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JubalBreakbottle

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  1. 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
  2. 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
  3. 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 -
  4. 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
  5. Unless someone can magically create cold damage, there is no conversation on strategy, right?
  6. 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
  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 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
  8. "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
  9. 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.
  10. 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
  11. It was only right after the last combat finished when we were in complete darkness waiting of the everburning lantern to be surgically removed
  12. 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 watches the surgery with disgust. He's glad that he doesn't have to do it, but he supposes that he could if he had, too. Fortunately, the lantern with the magical light survived. He keeps a comment about crapping darkness to himself to not encourage Sunny. While Alatia cleans the lantern, the dwarf realizes the grave danger that they face and steps just past her between the western passage holding his shield and torch away from his body becoming as a big a barricade as possible. Signaling toward the western tunnel, he says, "that passage has an enormous patch of brown mold. This stuff freezes you on contact and grows from any heat source. Does anyone have any magical cold? That's the only way to destroy it. Otherwise, we need to leave the passage alone." He looks to his companions hoping one of them magically create cold. Mechanics Main Hand Torch Off Hand Shield Use Object - Move - Action - Bonus Action -
  13. Jubal Breakbottle | Sailor, grizzly, baby kraken 3' 1" tall | Hard-looking, adult halfling with a perpetual squint and knife cut, short hair with mutton chops to the extent that he can grow facial hair, the color of a stone-scrubbed deck. Exotic tattoos cover his lean, sun-tanned muscles. gear.. vest & pants of sailcloth, bare hairy feet, leather bracers on forearms, bracelet made of silvered fish hooks, ring on right middle finger, pouch (22 sp, 7 gp) hanging from neck, sickle and shortsword on weapons' belt HP 51/51 | HD 6/6 | ClawEldritch Maul. As a bonus action, you can empower the tattoo for 1 minute. For the duration, each of your melee attacks with a weapon or an unarmed strike can reach a target up to 15 feet away from you, as inky tendrils launch toward the target. In addition, your melee attacks deal an extra 1d6 force damage on a hit. Once used, this bonus action can't be used again until the next dawn. 1/1 | Wild Shape 1/2 Spells +10 DC 18 | Cantrips1. Create Bonfire VS 60 ft Dex 2d8 fire 2. Gust VS 30 ft 3. Shape Water V 30 ft | 1st1. Absorb Elements S, Reaction 2. Faerie Fire V, 60 ft Concentration 3. Goodberry VSM 4. Healing Word V, Bonus 5. Fog Cloud VS Concentration 3/4 | 2nd6. Heat Metal VSM Concentration 7. Hold Person VSM Concentration 8. Lesser Restoration VS 9. Pass without Trace VSM Concentration 3/3 | 3rd10. Conjure Animals VS 2x Dire Wolves - Land 2x Giant Octopus - Sea 2x Giant Vultures - Air 2/2 Abilities & Saves AC (bracers) 20 | Initiative +3 Passives Perception 23 | Investigation 15 | Insight 15 Speed 25 ft | Swim 40 ft Ability Mods Str +1 | Dex +3 | Con +3 | Int +0 | Wis +5 | Cha +0 Saves Str +4 | Dex +6 | Con +6 | Int +0 | Wis +5 | Cha +0 Attacks +2 Moon Sickle +8, Slashing 1d4+5 | Unarmed +7, Bludgeoning 1d4+4 | Shortsword +6, Piercing 1d6+3 Perception +8 | Acrobatics +6 | Stealth +6 | Athletics +4 "Huh? You think she's the captain? Does she think we wouldn't follow her?" Jubal-kraken replies to the carpenter, somehow in the language of krakens. The halfling really likes this crew so far. Being able to communicate is so comfortable. "Aye. Looks like there are four unlucky lads." He repeats after seeing the signal from Blueblood. Mechanics Senses Darkvision 60 ft, so dim light out to 60 ft Move Swim 40 ft (of 60 ft Move) Action Dash 40 ft
  14. We did? Well Jubal got to reset his wild shapes. That gives me more options.
  15. Jubal Breakbottle | Sailor, grizzly, baby kraken 3' 1" tall | Hard-looking, adult halfling with a perpetual squint and knife cut, short hair with mutton chops to the extent that he can grow facial hair, the color of a stone-scrubbed deck. Exotic tattoos cover his lean, sun-tanned muscles. gear.. vest & pants of sailcloth, bare hairy feet, leather bracers on forearms, bracelet made of silvered fish hooks, ring on right middle finger, pouch (22 sp, 7 gp) hanging from neck, sickle and shortsword on weapons' belt HP 51/51 | HD 6/6 | ClawEldritch Maul. As a bonus action, you can empower the tattoo for 1 minute. For the duration, each of your melee attacks with a weapon or an unarmed strike can reach a target up to 15 feet away from you, as inky tendrils launch toward the target. In addition, your melee attacks deal an extra 1d6 force damage on a hit. Once used, this bonus action can't be used again until the next dawn. 1/1 | Wild Shape 0/2 Spells +10 DC 18 | Cantrips1. Create Bonfire VS 60 ft Dex 2d8 fire 2. Gust VS 30 ft 3. Shape Water V 30 ft | 1st1. Absorb Elements S, Reaction 2. Faerie Fire V, 60 ft Concentration 3. Goodberry VSM 4. Healing Word V, Bonus 5. Fog Cloud VS Concentration 3/4 | 2nd6. Heat Metal VSM Concentration 7. Hold Person VSM Concentration 8. Lesser Restoration VS 9. Pass without Trace VSM Concentration 3/3 | 3rd10. Conjure Animals VS 2x Dire Wolves - Land 2x Giant Octopus - Sea 2x Giant Vultures - Air 2/2 Abilities & Saves AC (bracers) 20 | Initiative +3 Passives Perception 23 | Investigation 15 | Insight 15 Speed 25 ft | Swim 40 ft Ability Mods Str +1 | Dex +3 | Con +3 | Int +0 | Wis +5 | Cha +0 Saves Str +4 | Dex +6 | Con +6 | Int +0 | Wis +5 | Cha +0 Attacks +2 Moon Sickle +8, Slashing 1d4+5 | Unarmed +7, Bludgeoning 1d4+4 | Shortsword +6, Piercing 1d6+3 Perception +8 | Acrobatics +6 | Stealth +6 | Athletics +4 You could imagine octopus eyebrows shooting up when Phlebas starts talking to him. "Woah! Can understand you! That's awesome! Animal shape can be quite isolating." Jubal-kraken reacts with surprise. "Aye, understand the plan, but this form is so alien, it's challenging to show agreement. Can you speak to all animals?" Jubal-kraken asks conversationally as they close on the Mary Rose keeping pace with the slower carpenter. Mechanics Senses Darkvision 60 ft, so dim light out to 60 ft Move Swim 40 ft (of 60 ft Move) Action Dash 40 ft
  16. 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 the two arrows fly at the giantkin, Garon calls out, "Archers!" With his slight hesitation, Thordin drops the wounded worg and then the dwarf trucks past him, quickly followed by the half-orc to join Thordin in melee with the two monsters. Yod and Duala deliver strong slashes on the remaining monster, which barely stands. Finally, he closes to melee with the second creature along Yod's right side drawing his unbloodied longsword. Remembering his lessons, he positions his feet and slashes down from a high guard position through its neck spraying blood. Unbelievable to the teenager, the monster drops dead. OOC Right hand: Longsword Left hand: Shield Use Object draw Longsword Move to AB16 Action Attack Worg 2 Reaction Cast Shield if hit and worth it To Whom It May Concern . . . Put Player mention tags, and any particular notes in here.
  17. Gareth uth Fearfold, Knight of the Crown AC 21 | HP 101/101 | 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's grimace at Lady Merathanos' laughter transitions to a jaw-drop when Araxis starts the show, then to a broad smile when the Silvanesti drop their possessions and flee. Great potential allies! If they retreat to an illusion, what could happen if they face the real threat? As the knight collects his flaming mace, dagger, and crossbow, he praises Araxis between chuckles, "Well done. I knew Habakkuk's blessing would inspire you." He walks toward the abandoned dragon orb looking at Crownguard, "Sir Derek, would you mind if Habakkuk helped me carry this burden for you?" "And, should Sir Aran and Sir Brian take command of the sailors' with their captain, while we further investigate this place with the Kargonesti? The sailors who fled need to rounded up and best prepared for when the Silvanesti return. They'll need leadership, and I hope knights among will ensure better treatment." Mechanics Action: Persuasion
  18. 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; 1/3 | 3rdD. Elemental Weapon VS Concentration D. Protection from Energy VS Concentration 9. Spirit Guardians VSM Concentration 1/2 Languages: Speak, read, and write Common and Dwarvish Coltan exhales when he's able to accept how handsome his large self-image, but sharply inhales when the captain's crossbow bolt finds a chink in his armor. He grits his teeth and tries not to say, 'message for you, sir.' The Apprentice follows Artanis toward the captain bringing his army of translucent angelic gnomes and dwarves, and even a gully dwarf. As soon as he sets his boot inside the large, spectral image of himself, his boot loses traction causing him to go down hard. "What the ***?" The rhetorical question includes and is followed by a large list of dwarven curse words. He tries to crawl five more feet to bring his spiritual army to attack the dragonarmy captain, which could tear at him relentlessly with brilliant effects. From his back, he screams at the enemy officer trying to soothe his dignity, "Your end is near! So, you will soon experience the hell of your Mistress for eternity!" With that, he flings another blue sacred flame from his blazing warhammer at the captain, which catches him in the chink of his armor to return the favor. OOC Round 9 Damage 51 -12 -3 +2 = 38 Bonus Action: — Movement: to Y21, prone maybe in Y22 Action: Cast Sacred Flame at the captain. Captain takes 9 +2 = 11 radiant damage Reaction: — Concentration: Spirit Guardians. Captain takes 10 radiant damage, despite typoed DCs 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
  19. 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 A few seconds after the creature stops moving, Thodin prods it with his hammer to double check. Satisfied that it's dead, he stows his warhammer and asks the troop, "What is this thing? Anyone know?" He pulls out another torch and tinderbox from his backpack and creates some light without much fuss. "I've never seen anything like it. Did everyone hear it talk, too?" He continually swivels his head to keep an eye on the Tee intersection and his new companions. "Riffraff, you still hurt? Do we want to try to take a break down here, or do we want to retreat to that sarcophagus room? Some of you are still feeling the effects of that poison gas, too eh?" Mechanics Main Hand Empty Off Hand Shield Use Object Stow warhammer Move - Action Ignite a torch Bonus Action -
  20. 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 exhales when Alatia sends healing life into Riffraff. He knew that that Peloran would be useful. Refocusing on the monster, the dwarf struggles to assess its motion, mass of muscles, and toothed maw looking for any resemblance to a known creature. Then, it quenches their magical light! The tactic and then the telepathy shocks him twice, 'you're intelligent? What are you?' He instinctively replies. In the darkness, he sees Alatia and Sunny start to struggle. "It slithered toward the opposite statue!" He calls out to his companions, so they might target it, while he brings his warhammer from its backswing toward the monster again. The hammer impacts the rubbery body with a thud. Mechanics Main Hand Warhammer Off Hand Shield Use Object - Move - Action Attack thing Bonus Action -
  21. Read where Yahs realized that we get 625 gp for mundane, AND I just read that wizards get 5 more spells Do you want to tailor those numbers to Celsior who got some in game? thanks
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