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  1. STONESINGER CENYA Gnome Ranger 1 Age 37 Height 3 feet 3 inches Weight 43 pounds Size Medium Culture Deep Gnome Background: Escapee from Below VITALS HIT POINTS 25 HIT DICE 4 (1d8+1) ARMOR CLASS 14 (Padded Leather) SPEED 30 ft. MANEUVER DC 12 PERCEPTION 10 (passive) IMMUNITIES None INSIGHT 10 (Passive) RESISTANCES None VULNERABLE None SKILLS & SAVES STRENGTH 11 (+0) Athletics +0 Strength Save* +2 DEXTERITY 18 (+4) Acrobatics +4, Sleight of Hand +4, Stealth* +6 Dexterity Save* +6 CONSTITUTION 14 (+2) Constitution Save +2 INTELLIGENCE 11 (+0) Arcana +0, Engineering +0, History +0, Investigation* +2, Nature +0, Religion +0 Intelligence Save +0 WISDOM 12 (+1) Animal Handling* +3, Culture +1, Insight +1, Medicine +1, Perception* +3, Survival* +3 (dungeoneering & hunting +1d4) Wisdom Save +1 CHARISMA 9 (-1) Deception -1, Intimidation -1, Performance -1, Persuasion -1 Charisma Save -1 * Denotes Proficiency (denotes expertise) PROFICIENCIES & LANGUAGES Armor Light armor, medium armor, shields Weapons Simple weapons, martial weapons Tools Herbalism kit, Thieves’ tools Senses Darkvision 120 ft. Languages Common, Gnomish, and Undercommon ARCHTYPE: COLORSEER Colorseers express their magic through the ebb and flow of fantastical colors. www.levelup5e.com EQUIPMENT Backpack, crowbar, dagger, hammer, hand crossbow, lute, padded leather, pitons (10), quiver with 20 bolts, rapier, torches (10), tinderbox, waterskin, rations (8 Supply) Maximum Supply: 8 Maximum Bulk: 1 BACKGROUND: Escapee from Below Connection. Stone and Steele, her old performing troupe led by Riley Steele. Memento. A shard of the harmonic crystal she found deep underground, which still resonates with her voice. Alien Culture. Your prolonged captivity has granted you insight into the culture that kept you. You understand their customs, traditions, religion, political ties, and to some extent how they think. You are regarded as an expert in this culture and can usually recall some useful detail when you and your companions face a challenge involving this culture. DESTINY: KNOWLEDGE Cenya seeks universal truths too vast and terrible for mortal minds to comprehend, or untold secrets hidden away from inquiring minds. She fulfills her destiny of Knowledge and gains her fulfillment feature when she has a true epiphany. SOURCE OF INSPIRATION Learning. Cenya gains inspiration whenever she makes an arcane, divine, scholastic, or scientific discovery. FULLFILLMENT FEATURE Converging Theories. Cenya’s understanding has bridged the gaps and she joins what once was disparate into a unified scientific and spiritual theory. Her Intelligence, Wisdom, and Charisma scores each increase by 2 and their maximums each become 22. INSPIRATION FEATURE Critical Evaluation. As a bonus action, Cenya may spend her inspiration to quickly evaluate a creature or item she can see, accurately determining one objective attribute of her choice. When evaluating a creature, she may determine its resistances, immunities, vulnerabilities, what languages it speaks, or its armor class. When evaluating an object, she may determine if it is magical, poisonous, cursed, trapped, or its approximate value. WEALTH COIN POUCH Copper: 0 | Silver: 0 | Electrum: 0 | Gold: 6 | Platinum: 0 BANKED COIN Copper: 0 | Silver: 0 | Electrum: 0 | Gold: 0 | Platinum: 0 ITEMS OF VALUE (Gems, Art, Jewelry, etc.) 1. 2. 3. MAGIC ITEMS ATTUNED ITEMS (Maximum of 3) 1. 2. 3. NON-ATTUNED ITEMS 1. 2. 3. CONSUMABLES 1. 2. 3. COMBAT Action Bonus Action Reaction ATTACKS Rapier +4 to hit; reach 5 ft; one target; 6 (1d8+2) piercing damage. Parrying. This weapon is designed to be used with a light shield. When Cenya makes an attack with this weapon and is using a light shield she can use a bonus action to either make an attack with her shield or increase her Armor Class by 1 until the start of her next turn. Finesse. Cenya may choose to use your Dexterity modifier for attack and damage rolls made with this weapon (included). Hand Crossbow (offhand) +4 to hit; range 30/120 ft; one target; 5 (1d6+2) piercing damage. Dual-wielding. This weapon is designed to be wielded in concert with another weapon. When wielding another weapon in your main hand that does not have the heavy property, Cenya can use her bonus action to make an attack with this weapon (see Two-Weapon Fighting). Loading. This weapon must be loaded before it can be used. Cenya may only make one attack with a loading weapon when she uses an action, bonus action, or reaction to fire it, regardless of the number of attacks she could normally make. SPELLCASTING Caster Level 4 | Spell Casting Ability Charisma | Spell Save DC 14 | Spell Attack +6 Art Specialty: Voice. Cenya has advantage on saving throws made to maintain concentration on bard spells. CANTRIPS (Click the spell for more information) Dancing Lights (V, S, M). Cenya creates up to four hovering lights which appear as torches, lanterns, or glowing orbs that can be combined into a glowing Medium-sized humanoid form. Each sheds dim light in a 10-foot radius. She can use a bonus action to move the lights up to 60 feet so long as each remains within 20 feet of another light created by this spell. A dancing light winks out when it exceeds the spell’s range of 120 feet. Minor Illusion (S, M). This spell creates a sound or image of an object. The illusion disappears if dismissed or Cenya casts the spell again. Cenya may create any sound she chooses, ranging in volume from a whisper to a scream. She may choose one sound for the duration or change them at varying points before the spell ends. Sounds are audible outside the spell’s area. Visual illusions may replicate any image and remain within the spell’s area, but cannot create sound, light, smell, or other sensory effects. The image is revealed as an illusion with any physical interaction as physical objects and creatures pass through it. An Investigation check against Cenya’s spell save DC also reveals the image is an illusion. When a creature realizes the image is an illusion, the effects become fainter for that creature. Prestidigitation (V, S). Cenya wields arcane energies to produce minor effects within 30 feet. Choose one of the following: Create a single burst of magic that manifests to one of the senses (for example a burst of sound, sparks, or an odd odor). Clean or soil an object of 1 cubic foot or less. Light or snuff a flame. Chill, warm, or flavor nonliving material of 1 cubic foot or less for 1 hour. Color or mark an object or surface for 1 hour. Create an ordinary trinket or illusionary image that fits in your hand and lasts for 1 round. Vicious Mockery (V). As long as the target hears Cenya (understanding her words is not required) it makes a DC 14 Wisdom saving throw or it takes 1d6 psychic damage and has disadvantage on the first attack roll it makes before the end of its next turn. 1ST-LEVEL (4 Slots) (Click the spell for more information) Comprehend Languages (V, S, M). For one hour Cenya gains +10 bonus on Insight checks made to understand the meaning of any spoken language that she hears, or any written language that she can touch. This spell doesn’t uncover secret messages or decode cyphers, and it does not assist in uncovering lies. Cure Wounds (V, S). One creature (which is not a construct or undead) Cenya can touch regains 1d8+4 hit points. Harmonic Resonance (V, S, M, Concentration). Until the spell ends after 1 minute, Cenya may take the Help action as a bonus action. Additionally, when a creature within 30 feet uses a Bardic Inspiration die, she may choose to reroll the die after it is rolled but before the outcome is determined. Cenya cannot cast another spell through her spellcasting focus while concentrating on this spell. Heroism (V, S). Until the spell ends, one willing creature Cenya touches cannot be frightened and gains 3 temporary hit points at the start of each of its turns (any remaining are lost when the spell ends). Thunderwave (S). Thunder rolls from Cenya in a 15-foot cube. Each creature in the area makes a DC 14 Constitution saving throw. On a failure, a creature takes 2d8 thunder damage and is pushed 10 feet from Cenya. On a success, a creature takes half damage and is not pushed. 2ND-LEVEL (3 Slots) (Click the spell for more information) Detect Thoughts (V, S, M, Concentration). On the round she casts it, and as an action on subsequent turns until the spell ends, Cenya can probe a creature’s mind to read its thoughts by focusing on one creature you can see within 30 feet. The creature makes a Wisdom saving throw. Creatures with an Intelligence score of 3 or less or that don’t speak any languages are unaffected. On a failed save, Cenya learns the creature’s surface thoughts—what is most on its mind in that moment. On a successful save, she fails to read the creature’s thoughts and can’t attempt to probe its mind for the duration. Conversation naturally shapes the course of a creature’s thoughts and what it is thinking about may change based on questions verbally directed at it. Once she has read a creature’s surface thoughts, Cenya can use an action to probe deeper into its mind. The creature makes a second Wisdom saving throw. On a successful save, she fails to read the creature’s deeper thoughts and the spell ends. On a failure, she gains insight into the creature’s motivations, emotional state, and something that looms large in its mind. The creature then becomes aware that she is probing its mind and can use an action to make an Intelligence check contested by her Intelligence check, ending the spell if it succeeds. Additionally, Cenya can use an action to scan for thinking creatures within range that she can’t see. Once she detects the presence of a thinking creature, so long as it remains within range she can attempt to read its thoughts as described above. The spell penetrates most barriers but is blocked by 2 feet of stone, 2 inches of common metal, or a thin sheet of lead. Magic Map (S, M). Cenya creates a map with herself at the center, choosing a scale up to 100 by 100 miles. The map only includes locations that she has seen and traveled through. The map doesn’t show areas at a significantly different elevation from her current location. If she casts the spell while lost, the spell fails. BARDIC INSPIRATION (4 Per Long Rest) Cenya chooses one creature other than herself that can hear or see her within 60 feet. That creature gains a d6 Bardic Inspiration die. Once within the next 10 minutes, it can roll this die and add the number rolled to one ability check, attack roll, or saving throw result. Alternatively, Cenya can use her Bardic Inspiration to power her Battle Hymns. Battle Hymns. Cenya can expend a use of her Bardic Inspiration to activate this feature at the start of her turn. It continues until she chooses to end it or loses concentration (as if it were a spell), or if activated during a combat whenever the combat ends. Cenya’s battle hymns can affect 4 additional creatures. Harmony of Pain: The creature gains a number of temporary hit points equal to Cenya’s Bardic Inspiration die. Song of Clarity: At the start of each of her turns, Cenya can choose one creature. At the start of its turn, the chosen creature can expend and roll one of its Hit Dice to regain hit points. Battle Hymn Focus. At the end of another creature’s turn, Cenya can use her reaction to activate a battle hymn. This battle hymn replaces any currently activated battle hymns. Replacing an activated battle hymn does not require expending a use of Bardic Inspiration if it has no target yet. FEATS & FEATURES Fey Ancestry. Cenya gains an expertise die on saving throws against being charmed, and magic can’t put her to sleep. EXPLORATION Critical Evaluation. Cenya may spend her inspiration to quickly evaluate a creature or item she can see, accurately determining one objective attribute of her choice. When evaluating a creature, she may determine its resistances, immunities, vulnerabilities, what languages it speaks, or its armor class. When evaluating an object, she may determine if it is magical, poisonous, cursed, trapped, or its approximate value. Trance. Cenya doesn’t need to sleep. Instead, she meditates deeply, remaining conscious. When she takes a long rest, she spends 4 hours in her trance state (instead of sleeping for 6 hours). During the trance Cenya suffers no penalty to passive Perception. A long rest remains 8 hours for her as normal, and the remainder of the time must be filled only with light activity. Eternium Palette. (1/Day) Cenya’s artistry focuses on the play of colors, tugging and pulling at them to reveal new hues. She gains advantage on saving throws against illusions. In addition, when she knows she is being targeted by an illusion spell, she can choose to halve or double its duration. Once she has used this feature a number of times equal to half her proficiency bonus, she can’t do so again until she finishes a long rest. Jack-Of-All-Trades. Whenever Cenya makes an ability check with a skill or tool she is not proficient with, she adds half her proficiency bonus (rounded down). SOCIAL Bardic Legend. When Cenya enters a settlement and spends a day playing or recounting her Bardic Legend, the reputation of her and her allies starts to grow. In addition to receiving local quests suited to the exploits detailed in her bardic legend, when Cenya rests in a settlement that knows her bardic legend she and her allies regain all spent Hit Dice over the course of a long rest. In addition, she gains an expertise die on Prestige checks made in the settlement. Sly Confidant. When Cenya succeeds on an opposed Intelligence, Wisdom, or Charisma check, she gains advantage on her next opposed Intelligence, Wisdom, or Charisma check against the same creature. Varied Expertise. Cenya gains an expertise die on checks made using Persuasion. APPEARANCE Stonesinger Cenya is an exuberant shadow elf with a golden voice and a fascination with minerals and gemstones. She makes her living traveling town-to-town and performing, frequently reuniting with her duet partner—a human woman named Riley Steele—to perform together. Cenya is curious and obsessive, sometimes to the point of naïveté; she will gladly chase an intriguing mystery to the exclusion of all other considerations. Having lived in quiet desperation throughout her adolescence underground, she now seeks to enjoy the highest pleasures of life, sampling the finest foods, aged drink, and music that there is to find. Her indulgence can make her seem frivolous, but beneath that appearance lies a keen eye and an inquisitive soul that can’t be quenched. BACKSTORY Once a miner in a shadow elf commune deep underground, Cenya grew up leading a lifestyle chiefly concerned with the pragmatic realities of day-to-day survival. Art and culture were rarely of interest to her community, and she carried this same mentality for the better part of a century. Her life only changed when she discovered a large, humming crystal in a rounded cave, clearly not naturally-formed. When she spoke the crystal echoed back in harmonies, and she couldn’t help but raise her voice in song to accompany it. In the swelling joy that accompanied her discovery of music, she eagerly returned to her community with what she had learned. Unfortunately, her people had little interest in what she had to say. In short order she was exiled to the surface for her frivolity, and the only act of rebellion she could manage was keeping the location of the crystal a secret so that it wouldn’t be harvested by her people. On the surface, forced to survive on her own, she continued to refine her craft until she found she could make a living through it. ALLIES & ORGANIZATIONS Stone and Steele, her old performing troupe led by Riley Steele. FOLLOWERS & STRONGHOLDS Neigh Type Riding Horse Abilities Speed 60ft, AC 10, HP 19.
  2. Will the dice gods bless this character?
  3. Human Noble Paladin ACChain mail 16 Shield +2 While you are wearing heavy armor, bludgeoning, piercing, and slashing damage that you take from nonmagical attacks is reduced by 3. 18 | HP 12/12 (1/1d10 +2) | SenseThe presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell. You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses. 4/4 | LoHYour blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your paladin level × 5. As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool. Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one. This feature has no effect on undead and constructs. 5/5 StrSave +3 Athletics, proficient +5 16 | DexSave +1 Initiative +1 Acrobatics +1 Sleight of Hand +1 Stealth +1, armor disadvantage 12 | ConSave +2 14 | IntSave +0 Arcana +0 History, proficient +2 Investigation +0 Nature +0 Religion +0 Languages: Common, Elvish, Dwarvish 10 | WisSave, proficient +3 Handle Animal, proficient +3 Insight, proficient +3 Medicine +1 Perception +1 Survival +1 12 | ChaSave, proficient +5 Deception +3 Intimidation +3 Persuasion, proficient +5 Performance +3 16 Spellcasting +5 DC 13 | CantripsBooming Blade SM Fire Bolt VS | Shield 1/1 IC: “My words,” | ‘My thoughts,' | My actions The goblins began to retreat against them. The one Garon shot with a bolt of fire ducked behind the farmhouse, probably to prepare an ambush or gather reinforcements. 'Are battles always this chaotic?' He dashes down behind a pillar in the courtyard and rips off another bolt of fire in mid stride with a "Fuego!" The flames splash against the far goblin wounding it. OOC Right hand: Empty Left hand: Shield Use Object - Move to AD20 Action Cast Firebolt at Goblin 3 Reaction Cast Shield if hit and worth it To Whom It May Concern . . . Put Player mention tags, and any particular notes in here.
  4. Coltan Bluetemper AC17 Splint armor, lieutenant dragonarmy uniform +2 Shield, dragonarmy +1 Cloak of Protection 20 | HP 51/51 (5d8+15+5) | HD 5/5 | Speed 30 ft. Senses Darkvision 60 ft., Passive Perception 17, Insight 14, Investigation 13 StrSave: +3 Athletics: +6 Carrying Capacity: 210 lb. Lift/Push/Drag: 420 lb. 14 (+2) | DexInitiative: −1 Save: +0 Acrobatics: −1 Slight-of-Hand: −1 Stealth: −1☆ ☆ Splint mail gives disadvantage 8 (–1) | ConSave: +4 16 (+3) | IntSave: +1 Arcana: +0 History: +0 Investigation: +3 Nature: +0 Religion: +3 10 (+0) | WisSave: +8 (+Cloak) Animal Handling: +7 Insight: +4 Medicine: +4 Perception: +7 Survival: +7 18 (+4) | ChaSave: +4 (+Cloak) Deception: +0 Intimidation: +0 Performance: +0 Persuasion: +3 10 (+0) Magic +7 DC 15 | ChannelTurn Undead Harness Divine Power 0 / 1 per Long Artisan's Blessing 1/1 | Cantrips1. Sacred Flame VS 2. Word of Radiance VM 3. Light VM 4. Mending VSM minute | 1stD. Identify VSM Ritual D. Searing Smite V Bonus 1. Bless VSM 2. Detect Magic VS Concentration, Ritual 3. Healing Word V Bonus 4. Cure Wounds VS 5. Guiding Bolt VS 4/4 | 2ndD. Heat Metal VSM Concentration D. Magic Weapon VS Concentration 6. Lesser Restoration VS 7. Spiritual Weapon VS Bonus 8. Silence VS Concentration, Ritual; 3/3 | 3rdD. Elemental Weapon VS Concentration D. Protection from Energy VS Concentration 9. Spirit Guardians VSM Concentration 2/2 Languages Speak, read, and write Common and Dwarvish Coltan appreciates the long walk to Kalaman. Many fond memories were made along trails with his parents traveling from one settlement to the next bringing smithing skills to those without. Pouring over the map, Coltan asks the aide, "is there an available wagon or mounts to carry us faster or at least get us further without exhausting ourselves?" Whatever the answer, he suggests to his companions, "let's rest and recover ourselves now, and leave as soon as possible. Lunitari is full, so we should have moonlight to guide us. And, I suggest we gear up in dragonarmy uniforms, in case we run into the enemy. I can always deliver some prisoners to their commanders, if you know what I mean." On their way out, he greets Lady Michelle with a respectful nod understanding he is not the dwarf with her attention. With a bolt of inspiration, he coughs to politely break into the conversation between Michelle and Modri. "Lady Michelle, would you have some time in the next few hours to train me how to act like a lieutenant in the dragonarmy? I'm thinking to put your old armor to work, and I bet there's a lot that I don't know." He fishes from his pack and shows her the lieutenant insignia that Reorx created for him to install on his armor and his shouldered dragonarmy shield. OOC Bonus Action: — Movement: — Action: — Reaction: — Concentration: Actions and Resources Actions +1 Holy Warhammer (versatile). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1d8 + 3 magic, fire damage. Versatile damage: 1d10 + 3 magic, fire damage. Warhammer (versatile). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1d8 + 2 bludgeoning damage. Versatile damage: 1d10 + 2 bludgeoning damage. Handaxe (light, thrown). Melee & Ranged Weapon Attack: +4 to hit, ranged 20/60 ft., one target. Hit: 1d6 + 2 slashing damage. Dagger (light, thrown). Melee & Ranged Weapon Attack: +4 to hit, ranged 20/60 ft., one target. Hit: 1d4 + 2 piercing damage. Spell-casting: +7 or DC 15 | 1st 4/4 | 2nd 3/3 | 3rd 2/2 Cantrips Sacred Flame (V, S). Spell Attack: Dex DC 13, ranged 60 ft., one target. Fail: 1d8 radiant damage. Word of Radiance (V, M). Spell Attack: Con DC 13, ranged 5 ft., each creature of your choice. Fail: 1d6 radiant damage. Light (V,M). You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action. If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell. Mending (V,S,M). This spell repairs a single break or tear in an object you touch, such as 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. 1st level spells prepared Forge Domain: Identify (V,S,M) Ritual. You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it. If you instead touch a creature throughout the casting, you learn what spells, if any, are currently affecting it. Forge Domain: Searing Smite (V). The next time you hit a creature with a melee weapon attack during the spell's duration, your weapon flares with white-hot intensity, and the attack deals an extra 1d6 fire damage to the target and causes the target to ignite in flames. At the start of each of its turns until the spell ends, the target must make a Constitution saving throw. On a failed save, it takes 1d6 fire damage. On a successful save, the spell ends. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames (such as the target being submerged in water), the spell ends. Bless (V,S,M). You bless up to three creatures of your choice within 30 ft. Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw. Concentration up to 1 minute. Cure Wounds (V,S). 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. Detect Magic (V,S) Concentration, Ritual. For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any. The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt. Concentration up to 10 minutes. Healing Word (V) Bonus. 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. Guiding Bolt (V,S). Make a ranged spell attack against the target within 120 feet. On a hit, the target takes 4d6 radiant damage, and the next attack roll made against this target before the end of your next turn has advantage 2nd-Level Spells Prepared Forge Domain: Heat Metal (V,S,M) Concentration. Choose a manufactured metal object, such as a metal weapon or a suit of heavy or medium metal armor, that you can see within range. You cause the object to glow red-hot. Any creature in physical contact with the object takes 2d8 fire damage when you cast the spell. Until the spell ends, you can use a bonus action on each of your subsequent turns to cause this damage again. If a creature is holding or wearing the object and takes the damage from it, the creature must succeed on a Constitution saving throw or drop the object if it can. If it doesn't drop the object, it has disadvantage on attack rolls and ability checks until the start of your next turn. Forge Domain: Magic Weapon (V,S) Concentration. You touch a nonmagical weapon. Until the spell ends, that weapon becomes a magic weapon with a +1 bonus to attack rolls and damage rolls. 6. Spiritual Weapon (V,S) Bonus. When you cast the spell, you can make a melee spell attack against a creature within 5 feet of the weapon. On a hit, the target takes force damage equal to 1d8 + your spellcasting ability modifier. As a bonus action on your turn, you can move the weapon up to 20 feet and repeat the attack against a creature within 5 feet of it. 7. Lesser Restoration (V,S). You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned. 8. Silence (V,S) Concentration, Ritual. For the duration, no sound can be created within or pass through a 20-foot-radius sphere centered on a point you choose within range. Any creature or object entirely inside the sphere is immune to thunder damage, and creatures are deafened while entirely inside it. Casting a spell that includes a verbal component is impossible there. 3rd-Level Spells Prepared Forge Domain: Elemental Weapon (V,S) Concentration. A nonmagical weapon you touch becomes a magic weapon. Choose one of the following damage types: acid, cold, fire, lightning, or thunder. For the duration, the weapon has a +1 bonus to attack rolls and deals an extra 1d4 damage of the chosen type when it hits. Forge Domain: Protection from Energy (V,S) Concentration. For the duration, the willing creature you touch has resistance to one damage type of your choice: acid, cold, fire, lightning, or thunder. 9. Spirit Guardians: (V,S,M) Concentration. You call forth angelic spirits to protect you. They flit around you to a distance of 15 feet for the duration. When you cast this spell, you can designate any number of creatures you can see to be unaffected by it. An affected creature's speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Wisdom saving throw. On a failed save, the creature takes 3d8 radiant damage. On a successful save, the creature takes half as much damage. Channel Divinity: 1/1 short rest Turn Undead. Expend a use of your Channel Divinity as an action to make each undead that can see or hear you within 30 feet of you to make a Wisdom DC 13. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage. Starting at 5th level, when an undead of CR 1/2 or lower fails its saving throw against your Turn Undead feature, the creature is instantly destroyed. Harness Divine Power. As a bonus action, expend a use of your Channel Divinity to regain one expended spell slot, the level of which can be no higher than half your proficiency bonus (rounded up). Artisan's Blessing. You conduct an hour-long ritual that crafts a nonmagical item that must include some metal: a simple or martial weapon, a suit of armor, ten pieces of ammunition, a set of tools, or another metal object (see chapter 5, "Equipment," in the Player's Handbook for examples of these items). The creation is completed at the end of the hour, coalescing in an unoccupied space of your choice on a surface within 5 feet of you. The thing you create can be something that is worth no more than 100 gp. As part of this ritual, you must lay out metal, which can include coins, with a value equal to the creation. The metal irretrievably coalesces and transforms into the creation at the ritual's end, magically forming even nonmetal parts of the creation. The ritual can create a duplicate of a nonmagical item that contains metal, such as a key, if you possess the original during the ritual. War Caster You have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage. You can perform the somatic components of spells even when you have weapons or a shield in one or both hands. When a hostile creature's movement provokes an opportunity attack from you, you can use your reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature
  5. Gareth uth Fearfold, Knight of the Sword, Clerist of Habakkuk AC 21 | HP 101/101 | HD 10/10d8 | Channel Divinity* Turn Undead: As 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. Starting at 8th level, when an undead of CR 1 or lower fails its saving throw against your Turn Undead feature, the creature is instantly destroyed. * Channel Divinity: Preserve Life Starting at 2nd level, you can use your Channel Divinity to heal the badly injured. As an action, you present your holy symbol and evoke healing energy that can restore a number of hit points equal to five times your cleric level. Choose any creatures within 30 feet of you, and divide those hit points among them. This feature can restore a creature to no more than half of its hit point maximum. You can't use this feature on an undead or a construct. * Channel Divinity: Harness Divine Power 2/2 You 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. 3/2+1 StrSave +4 * Athletics +8 18 | DexSave +0 Initiative +0 Acrobatics +0 Sleight of Hand +0 Stealth +0 11 | ConSave +2 Concentration +2 with advantage 14 | IntSave +0 Arcana +0 History +0 Investigation +0 Nature +0 * Religion +4 10 | Wis* Save +9 Animal Handling +5 Insight +5 Medicine +5 * Perception +9 * Survival +9 20 | Cha* Save +5 Deception +1 Intimidation +1 Performance +1 * Persuasion +5 12 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. 4/4 | Commanding RallyAs 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. 4/4 | Demoralizing StrikeOnce per turn, when you hit a creature with a weapon attack roll, you can attempt to frighten that target. The target must make a Wisdom saving throw DC 17. On a failed save, the target is frightened of you until the end of your next turn. On a successful save, the target has disadvantage on the next attack roll it makes before the end of its next turn. You can use this benefit a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. 4/4 Spells +10 DC 18 | Cantrips1. Guidance,VS Concentration 2. Light, VM 3. Sacred Flame, VS 4. Word of Radiance, VM 5. Thaumaturgy V | 1stD. Bless, VSM, Concentration, 1 minute D. Cure Wounds, VS 1. Detect Magic, VS, Ritual, Concentration, 10 minutes 2. Guiding Bolt, VS, 120 ft 3. Healing Word, Bonus, V, 60 ft 4/4 | 2ndD. Lesser Restoration, VS D. Spiritual Weapon, VS, Bonus 4. Aid, VSM 5. Augury, VSM, Ritual 6. Enhance Ability, VSM, Concentration 7. Silence, VS, Ritual, Concentration 2/3 | 3rdD. Beacon of Hope, VS, Concentration D. Revivify, VSM, needs 300 gp diamond dust 8. Dispel Magic, VS 9. Mass Healing Word, V, bonus 10. Motivational Speech, V, 1 minute 11. Speak with Dead, VSM 12. Spirit Guardians, VSM, Concentration 13. Water Walk, VSM, Ritual 3/3 | 4thD. Death Ward, VS D. Guardian of Faith, VS 14. Divination, VSM Ritual 3/3 | 5thD. Mass Cure Wounds, VS D. Raise Dead, VSM 500 gp, 15. Greater Restoration, VSM 100 gp 2/2 Gareth smiles at the half ogre and replies holding two fingers up, "It's a pleasure to meet you Kyra. Actually, we killed two white dragons. Their wingspans were from that tree to that one. The second one that broke our ship was probably the mate and out for revenge." To the kender, he replies nodding, "Ah, Mishakal. She has returned, too. We've met a cleric Goldmoon who carries Her blue crystal staff." Unknown to everyone, Kitiara uth Matar, general of the blue dragonarmy, would also become known as the Blue Lady. Mechanics
  6. PC Thodin Eversharp Dwarven Paladin 1 AC: 18 (chain mail & shield) | HP: 13/13 | Initiative: +0 | Passive Perception: 12 Lay on Hands: 5/5 | Divine Sense: 2/2 | DM Inspiration: 1/1 Thodin concludes, "right. So with no magical cold, that way is closed. Riffraff, what's the other way look like?" The dwarven miner walks closer to the hallway's entrance next to Riffraff. Seeing the floor grate, he says, "that's a fairly big drain. Probably a trap in here that fills the tunnels with water. More reason to check." "Sunny, want to carry my torch again?" He offers. Mechanics Main Hand Torch Off Hand Shield Use Object - Move - Action - Bonus Action -
  7. Gareth uth Fearfold, Knight of the Sword, Clerist of Habakkuk AC 21 | HP 101/101 | HD 10/10d8 | Channel Divinity* Turn Undead: As 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. Starting at 8th level, when an undead of CR 1 or lower fails its saving throw against your Turn Undead feature, the creature is instantly destroyed. * Channel Divinity: Preserve Life Starting at 2nd level, you can use your Channel Divinity to heal the badly injured. As an action, you present your holy symbol and evoke healing energy that can restore a number of hit points equal to five times your cleric level. Choose any creatures within 30 feet of you, and divide those hit points among them. This feature can restore a creature to no more than half of its hit point maximum. You can't use this feature on an undead or a construct. * Channel Divinity: Harness Divine Power 2/2 You 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. 3/2+1 StrSave +4 * Athletics +8 18 | DexSave +0 Initiative +0 Acrobatics +0 Sleight of Hand +0 Stealth +0 11 | ConSave +2 Concentration +2 with advantage 14 | IntSave +0 Arcana +0 History +0 Investigation +0 Nature +0 * Religion +4 10 | Wis* Save +9 Animal Handling +5 Insight +5 Medicine +5 * Perception +9 * Survival +9 20 | Cha* Save +5 Deception +1 Intimidation +1 Performance +1 * Persuasion +5 12 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. 4/4 | Commanding RallyAs 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. 4/4 | Demoralizing StrikeOnce per turn, when you hit a creature with a weapon attack roll, you can attempt to frighten that target. The target must make a Wisdom saving throw DC 17. On a failed save, the target is frightened of you until the end of your next turn. On a successful save, the target has disadvantage on the next attack roll it makes before the end of its next turn. You can use this benefit a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. 4/4 Spells +10 DC 18 | Cantrips1. Guidance,VS Concentration 2. Light, VM 3. Sacred Flame, VS 4. Word of Radiance, VM 5. Thaumaturgy V | 1stD. Bless, VSM, Concentration, 1 minute D. Cure Wounds, VS 1. Detect Magic, VS, Ritual, Concentration, 10 minutes 2. Guiding Bolt, VS, 120 ft 3. Healing Word, Bonus, V, 60 ft 4/4 | 2ndD. Lesser Restoration, VS D. Spiritual Weapon, VS, Bonus 4. Aid, VSM 5. Augury, VSM, Ritual 6. Enhance Ability, VSM, Concentration 7. Silence, VS, Ritual, Concentration 2/3 | 3rdD. Beacon of Hope, VS, Concentration D. Revivify, VSM, needs 300 gp diamond dust 8. Dispel Magic, VS 9. Mass Healing Word, V, bonus 10. Motivational Speech, V, 1 minute 11. Speak with Dead, VSM 12. Spirit Guardians, VSM, Concentration 13. Water Walk, VSM, Ritual 3/3 | 4thD. Death Ward, VS D. Guardian of Faith, VS 14. Divination, VSM Ritual 3/3 | 5thD. Mass Cure Wounds, VS D. Raise Dead, VSM 500 gp, 15. Greater Restoration, VSM 100 gp 2/2 Gareth nods toward the kender. "Yes, we're traveling to Sancrist and were shipwrecked. A corpse of a white dragon landed on and broke our ship." He watches their reactions to the death of a dragon. "Please excuse my ignorance. Who is the Blue Lady?" Mechanics
  8. Unless someone can magically create cold damage, there is no conversation on strategy, right?
  9. Coltan Bluetemper AC: 20 (Splint +Cloak +2 Shield) | HP: 38/51 (5d8+15+5) | Speed: 25 ft. Senses: Darkvision 60 ft., Passive Perception 17, Insight 14, Investigation 13 StrSave: +3 Athletics: +6 Carrying Capacity: 210 lb. Lift/Push/Drag: 420 lb.: 14 (+2) | DexInitiative: −1 Save: +0 Acrobatics: −1 Slight-of-Hand: −1 Stealth: −1☆ ☆ Splint mail gives disadvantage: 8 (–1) | ConSave: +4: 16 (+3) | IntSave: +1 Arcana: +0 History: +0 Investigation: +3 Nature: +0 Religion: +3: 10 (+0) | WisSave: +8 (+Cloak) Animal Handling: +7 Insight: +4 Medicine: +4 Perception: +7 Survival: +7: 18 (+4) | ChaSave: +4 (+Cloak) Deception: +0 Intimidation: +0 Performance: +0 Persuasion: +3: 10 (+0) Magic: +7 DC 15 | ChannelTurn Undead Harness Divine Power 0 / 1 per Long Artisan's Blessing 1/1 | Cantrips1. Sacred Flame VS 2. Word of Radiance VM 3. Light VM 4. Mending VSM minute | 1stD. Identify VSM Ritual D. Searing Smite V Bonus 1. Bless VSM 2. Detect Magic VS Concentration, Ritual 3. Healing Word V Bonus 4. Cure Wounds VS 5. Guiding Bolt VS 3/4 | 2ndD. Heat Metal VSM Concentration D. Magic Weapon VS Concentration 6. Lesser Restoration VS 7. Spiritual Weapon VS Bonus 8. Silence VS Concentration, Ritual; 0/3 | 3rdD. Elemental Weapon VS Concentration D. Protection from Energy VS Concentration 9. Spirit Guardians VSM Concentration 0/2 Languages: Speak, read, and write Common and Dwarvish With a good night's rest to recover his humility in the Battle of the Wheelwatch Outpost, Coltan gets to work transforming the dragonelle scales into shield at the outpost's forge. He feels that he is inspired by Reorx to create the shield and admires its completion. He signs it in metal near the handle. Without any fanfare, the Apprentice still in his smith's apron presents the completed shield to Modri. "Use it well in the name of Reorx." In the meantime during rests and meals, he introduces himself to the former prisoners, even the kender. This broad-shouldered dwarf of average height wears a holy amulet of Reorx. His shoulder length dirty blonde hair and full beard are relatively unkempt compared to most dwarves you might meet. He has a nasty scar down the right side of his face and eyes that sparkle gold. When not smithing, splint armor peeks out from layers of well-mended but stained leather and wool traveling gear. On his weapons' belt hangs a bluish steel warhammer, a handaxe, and a dagger. He shoulders a backpack and a dragonarmy shield. In addition, this is what you get: Hill dwarf. He was born in 300 AC at the home of his maternal grandparents in Hillhome, a Neidar village located west of Thorbardin on the Passroad. Traveling smith. For almost 50 years, Coltan has traveled the continent smithing at locations without a local smith, with his parents who seem to be friends with everyone. Reorx. A few weeks ago, he actually met Reorx, the divine power of creation and patron to smiths and crafters. Reorx gifted him a holy flaming warhammer of bluish metal and named him his Apprentice. Hero of Vogler. He is one of the Heroes of Vogler. OOC Bonus Action: — Movement: Action: Use Artisan's Blessing to duplicate the lieutenant's insignia for his splint armor sacrificing 10 gp Reaction: — Concentration: Actions and Resources Actions +1 Holy Warhammer (versatile). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1d8 + 3 magic, fire damage. Versatile damage: 1d10 + 3 magic, fire damage. Warhammer (versatile). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1d8 + 2 bludgeoning damage. Versatile damage: 1d10 + 2 bludgeoning damage. Handaxe (light, thrown). Melee & Ranged Weapon Attack: +4 to hit, ranged 20/60 ft., one target. Hit: 1d6 + 2 slashing damage. Dagger (light, thrown). Melee & Ranged Weapon Attack: +4 to hit, ranged 20/60 ft., one target. Hit: 1d4 + 2 piercing damage. Spell-casting: +7 or DC 15 | 1st 4/4 | 2nd 3/3 | 3rd 2/2 Cantrips Sacred Flame (V, S). Spell Attack: Dex DC 13, ranged 60 ft., one target. Fail: 1d8 radiant damage. Word of Radiance (V, M). Spell Attack: Con DC 13, ranged 5 ft., each creature of your choice. Fail: 1d6 radiant damage. Light (V,M). You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action. If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell. Mending (V,S,M). This spell repairs a single break or tear in an object you touch, such as 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. 1st level spells prepared Forge Domain: Identify (V,S,M) Ritual. You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it. If you instead touch a creature throughout the casting, you learn what spells, if any, are currently affecting it. Forge Domain: Searing Smite (V). The next time you hit a creature with a melee weapon attack during the spell's duration, your weapon flares with white-hot intensity, and the attack deals an extra 1d6 fire damage to the target and causes the target to ignite in flames. At the start of each of its turns until the spell ends, the target must make a Constitution saving throw. On a failed save, it takes 1d6 fire damage. On a successful save, the spell ends. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames (such as the target being submerged in water), the spell ends. Bless (V,S,M). You bless up to three creatures of your choice within 30 ft. Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw. Concentration up to 1 minute. Cure Wounds (V,S). 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. Detect Magic (V,S) Concentration, Ritual. For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any. The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt. Concentration up to 10 minutes. Healing Word (V) Bonus. 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. Guiding Bolt (V,S). Make a ranged spell attack against the target within 120 feet. On a hit, the target takes 4d6 radiant damage, and the next attack roll made against this target before the end of your next turn has advantage 2nd-Level Spells Prepared Forge Domain: Heat Metal (V,S,M) Concentration. Choose a manufactured metal object, such as a metal weapon or a suit of heavy or medium metal armor, that you can see within range. You cause the object to glow red-hot. Any creature in physical contact with the object takes 2d8 fire damage when you cast the spell. Until the spell ends, you can use a bonus action on each of your subsequent turns to cause this damage again. If a creature is holding or wearing the object and takes the damage from it, the creature must succeed on a Constitution saving throw or drop the object if it can. If it doesn't drop the object, it has disadvantage on attack rolls and ability checks until the start of your next turn. Forge Domain: Magic Weapon (V,S) Concentration. You touch a nonmagical weapon. Until the spell ends, that weapon becomes a magic weapon with a +1 bonus to attack rolls and damage rolls. 6. Spiritual Weapon (V,S) Bonus. When you cast the spell, you can make a melee spell attack against a creature within 5 feet of the weapon. On a hit, the target takes force damage equal to 1d8 + your spellcasting ability modifier. As a bonus action on your turn, you can move the weapon up to 20 feet and repeat the attack against a creature within 5 feet of it. 7. Lesser Restoration (V,S). You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned. 8. Silence (V,S) Concentration, Ritual. For the duration, no sound can be created within or pass through a 20-foot-radius sphere centered on a point you choose within range. Any creature or object entirely inside the sphere is immune to thunder damage, and creatures are deafened while entirely inside it. Casting a spell that includes a verbal component is impossible there. 3rd-Level Spells Prepared Forge Domain: Elemental Weapon (V,S) Concentration. A nonmagical weapon you touch becomes a magic weapon. Choose one of the following damage types: acid, cold, fire, lightning, or thunder. For the duration, the weapon has a +1 bonus to attack rolls and deals an extra 1d4 damage of the chosen type when it hits. Forge Domain: Protection from Energy (V,S) Concentration. For the duration, the willing creature you touch has resistance to one damage type of your choice: acid, cold, fire, lightning, or thunder. 9. Spirit Guardians: (V,S,M) Concentration. You call forth angelic spirits to protect you. They flit around you to a distance of 15 feet for the duration. When you cast this spell, you can designate any number of creatures you can see to be unaffected by it. An affected creature's speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Wisdom saving throw. On a failed save, the creature takes 3d8 radiant damage. On a successful save, the creature takes half as much damage. Channel Divinity: 1/1 short rest Turn Undead. Expend a use of your Channel Divinity as an action to make each undead that can see or hear you within 30 feet of you to make a Wisdom DC 13. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage. Starting at 5th level, when an undead of CR 1/2 or lower fails its saving throw against your Turn Undead feature, the creature is instantly destroyed. Harness Divine Power. As a bonus action, expend a use of your Channel Divinity to regain one expended spell slot, the level of which can be no higher than half your proficiency bonus (rounded up). Artisan's Blessing. You conduct an hour-long ritual that crafts a nonmagical item that must include some metal: a simple or martial weapon, a suit of armor, ten pieces of ammunition, a set of tools, or another metal object (see chapter 5, "Equipment," in the Player's Handbook for examples of these items). The creation is completed at the end of the hour, coalescing in an unoccupied space of your choice on a surface within 5 feet of you. The thing you create can be something that is worth no more than 100 gp. As part of this ritual, you must lay out metal, which can include coins, with a value equal to the creation. The metal irretrievably coalesces and transforms into the creation at the ritual's end, magically forming even nonmetal parts of the creation. The ritual can create a duplicate of a nonmagical item that contains metal, such as a key, if you possess the original during the ritual. War Caster You have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage. You can perform the somatic components of spells even when you have weapons or a shield in one or both hands. When a hostile creature's movement provokes an opportunity attack from you, you can use your reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature
  10. Gareth uth Fearfold, Knight of the Sword, Clerist of Habakkuk AC 21 | HP 101/101 | HD 10/10d8 | Channel Divinity* Turn Undead: As 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. Starting at 8th level, when an undead of CR 1 or lower fails its saving throw against your Turn Undead feature, the creature is instantly destroyed. * Channel Divinity: Preserve Life Starting at 2nd level, you can use your Channel Divinity to heal the badly injured. As an action, you present your holy symbol and evoke healing energy that can restore a number of hit points equal to five times your cleric level. Choose any creatures within 30 feet of you, and divide those hit points among them. This feature can restore a creature to no more than half of its hit point maximum. You can't use this feature on an undead or a construct. * Channel Divinity: Harness Divine Power 2/2 You 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. 3/2+1 StrSave +4 * Athletics +8 18 | DexSave +0 Initiative +0 Acrobatics +0 Sleight of Hand +0 Stealth +0 11 | ConSave +2 Concentration +2 with advantage 14 | IntSave +0 Arcana +0 History +0 Investigation +0 Nature +0 * Religion +4 10 | Wis* Save +9 Animal Handling +5 Insight +5 Medicine +5 * Perception +9 * Survival +9 20 | Cha* Save +5 Deception +1 Intimidation +1 Performance +1 * Persuasion +5 12 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. 4/4 | Commanding RallyAs 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. 4/4 | Demoralizing StrikeOnce per turn, when you hit a creature with a weapon attack roll, you can attempt to frighten that target. The target must make a Wisdom saving throw DC 17. On a failed save, the target is frightened of you until the end of your next turn. On a successful save, the target has disadvantage on the next attack roll it makes before the end of its next turn. You can use this benefit a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. 4/4 Spells +10 DC 18 | Cantrips1. Guidance,VS Concentration 2. Light, VM 3. Sacred Flame, VS 4. Word of Radiance, VM 5. Thaumaturgy V | 1stD. Bless, VSM, Concentration, 1 minute D. Cure Wounds, VS 1. Detect Magic, VS, Ritual, Concentration, 10 minutes 2. Guiding Bolt, VS, 120 ft 3. Healing Word, Bonus, V, 60 ft 4/4 | 2ndD. Lesser Restoration, VS D. Spiritual Weapon, VS, Bonus 4. Aid, VSM 5. Augury, VSM, Ritual 6. Enhance Ability, VSM, Concentration 7. Silence, VS, Ritual, Concentration 2/3 | 3rdD. Beacon of Hope, VS, Concentration D. Revivify, VSM, needs 300 gp diamond dust 8. Dispel Magic, VS 9. Mass Healing Word, V, bonus 10. Motivational Speech, V, 1 minute 11. Speak with Dead, VSM 12. Spirit Guardians, VSM, Concentration 13. Water Walk, VSM, Ritual 3/3 | 4thD. Death Ward, VS D. Guardian of Faith, VS 14. Divination, VSM Ritual 3/3 | 5thD. Mass Cure Wounds, VS D. Raise Dead, VSM 500 gp, 15. Greater Restoration, VSM 100 gp 2/2 Gareth sincerely thanks Derek. Crownguard's ego has been so massive, that he has been challenging Gareth's sponsor Gunther uth Wistan for leadership of the order for years. Relinquishing the dragon orb must have been tremendously difficult. "We'll deliver this orb to Sancrist together and complete the mission." He wraps the orb in part of his bedroll, so he doesn't have to touch it to move it, and secures it within his pack. Gareth also thanks Aran for taking the leadership of the shipwreck and crew. He wishes him well and looks forward to reuniting. ~~~ At the Kargonesti camp, he nods toward Silvara acknowledging her request and walks over the odd figures. This knight stands a bit over six feet tall and wears a dazzling bejeweled pectoral amulet with a similar symbol hangs in front of the plate armor engraving of the crown, kingfisher, sword, and rose of the knighthood of Solamnia. His ginger hair is short and full beard trimmed to look older. His intense blue eyes constantly search. On his weapons' belt hangs a helmet upside down containing a pair of gauntlets, a mace with its head magically, heatlessly flaming, and a sheathed dagger. He shoulders a pack, crossbow, quiver, and a shield emblazoned with the symbol of a kingfisher displayed azure. "Please allow me to introduce myself. I am Gareth uth Fearfold, a Knight of the Sword and clerist of Habakkuk who has returned. Habakkuk champions the perseverance of the soul and our struggle against adversity towards the greater good." Respectfully gesturing toward Derek, he introduces, "and this is Derek Crownguard, a Knight of the Rose and my senior." Mechanics Action: Persuasion
  11. "Typically, brown mold spans a 10-foot radius, but this particular patch seems larger, creating an unnaturally cold temperature within a 30-foot radius. You can already feel it from here." from GM
  12. Human Noble Paladin ACChain mail 16 Shield +2 While you are wearing heavy armor, bludgeoning, piercing, and slashing damage that you take from nonmagical attacks is reduced by 3. 18 | HP 12/12 (1/1d10 +2) | SenseThe presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell. You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses. 4/4 | LoHYour blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your paladin level × 5. As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool. Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one. This feature has no effect on undead and constructs. 5/5 StrSave +3 Athletics, proficient +5 16 | DexSave +1 Initiative +1 Acrobatics +1 Sleight of Hand +1 Stealth +1, armor disadvantage 12 | ConSave +2 14 | IntSave +0 Arcana +0 History, proficient +2 Investigation +0 Nature +0 Religion +0 Languages: Common, Elvish, Dwarvish 10 | WisSave, proficient +3 Handle Animal, proficient +3 Insight, proficient +3 Medicine +1 Perception +1 Survival +1 12 | ChaSave, proficient +5 Deception +3 Intimidation +3 Persuasion, proficient +5 Performance +3 16 Spellcasting +5 DC 13 | CantripsBooming Blade SM Fire Bolt VS | Shield 1/1 IC: “My words,” | ‘My thoughts,' | My actions When Thordin starts charging toward the goblins, Garon looks back at the cover of the temple. Goblins are sneaky and can lead a force into an ambush. Plus, this courtyard is out in the open and best for archers. Garon heads toward the next building sheathing his longsword and calling out, "take cover from the archers! Beware of ambushes, Thordin!" With his back against a wall, he points a finger at the furthest goblin and ignites it with, "Fuego!" The bolt of fire flies true but just singes the goblin, hopefully getting it to retreat. OOC Right hand: Empty Left hand: Shield Use Object sheathe Longsword Move to V21 Action Cast Firebolt at Goblin 4 Reaction Cast Shield if hit and worth it To Whom It May Concern . . . Put Player mention tags, and any particular notes in here.
  13. Coltan Bluetemper AC: 20 (Splint +Cloak +2 Shield) | HP: 38/51 (5d8+15+5) | Speed: 25 ft. Senses: Darkvision 60 ft., Passive Perception 17, Insight 14, Investigation 13 StrSave: +3 Athletics: +6 Carrying Capacity: 210 lb. Lift/Push/Drag: 420 lb.: 14 (+2) | DexInitiative: −1 Save: +0 Acrobatics: −1 Slight-of-Hand: −1 Stealth: −1☆ ☆ Splint mail gives disadvantage: 8 (–1) | ConSave: +4: 16 (+3) | IntSave: +1 Arcana: +0 History: +0 Investigation: +3 Nature: +0 Religion: +3: 10 (+0) | WisSave: +8 (+Cloak) Animal Handling: +7 Insight: +4 Medicine: +4 Perception: +7 Survival: +7: 18 (+4) | ChaSave: +4 (+Cloak) Deception: +0 Intimidation: +0 Performance: +0 Persuasion: +3: 10 (+0) Magic: +7 DC 15 | ChannelTurn Undead Harness Divine Power 0 / 1 per Long Artisan's Blessing 1/1 | Cantrips1. Sacred Flame VS 2. Word of Radiance VM 3. Light VM 4. Mending VSM minute | 1stD. Identify VSM Ritual D. Searing Smite V Bonus 1. Bless VSM 2. Detect Magic VS Concentration, Ritual 3. Healing Word V Bonus 4. Cure Wounds VS 5. Guiding Bolt VS 3/4 | 2ndD. Heat Metal VSM Concentration D. Magic Weapon VS Concentration 6. Lesser Restoration VS 7. Spiritual Weapon VS Bonus 8. Silence VS Concentration, Ritual; 0/3 | 3rdD. Elemental Weapon VS Concentration D. Protection from Energy VS Concentration 9. Spirit Guardians VSM Concentration 0/2 Languages: Speak, read, and write Common and Dwarvish Coltan crawls out of the Greased area beneath the large, spectral image of himself. He could not determine what was worse for his ego. Introspectively, he believed Reorx taught him a painful lesson in humility. Fortunately, the swirling, translucent spirits of dwarves and gnomes are stoic on the subjects of his humility, instead they celebrated the opportunity to wreak havoc on the behalf of Reorx. While personally not very silent in his dragonarmy splint armor, Reorx can create bubbles of Silence after sending home his heavenly host from the battlefield. With two more blessings, his companions are able to open the gates quietly without alerting the rest of the outpost before reinforcements arrive. Having completed their mission, Coltan illuminates arrows in emerald green, the signal to go as planned. He watches contentedly as the plan comes together when the Mayor-cum-Lieutenant Raven’s platoon of Voglerites pours in with their personally serving of revenge ~~~ After the battle for the Wheelwatch Outpost expending the last of his healing magics and ensuring there are no Volgerite casualties, the Apprentice examines the officer's splint armor. He never thought to keep Michelle's insignia to potentially pose as an officer in the dragonarmy, but this mission confirmed that they may have to repeat sneaking into a dragonarmy camp. And since he is far from stealthy, the only obvious way would be dressed in a dragonarmy uniform. He plans to pray to Reorx for duplicate captain insignias that he could install on his own splint armor when he needed. When his companions' attention falls on to the harvesting of the dragonelle, he confirms what a good smith can do with the claws and scales. With a deft hand for field dressing, the Apprentice takes the lead to harvest the useful bits of the dragonelle. He pulls out 20 teeth for arrowheads, and 3 fangs to tip javelins. He is able to recover all 16 claws which can be made into daggers. He saves enough scales for one suit of scale mail armor with extra for repairs, and 96 pounds of meat for the celebration feast. ~~~ When they return to Kalaman, Coltan supports catching up with the army. He share that he believes Bakaris is incompetent at best and ready to surrender at worst. They need prevent another disaster like Vogler. Before they go, the Apprentice assembles Kalaman and Voglerite crafters to distribute the teeth, fangs, claws, and scales. Need to make weapons and armor for the war effort as soon as possible. OOC Bonus Action: — Movement: Action: Use Artisan's Blessing to duplicate the lieutenant's insignia for his splint armor sacrificing 10 gp Reaction: — Concentration: Actions and Resources Actions +1 Holy Warhammer (versatile). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1d8 + 3 magic, fire damage. Versatile damage: 1d10 + 3 magic, fire damage. Warhammer (versatile). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1d8 + 2 bludgeoning damage. Versatile damage: 1d10 + 2 bludgeoning damage. Handaxe (light, thrown). Melee & Ranged Weapon Attack: +4 to hit, ranged 20/60 ft., one target. Hit: 1d6 + 2 slashing damage. Dagger (light, thrown). Melee & Ranged Weapon Attack: +4 to hit, ranged 20/60 ft., one target. Hit: 1d4 + 2 piercing damage. Spell-casting: +7 or DC 15 | 1st 4/4 | 2nd 3/3 | 3rd 2/2 Cantrips Sacred Flame (V, S). Spell Attack: Dex DC 13, ranged 60 ft., one target. Fail: 1d8 radiant damage. Word of Radiance (V, M). Spell Attack: Con DC 13, ranged 5 ft., each creature of your choice. Fail: 1d6 radiant damage. Light (V,M). You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action. If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell. Mending (V,S,M). This spell repairs a single break or tear in an object you touch, such as 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. 1st level spells prepared Forge Domain: Identify (V,S,M) Ritual. You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it. If you instead touch a creature throughout the casting, you learn what spells, if any, are currently affecting it. Forge Domain: Searing Smite (V). The next time you hit a creature with a melee weapon attack during the spell's duration, your weapon flares with white-hot intensity, and the attack deals an extra 1d6 fire damage to the target and causes the target to ignite in flames. At the start of each of its turns until the spell ends, the target must make a Constitution saving throw. On a failed save, it takes 1d6 fire damage. On a successful save, the spell ends. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames (such as the target being submerged in water), the spell ends. Bless (V,S,M). You bless up to three creatures of your choice within 30 ft. Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw. Concentration up to 1 minute. Cure Wounds (V,S). 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. Detect Magic (V,S) Concentration, Ritual. For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any. The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt. Concentration up to 10 minutes. Healing Word (V) Bonus. 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. Guiding Bolt (V,S). Make a ranged spell attack against the target within 120 feet. On a hit, the target takes 4d6 radiant damage, and the next attack roll made against this target before the end of your next turn has advantage 2nd-Level Spells Prepared Forge Domain: Heat Metal (V,S,M) Concentration. Choose a manufactured metal object, such as a metal weapon or a suit of heavy or medium metal armor, that you can see within range. You cause the object to glow red-hot. Any creature in physical contact with the object takes 2d8 fire damage when you cast the spell. Until the spell ends, you can use a bonus action on each of your subsequent turns to cause this damage again. If a creature is holding or wearing the object and takes the damage from it, the creature must succeed on a Constitution saving throw or drop the object if it can. If it doesn't drop the object, it has disadvantage on attack rolls and ability checks until the start of your next turn. Forge Domain: Magic Weapon (V,S) Concentration. You touch a nonmagical weapon. Until the spell ends, that weapon becomes a magic weapon with a +1 bonus to attack rolls and damage rolls. 6. Spiritual Weapon (V,S) Bonus. When you cast the spell, you can make a melee spell attack against a creature within 5 feet of the weapon. On a hit, the target takes force damage equal to 1d8 + your spellcasting ability modifier. As a bonus action on your turn, you can move the weapon up to 20 feet and repeat the attack against a creature within 5 feet of it. 7. Lesser Restoration (V,S). You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned. 8. Silence (V,S) Concentration, Ritual. For the duration, no sound can be created within or pass through a 20-foot-radius sphere centered on a point you choose within range. Any creature or object entirely inside the sphere is immune to thunder damage, and creatures are deafened while entirely inside it. Casting a spell that includes a verbal component is impossible there. 3rd-Level Spells Prepared Forge Domain: Elemental Weapon (V,S) Concentration. A nonmagical weapon you touch becomes a magic weapon. Choose one of the following damage types: acid, cold, fire, lightning, or thunder. For the duration, the weapon has a +1 bonus to attack rolls and deals an extra 1d4 damage of the chosen type when it hits. Forge Domain: Protection from Energy (V,S) Concentration. For the duration, the willing creature you touch has resistance to one damage type of your choice: acid, cold, fire, lightning, or thunder. 9. Spirit Guardians: (V,S,M) Concentration. You call forth angelic spirits to protect you. They flit around you to a distance of 15 feet for the duration. When you cast this spell, you can designate any number of creatures you can see to be unaffected by it. An affected creature's speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Wisdom saving throw. On a failed save, the creature takes 3d8 radiant damage. On a successful save, the creature takes half as much damage. Channel Divinity: 1/1 short rest Turn Undead. Expend a use of your Channel Divinity as an action to make each undead that can see or hear you within 30 feet of you to make a Wisdom DC 13. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage. Starting at 5th level, when an undead of CR 1/2 or lower fails its saving throw against your Turn Undead feature, the creature is instantly destroyed. Harness Divine Power. As a bonus action, expend a use of your Channel Divinity to regain one expended spell slot, the level of which can be no higher than half your proficiency bonus (rounded up). Artisan's Blessing. You conduct an hour-long ritual that crafts a nonmagical item that must include some metal: a simple or martial weapon, a suit of armor, ten pieces of ammunition, a set of tools, or another metal object (see chapter 5, "Equipment," in the Player's Handbook for examples of these items). The creation is completed at the end of the hour, coalescing in an unoccupied space of your choice on a surface within 5 feet of you. The thing you create can be something that is worth no more than 100 gp. As part of this ritual, you must lay out metal, which can include coins, with a value equal to the creation. The metal irretrievably coalesces and transforms into the creation at the ritual's end, magically forming even nonmetal parts of the creation. The ritual can create a duplicate of a nonmagical item that contains metal, such as a key, if you possess the original during the ritual. War Caster You have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage. You can perform the somatic components of spells even when you have weapons or a shield in one or both hands. When a hostile creature's movement provokes an opportunity attack from you, you can use your reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature
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