direction (no action required). If your echo is ever more than 30 feet from you at the end of your turn, it is destroyed. When you take the Attack action on your turn, any attack you make with that action can originate from your space or the echo's space. You make this choice for each attack. When a creature that you can see within 5 feet of your echo moves at least 5 feet away from it, you can use your reaction to make an opportunity attack against that creature as if you were in the echo's space. Echo Swap . You teleport, magically swapping places with your echo at a cost of 15 feet of your movement, regardless of the distance between the two of you. Second Wind . 1/1 (Short Rest) Regain hit points equal to 1d10 + your fighter level. Reactions: Class Features: Action Surge . 1/1 (Short Rest) You can take one additional action. Unleash Incarnation . 3/3 (Long Rest) When you take the Attack action, you can make one additional melee attack from the echo's position.
  6. Caith Mor'Phann - Isharran Soulscryer [Body: 1 | Mind 3 | Soul 3] Melee [1] | Accuracy [3] | Defense [1] | Armour [1] | Toughness [08/8] | Init [3] | Wounds [04/4] | Awareness [2] | Mettle [02/2] Devotion [5d6 +1] | Determination [4d6] | Intimidation [3d6 +1] | Intuition [5d6 +1] | Survival [4d6] | Theology [4d6 +1] | Finger ClawsDamage: S (1 per success) Piercing, Slashing Subtle, Dowerchime StaffDamage: 1 + S (1 per success) Crushing Two handed, Ethersea CloakA Ethersea cloak appears as roiling waves falling from the wearer's shoulder and causes the air to fill with the smell of seawater. Created by Isharran Tidecasters, an ethersea cloak surrounds the wearer in the aura of the ethers, allowing land dwelling creatures to breathe and move underwater as if they were on land, and sea creatures to 'swim' through the air as if underwater. | MiraclesUniversal; β€’ Healing Spirit (Zone/Self/Instant) DN5:1 Soul(Devotion) test, [S] Toughness recovered (+ Soul for 1 Mettle) Ethersea; β€’ Favourable Tides (You/Long/Instant) β€’ Diviner of Truth (1/Short/Instant) Opposed Soul(Devotion) vs Soul(Determination) β€’ Seeker of Souls (1/Long/[S] Hours) DN4:1 Soul(Devotion) test β€’ Abyssal Nightmare (Zone/Medium/Sustained, 2 Mettle) 1 Mettle to Sustain Disquieting PresenceYou are a terrifying vision death: pale-skinned with glowing white eyes, circled by freezing ethersea mists that chill the hearts of your enemies. Creatures than move to Close Range with you or start their turn there must make a DN4:3 Soul(Determination) test. On a failure, they are Frightened until the start of their next turn. If a creature passes the Test, they are immune to this effect for 1 day. Other members of your Binding are permanently immune to this effect. | Blessed (The Ethersea)Where others may worship a god, you are one of the truly devoted. For your devotion and piety, you have been blessed with a fraction of your god's power. The Idoneth have no need of Gods, having forsaken their creator Telcos centuries ago. Instead, they put their faith in the unknowable eldritch power of the Ethersea, trusting in it to guide and protect them. Between the knight and the aelf, the remainder of the rats are quickly dealt with in darkness, any retreat cut off. The aelf, he notes somewhat bitterly, is just as deadly as he would expect one of his cousins to be when gifted with Teclis' fickle blessings. Though perhaps that huge sword was just more suited to a larger opponent. He relaxes his grip on the tides, breathing heavily as the summoned abyss fades away into ethereal mists. When the Captain opens the door Caith offers him a scowl from beneath his bone white octopus mask - not believing the mans word for one minute. Whilst it would be laughable for such a thing to be considered an assassination attempt, the Captain clearly did not hold their health in high regard - Caith would be sure to extend him exactly the same courtesy. "Indeed, now that the first of your little pest problems is taken care of, perhaps we can more onto more fitting tasks." OOC We automatically get all our toughness back at the end of the fight right? So no need to case Healing Spirit? Otherwise I'll go for that miracle to regain Caith's toughness.
  7. Human Knight of Solamnia AC: 21 (Plate, Shield +1) | HP: 38/38 (0 THP) | HD: 5/5 | Speed: 30 ft. Senses: passive Perception 11, Insight 13, Investigation 9 StrSave: +4 Athletics: +6 Carrying Capacity: 270 lb. Lift/Push/Drag: 540 lb.: 18 (+4) | DexInitiative: +2β˜… Save: βˆ’1 Acrobatics: βˆ’1 Slight-of-Hand: βˆ’1 Stealth: βˆ’1β˜† β˜… Add Cha to Initiative (class feature) β˜† disadvantage on Dexterity (Stealth) checks from Plate Armor.: 8 (–1) | ConSave: +1: 13 (+1) | IntSave: -1 Arcana: -1 History: -1 Investigation: -1 Nature: -1 Religion: -1: 8 (-1) | WisSave: +3 Animal Handling: +3 Insight: +3 Medicine: +1 Perception: +1 Survival: +3: 12 (+1) | ChaSave: +5 Deception: +3 Intimidation: +5 Performance: +3 Persuasion: +7*: 16 (+3) Languages: You can speak, read, and write Common and Solamnic DR3 vs nonmagical bludgeoning, slashing, piercing. Force all attacks targeted at mount to target Artanis instead. Mount has EvasionIf your mount is subjected to an effect that allows it to make Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. β€œMy words,” | β€˜My thoughts,’ | My actions . . . Artanis sheaths his longsword, breathing heavily. He looks down on the broken body of the Red Dragon Captain at the base of the wall. The man had demonstrated none of the qualities of a true knight - no empathy, no leadership, no honour. It was a fitting end. Still, there is no time to rest despite the hard fought battle. If his allies' counts were true many more soldiers lie still within the fort, and they would have to move quickly to maintain the element of surprise. He nods towards Modri and their new companion of circumstance - the lady in white - before leading the way down the stairs. With both keys secured by the freed prisoners, Artanis grunts as he sets his weight against the wheel of the gate, though any sound is disconcertingly suppressed once again by Coltan's divine powers. Despite his growing exhaustion, he musters enough drive to fight alongside the regular troops that Mayor Raven leads to take the fort, doing his best o bolster their resolve against the monsters and stepping in to save more than one that had hesitated in horror. He remembered all to clearly how he felt the first time he saw these draconians. He's thankful that the Mayor is here to oversee the interrogations, and avoid any more unpleasant instances... Whilst the fort is secured and Coltan works on harvesting the dragonelle, Artanis introduces himself to the mage who had - surprisingly given her slight build - sent the Captain tumbling to his death. He makes sure to renew his stash of Red Dragon javelins before leaving, eager to return them to the enemy again, and leaves behind his regulars for the army's benefit. He's thrilled to see Tiergan back as well, the warhorse uninjured but clearly a little upset to be left out of the battle. "Don't worry, I'll make sure you're there for the next mission," Artanis promises him, laughing. "I'll not be trading you in for one of those dragons any time. That creature didn't have half your heart." He's more than happy to be joined on the journey back to Kalaman by the other two prisoners as well; though he's clearly embarrassed by Vigdan recognising them as the 'Heroes of High Hill', he can't help hide a smile as well. Back in Kalaman, word of Lord Barakis leading an assault causes Artanis to raise a mailed palm to his face and groan. For the benefit of Mage Fairla and Arlo, who may not have had the pleasure of meeting the infamous Barakis before, he shares his impression of the man as a blusterous lout full of hot air, and he is in no way surprised by Ser Darrett's concern. "Coltan is right, I'm sure Ser Barrett is doing his best, but we need to get there as soon as possible to minimise his influence. Preferably without meeting him till after, otherwise I'll be in the same position as Ser Darrett. We might have to strike a bit of a balance actually, if we're too successful we'll just embolden Lord Barakis and the Council to launch more operations spearheaded by him - at least till Marshall Vendri returns." OOC Action: β€” Bonus Action: β€” Movement: β€” Reaction: β€” Object Interaction: β€” Mount Action: β€” Mount Movement: β€” Actions & Resources Actions: Longsword (versatile). Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 6) slashing damage. Versatile damage: 9 (1d10 + 4) slashing damage. Javelin (range, thrown) [0]. Thrown Weapon Attack: +6 to hit, ranged 30/120 ft., one target. Hit: 7 (1d6 + 4) piercing damage. RDA Javelin (range, thrown) [12]. Thrown Weapon Attack: +6 to hit, ranged 30/120 ft., one target. Hit: 7 (1d6 + 4) piercing damage, 1d4 fire damage. Lance (special). Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 12 (1d12 + 6) piercing damage, 1d4 Fire damage. Battlefield Presence.When you take the Attack action, in place of making an attack, you can use your Battlefield Presence to grant a friendly creature that can see or hear you an additional attack the next time they take the Attack action during their turn. Any additional attacks granted that are unused at the start of your next turn are lost. A friendly creature can only gain one additional attack from this feature per round from this feature. Bonus Actions: Rallying Mark As a bonus action, you can expend a number of Leadership Dice (up to your per turn limit) to rally your allies to attack a hostile creature within 60 feet of you. The next time damage is rolled against that target by an allied creature before the start of your next turn, they can add the Leadership Dice to the damage roll, and the attacking creature regains hit points equal to the amount rolled on the Leadership Dice. Urgent Orders As a bonus action, you can expend a number of Leadership Dice (up to your per turn limit) to guide your allies in expeditious action. Target an allied creature within 60 feet of you that can see or hear you, that creature can immediately use its reaction to move up to its movement speed (up to a maximum of 30 feet) without provoking opportunity attacks. Roll the leadership dice expended, the target gains temporary hit points equal to the value rolled. Helpful Word As a bonus action, you can spend a Leadership Die to take the Help action. When you use the Help action to aid an ally in attacking a creature, the target of that attack can be within 30 feet of you, rather than within 5 feet of you, if your ally can see or hear you. Commanding Rally As a bonus action, you can command one ally within 30 feet of yourself to attack. If that ally can see or hear you, they can immediately make one weapon attack as a reaction. If the attack hits, the ally can roll a d8 and add the number rolled as a bonus to the attack's damage roll. You can use this bonus action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. 3/3 (Long Rest) Class Features: Precise StrikeOnce per turn, when you make a weapon attack roll against a creature, you can cause the attack roll to have advantage. If the attack hits, you roll a d8 and add the number rolled as a bonus to the attack’s damage roll. You can use this benefit a number of times equal to your proficiency bonus, but a use is expended only if the attack hits. You regain all expended uses when you finish a long rest.. 3/3 (Long Rest) Leadership Dice (d6). 5/5 (Short Rest, 1/turn) Lead the Charge. When you roll initiative you gain temporary hit points equal to your Charisma modifier + your proficiency bonus (6 THP).
  8. The Tabaxi bonus of +2 stealth and +2 perception dice seems super strong compared to some of the other racial bonuses - at minimum it's effectively 48XP free for skills that are generically useful to most characters, and it only gets better the more you invest in those two skills since it's effectively two extra dots at the highest levels (so if the player drops 48XP to bring those skills up it's suddenly 112 free XP). Perhaps changing it to -1 XP cost for those two skills would bring it in line with some of the other racial bonuses?
  9. Air Genasi Valkuryte Racer AC: 19 (Splint, Shield) | HP: 43/43 () | HD: 5/5 | Speed: 35 ft. | Initiative: +0 Senses: Passive Perception 17, Insight 17, Investigation 10. Darkvision 60ft. StrSave: +3 Athletics: +6 Carrying Capacity: 240 lb. Lift/Push/Drag: 480 lb.: 16 (+3) | DexInitiative: +0 Save: +0 Acrobatics: +0 Slight-of-Hand: +0 Stealth: +0: 10 (+0) | ConSave: +2: 14 (+2) | IntSave: +0 Arcana: 0 History: 0 Investigation: 0 Nature: +3 Religion: 0: 10 (+0) | WisSave: +7 Animal Handling: +4 Insight: +7 Medicine: +7 Perception: +7 Survival: +4: 18 (+4) | ChaSave: +2 Deception: -1 Intimidation: -1 Performance: -1 Persuasion: -1: 8 (-1) Languages: Common, Auran Spell Slots: L1 4/4 | L2 3/3 | L3 2/2 OOC Action: - Bonus Action: - Movement: - Reaction: - Object Interaction: - Actions & Resources Actions: Warhammer. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 1d8 + 3 bludgeoning damage. Club. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 1d4 + 3 bludgeoning damage. Javelin. Melee/Thrown Weapon Attack: +6 to hit, reach 5 ft., ranged 30/120 ft., one target. Hit: 1d6 + 3 piercing damage. Shocking Grasp . Melee Spell Attack (V,S): +7 to hit, Touch, one target. Hit: 2d8 Lightning damage. Sacred Flame . Cantrip (V,S): Creature you can see, range 60 ft., one target, no cover. DEX Save: 2d8 radiant damage. Toll the Dead . Cantrip (V,S): Creature you can see, range 60 ft., one target. WIS Save: 2d8/2d12 necrotic damage. Bonus Actions: - Reactions: - Class/Race Features: FeatherFall (1/1 Long Rest) . Levitate (1/1 Long Rest) . Wrath of the Storm (4/4 Long Rest) . You can thunderously rebuke attackers. When a creature within 5 feet of you that you can see hits you with an attack, you can use your reaction to cause the creature to make a Dexterity saving throw. The creature takes 2d8 lightning or thunder damage (your choice) on a failed saving throw, and half as much damage on a successful one. Channel Divinity (1/1) Turn UndeadAs an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage. A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action. Destructive Wrath When you roll lightning or thunder damage, you can use your Channel Divinity to deal maximum damage, instead of rolling.
  10. Reborn Fathomless Warlock AC: 15 (Studded Leather) | HP: 57/57 (15 THP) | HD: 6/6 | Speed: 30 ft. ; 40ft. Swim | Initiative: +3 Senses: Passive Perception 11, Insight 14, Investigation 10. Darkvision 60ft. StrSave: +2 Athletics: +5 Carrying Capacity: 210 lb. Lift/Push/Drag: 420 lb.: 12 (+2) | DexInitiative: +3 Save: +3 Acrobatics: +6 Slight-of-Hand: +3 Stealth: +3: 16 (+3) | ConSave: +4: 18 (+4) | IntSave: +0 Arcana: 0 History: 0 Investigation: 0 Nature: 0 Religion: 0: 11 (+0) | WisSave: +4 Animal Handling: +1 Insight: +4 Medicine: +1 Perception: +1 Survival: +1: 12 (+1) | ChaSave: +8 Deception: +8 Intimidation: +8 Performance: +5 Persuasion: +8: 20 (+5) Languages: Common, Chondathan, Illuskan, Comprehend any speech between fully submerged creatures Resistance: Poison, Cold | Advantage on Saving Throws vs: Disease, Poison, Death Don't need to eat, breathe, sleep and magic can't put you to sleep. Spell Slots (3rd Level): 2/2 | TalismanWhen the wearer fails an ability check, they can add a d4 to the roll, potentially turning the roll into a success. This benefit can be used a number of times equal to your proficiency bonus, and all expended uses are restored when you finish a long rest. Charges: 2/3 | TentacleAt 1st level, you can magically summon a spectral tentacle that strikes at your foes. As a bonus action, you create a 10-foot-long tentacle at a point you can see within 60 feet of you. The tentacle lasts for 1 minute or until you use this feature to create another tentacle. When you create the tentacle, you can make a melee spell attack against one creature within 10 feet of it. On a hit, the target takes 1d8 cold damage, and its speed is reduced by 10 feet until the start of your next turn. When you reach 10th level in this class, the damage increases to 2d8. As a bonus action on your turn, you can move the tentacle up to 30 feet and repeat the attack . You can summon the tentacle a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. Uses: 2/3 | Past KnowledgeYou temporarily remember glimpses of the past, perhaps faded memories from ages ago or a previous life. When you make an ability check that uses a skill, you can roll a d6 immediately after seeing the number on the d20 and add the number on the d6 to the check. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. Uses: 2/3 Current Gear: Studded leather armour, 1 dagger, Rod of the Pact Keeper, Cape of the Mountebank, Goggles of Night Phlebas shrugs in response to the kraken. "I don't know, just thinking we've heard but not seen a lot of the Captain, and right now the one who looks to be in charge is the lady," he guesses, "suppose the captain could just be one for delegating. Was more thinking about a persona for the noble powers to chase after than anything else. Like those mysterious Lords of Waterdeep." He acknowledges the four before diving after Finn. Hopefully he wouldn't have to deal with any of them himself. OOC Action: - Bonus Action: β€” Movement: - Reaction: - Object Interaction: - Actions & Resources Actions: Eldritch Blast . Ranged Spell Attack (2 beams): +10 to hit, ranged 120 ft., one target. Hit: 1d10 + 5 force damage, push 10 ft. Toll the Dead . Cantrip: DC18 Wisdom Save, one creature in 60ft, Fail: +2d8/2d12 Necrotic damage. Dagger [1] . Thrown/Melee Weapon Attack: +6 to hit, ranged 20/60 ft., one target. Hit: 1d4 + 3 piercing damage. Coiling Grasp Tattoo . Melee Attack: DC14 Strength Save, reach 15 ft., one target. Fail: 3d6 force damage, grappled (DC14). Unarmed/Improvised . Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1d4 + 2 bludgeoning damage. Bonus Actions: Summon/Command Tentacle . Range: 60 ft. | Move: 30 ft. | Melee spell attack: +10 to hit, reach 10 ft., one target. Hit: 1d8 cold damage, -10ft speed. Reactions: Rebuke of the Talisman . When the wearer of your talisman is hit by an attacker you can see within 30 feet of you, you can use your reaction to deal psychic damage to the attacker equal to your proficiency bonus (3) and push it up to 10 feet away from the talisman's wearer. Other Features: Rod of the Pact Keeper +2 . 1/1 Cape of the Mountebank . 1/1 Gear Gear - mundane Studded leather armour, Cold weather clothing, Carpenter's tools, sailors kit (explorers kit minus torches, minus bedroll, plus hammock, all in an oilskin bag) a set of traveler's clothes, and a pouch containing 15gp, a light crossbow and 20 bolts, 3 1 daggers, 10 iron spikes, pint of oil, hooded lantern, fishing tackle magic items, *attuned (2/3) Rod of the Pact Keeper +2* (rare), Cape of the Mountebank (rare) Coiling Grasp Tattoo* (uncommon) Goggles of Night (uncommon) wish list Barrier tattoo medium
  11. Marked Half-elf Grave Cleric 2 AC: 16 (Scale, Shield) | HP: 15/15 () | HD: 2/2 | Speed: 30 ft. | Initiative: +0 Senses: Passive Perception 16, Insight 16, Investigation 12. Darkvision 60ft. StrSave: +0 Athletics: +0 Carrying Capacity: 165 lb. Lift/Push/Drag: 330 lb.: 11 (+0) | DexInitiative: +0 Save: +0 Acrobatics: +0 Slight-of-Hand: +0 Stealth: +0: 10 (+0) | ConSave: +1: 12 (+1) | IntSave: +0 Arcana: 0 History: 0 Investigation: +2* Nature: 0 Religion: +2: 10 (+0) | WisSave: +6 Animal Handling: +4 Insight: +6* Medicine: +4 Perception: +6 Survival: +4: 19 (+4) | ChaSave: +3 Deception: +1 Intimidation: +1 Performance: +1 Persuasion: +1: 12 (+1) Languages: Common, Elven, Dwarven, Abyssal, Infernal Encumbrance: 76.5lbs (55lbs/110lbs/165lbs) The absence of the partially undead creature's gives Karlov ease, even if Haakon laments the loss of their knowledge. Such reasonableness was how they seduced you further into corruption. "We, too, have lost several to the land and mists alike," he replies gravely. As Falken steps forward to search for survivors, Karlov offers "Those atop the spokes are truly dead at least, and I think offer your explanation for the change. Truly it seems these Talon's are as much a blight as the undead themselves. I shall join your search." Where Falken investigates the buildings, Karlov simply walks through the nearby streets keeping a wary ear for any rustling or movement that may betray some still living folk. OOC Action: Perception for sounds of life Bonus Action: β€” Movement: β€” Reaction: β€” Object Interaction: β€” Concentration: β€” Actions & Resources Actions: Mace . Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 1d8 + 0 bludgeoning damage. Toll the Dead . V,S: Wis Sv., 60 ft., one creature you can see. Failed Save: 1d8 Necrotic damage / 1d12 Necrotic damage if injured. Sacred Flame . V,S: Dex Sv. (no cover), 60 ft., one creature you can see. Failed Save: 1d8 Radiant damage. Bonus Actions: Spare the Dying . V,S: 30 ft., one living creature that has 0 Hit Points. The creature becomes stable. Reactions: Class Features: Eyes of the GraveAt 1st level, you gain the ability to occasionally sense the presence of the undead, whose existence is an insult to the natural cycle of life. As an action, you can open your awareness to magically detect undead. Until the end of your next turn, you know the location of any undead within 60 feet of you that isn't behind total cover and that isn't protected from divination magic. This sense doesn't tell you anything about a creature's capabilities or identity.: 3/4 (Long Rest) Detect Magic: 1/1 (Long Rest) Detect Poison and Disease: 1/1 (Long Rest) Channel Divinity: 1/1 (Short Rest) Path to the GraveYou can use your Channel Divinity to mark another creature’s life force for termination. As an action, you choose one creature you can see within 30 feet of you, cursing it until the end of your next turn. The next time you or an ally of yours hits the cursed creature with an attack, the creature has vulnerability to all of that attack's damage, and then the curse ends. Turn UndeadAs an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage. A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action. Harness Divine PowerYou can expend a use of your Channel Divinity to fuel your spells. As a bonus action, you touch your holy symbol, utter a prayer, and regain one expended spell slot, the level of which can be no higher than half your proficiency bonus (rounded up). The number of times you can use this feature is based on the level you've reached in this class: 2nd level, once; 6th level, twice; and 18th level, thrice. You regain all expended uses when you finish a long rest. (1/1 Long Rest)
  12. Are you happy with all the crunch on the MythWeavers sheets, or would you prefer it in a post?
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