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JubalBreakbottle

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Posts posted by JubalBreakbottle

  1. cowboy3.pngGaron Ammakyl

    Human Noble Paladin

    AC 18 | HP 12/12 (1/1d10 +2) | Sense 4/4 | LoH 5/5
    Str 16 | Dex 12 | Con 14 | Int 10 | Wis 12 | Cha 16

    Spellcasting +5 DC 13 | Cantrips | Shield 1/1


    IC: “My words,” | ‘My thoughts,'  | My actions

    Garon saw the charging goblin. Before he could meet it in melee, Thordin ended it and seemed to enjoy the small revenge and recovery of ego. "Well done, Thordin!"

    So, he changes targets and effectively follows Thordin for a clearer line of sight to the far goblin before snapping off another bolt of fire at the little bugger. This time, the flames uselessly splash against the obelisk in front of the goblin.

    Shaking his head, he replies to the giantling, "because pretending to be a warrior is a lot safer than being a warrior."


    OOC

    Right hand: Empty
    Left hand: Shield

    Use Object -

    Move to AI17 for the shot, then to AJ18

    Action Cast Firebolt at Goblin 11

    Reaction Cast Shield if hit and worth it

     

    To Whom It May Concern . . .

    @RedDingo | |

  2. 4 hours ago, Guyblue said:

    You can choose either equipment or your starting gold per class.

    I'm not sure what you mean about the build.

    Starting gold per class can be random. I saw that you were merciful with HP with rolling and taking a minimum of half+1. I wondered if you would do something similar with starting gold.

    If we take the regular starting equipment, can we sell for full value or half?

    What I meant is that your application does not appear to me to require a character sheet. I assume you want one, but I missed where you specify it.

    Cheers

  3. vanon.png.46cd2e192413fe9ffd36cf622971a4d0.pngVanon
    Bugbear* Size: Medium
    * Speed: 30 ft.
    * Creature Type.You are a Humanoid. You are also considered a goblinoid for any prerequisite or effect that requires you to be a goblinoid.
    * Darkvision. You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.
    * Fey Ancestry. You have advantage on saving throws you make to avoid or end the charmed condition on yourself.
    * Long-Limbed. When you make a melee attack on your turn, your reach for it is 5 feet greater than normal.
    * Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
    * Sneaky. You are proficient in the Stealth skill. In addition, without squeezing, you can move through and stop in a space large enough for a Small creature.
    * Surprise Attack. If you hit a creature with an attack roll, the creature takes an extra 2d6 damage if it hasn't taken a turn yet in the current combat.
    * Languages. You can speak, read, and write Common and one other language (Goblin).
    Tribal Member* Skill Proficiencies: Athletics, Survival
    * Languages: Any one of your choice (Draconic)
    * Tool Proficiencies: One type of musical instrument or artisan's tools (Tinker's tools)
    * Feature: Bad Reputation
    No matter where you go, people are afraid of you due to your reputation. When you are in a civilized settlement, you can get away with minor criminal offenses, such as refusing to pay for food at a tavern or breaking down doors at a local shop, since most people will not report your activity to the authorities.
    Barbarian* Armor: light armor, medium armor, shields
    * Weapons: simple weapons, martial weapons
    * Tools: none
    * Saving Throws: Strength, Constitution
    * Skills: Choose 2 from Animal Handling, Athletics, (Intimidation), Nature, (Perception), and Survival.

    Reckless Attack
    Starting at 2nd level, you can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.

    ACUnarmored Defense
    While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.
    15 | HP 25/25 | HD 2/2d12 | RageOn your turn, you can enter a rage as a bonus action. While raging, you gain the following benefits if you aren't wearing heavy armor:
    * You have advantage on Strength checks and Strength saving throws.
    * When you make a melee weapon attack using Strength, you gain a +2 bonus to the damage roll. This bonus increases as you level.
    * You have resistance to bludgeoning, piercing, and slashing damage.

    If you are able to cast spells, you can't cast them or concentrate on them while raging. Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action. Once you have raged the maximum number of times for your barbarian level, you must finish a long rest before you can rage again. You may rage 2 times at 1st level, 3 at 3rd, 4 at 6th, 5 at 12th, and 6 at 17th.
    2/2
    StrSave, proficient +5

    Athletics, proficient +5
    16 | Dex 14 | Con 16 | Int 11 | Wis 12 | Cha 11


    IC: “My words,” Vanon said. | ‘My thoughts,’ Vanon thought. | My actions . . .

    Vanon did some things. He said some things. He did some more things.

    OOC

    I don’t always put OOC content in my posts, but when I do, I put it in here.


    To Whom It May Concern . . .

    Put Player mention tags, and any particular notes in here.

  4. Vanon - Bugbear Barbarian Tribe Member

    bugbear.jpg.bd7f583e9002c8b26675a87eb192d08a.jpg

    Name: Vanon

    Character Concept: Self-exiled bugbear from his tribe in the Seawall Mountains after losing a fight for a leadership position with his brother, Thuun and looking for easy coin and adventure.

    Race, Background, Subclass Class: Bugbear, (Uthgardt) Marguul Tribe Member (with Pirate Feature: Bad Reputation), (Subclass will depend on experience)

    Description: This obviously savage bugbear stands over seven feet tall.  Beneath his dark, shaggy hair are inked tattoos and designed burns and scars identifying his exploits and commitment to his tribe.  His beady eyes, toothy maw, and decorated, wedge-shaped ears make him look angry all the time.  He radiates casual violence giving everyone who sees him pause and a desire for a wide berth.  

    ... until he starts to laugh, which happens more often than you would imagine.  He finds most so-called civilized customs humorous.  

    His gear is made of rough hide, hardwood, and bones.  He carries a halberd and shoulders a pack, shortbow, quiver, and some javelins.

    Your Character’s Plothook: Vanon has recently left a position in Lightning Rail vehicle security. Yes, it was his choice (False), and he wanted to leave them their stupid uniform (False). And he chose to exit at Oakhurst (False), wherever we are.

    Past is Prologue: Vanon grew up in the Marguul tribe of bugbears in the Seawall Moutains with a savage lifestyle of survival of the fittest. Worshiping the Mockery, the patron of treachery and of terror in battle, victory through guile was celebrated and rewarded. He did well as the alpha among his peers until his older brother Thuun returned from mercenary work. It only took a few weeks for them to battle for position in the tribe. Vanon lost, the fight and his leadership position in the tribe. The wounds to his pride hurt worse than the physical scars from battle, so he skulked away in the middle of the night into the Marguul Pass into the town of Sterngate.

    Although he felt the worst (helpless and useless), Vanon recognized that he was still stronger and smarter than the townsfolk. So in less than a week, he determined the easiest and best paid position in town was working security for the Lighting Rail station in Sterngate. So, he got the position and enjoyed the night watch, especially because he could do whatever he wanted with the occasional trespassers. Then, he practiced his hunting skills.

    But a couple times over the next several months, he got hassled by security who worked the trains. They gave him crap and then rolled away. He felt inferior and unable to retaliate, so he ensured a vehicle security guard did not make his train’s departure one day. And, Vanon happily accepted the promotion to vehicle security. Of course, he was conveniently packed and could leave immediately.

    Unfortunately, vehicle security proved much more difficult for him. Vanon did not understand this alien concept called customer service. He discovered that gnome merchants did not like being held outside a moving train to calm down; it's not like he would drop them, because they weighed less than his pack. So, he only lasted a few months until he decided it would be best to do something else (False). He resigned his post of vehicle security in a town called Oakhurst (False. He was fired).

    Now, he's looking for another opportunity for easy coin.

    Loyalties. Even while self-exiled, Vanon is forever loyal to his Marguul tribe. Like his older brother who beat him, he is traveling to learn how to be stronger and sneakier with a goal to return to his tribe and reclaim an even better leadership position.

    Is Might Right? Absolutely. Losers deserve their loss, but they should never stop trying to win through guile. The Mockery teaches to never stop working to be victorious. No matter how or what you have to do it. So, everyone else should be doing the same and deserve their lot in life until they figure it out.

    Deity. The Mockery, because Vanon was raised that He guides those who seek victory through guile.

  5. spacer.pngCelsior Loriniscil, Prince of Alfheim

    Inspiration Yes | HP 35/35 | HD 5/5d6
    Str 8 | Dex 16 | Con 14 | Int 18 | Wis 10 | Cha 10
    Step 2/2 | Shield 1/1 | Bladesong 2/2 | Recovery 4/4
    Spells +8 DC 16 | Cantrips | 1st 4/4 | 2nd 3/3 | 3rd 2/2


    Celsior listens intently to the captain nodding appropriately. He half listens to the other cafe customers but concludes that there might be some recruits around them. But then, the seeds started falling.

    After the first meteorite touchdown, the prince sits up refocusing on the streaks from the sky. He recognizes the astral elven starmoth seeds, but they were alive unlike the one in H'Catha that they found and collected. And, the seeds appear altered for another purpose.

    His reflection is interrupted by Captain Sartell's retreat as he watches her head toward her ship in the port. Celsior stands up and shoots the last of his wine. "Very acute observation, Yahs!" He replies to his single crew and then sweeps his gaze toward the customers of the cafe. He drops his cup and picks up his luxury luggage, "listen up! The recruitment drive is shifting speeds. If you want to join a crew spelljamming the Astral Sea, follow me! If your interview fails later, we can drop you off somewhere!" He quickly surveys the cafe customers looking in those eyes who would meet his gaze.

    Then he turns, he dashes off to follow Captain Sartell heading toward the port and ship.

    Mechanics

    Active spells:

    Action: -

  6. spacer.pngGareth uth Fearfold, Knight of the Sword, Clerist of Habakkuk

    AC 21 | HP 101/101 | HD 10/10d8 | Channel Divinity 3/2+1
    Str 18 | Dex 11 | Con 14 | Int 10 | Wis 20 | Cha 12
    Precise Strike 4/4 | Commanding Rally 4/4 | Demoralizing Strike 4/4
    Spells +10 DC 18 | Cantrips | 1st 4/4 | 2nd 2/3 | 3rd 3/3 | 4th 3/3 | 5th 2/2


    Gareth enjoys another restful sleep following her new routine of checking the shape of the dragon orb wrapped in his gear within his pack before sleeping and breakfast. He didn't touch it, but he needed to bear this burden by checking on this burden.

    After unpacking his pack from the canoe and easy river ride, he pushes his hand into the leather of his backpack to find the surface of the dragon orb, in his new routine.

    "Silvara, who's home are we visiting today? Smells like they're cooking supper." He asks their guide.

    Mechanics

    Hide this

     

  7.  spacer.pngColtan Bluetemper

    Level 5 Neidar Folk Hero Forge Cleric


    AC 20 | HP 51/51 (5d8+15+5) | HD 5/5 | Speed 30 ft.
    Senses Darkvision 60 ft., Passive Perception 17, Insight 14, Investigation 13
    Str 14 (+2) | Dex 8 (–1) | Con 16 (+3) | Int 10 (+0) | Wis 18 (+4) | Cha 10 (+0)
    Magic +7 DC 15 | Channel 1/1 | Cantrips | 1st 4/4 | 2nd 3/3 | 3rd 2/2

    Languages Speak, read, and write Common and Dwarvish


    Coltan sadly nods to Modri to agree to spar over drinks.

    While he continues to head toward the crafters, he replies in Dwarvish to Modri, "Words are actions. Pretending to be a lieutenant in the dragonarmy is all words. Don't underestimate the power of words, brother."


    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

    1. Sacred Flame (V, S). Spell Attack: Dex DC 13, ranged 60 ft., one target.  Fail: 1d8 radiant damage.
    2. Word of Radiance (V, M). Spell Attack: Con DC 13, ranged 5 ft., each creature of your choice. Fail: 1d6 radiant damage.
    3. 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.
    4. 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.
    1. 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.
    2. 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.
    3. 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.
    4. 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.
    5. 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

     
     
  8. cowboy3.pngGaron Ammakyl

    Human Noble Paladin

    AC 18 | HP 12/12 (1/1d10 +2) | Sense 4/4 | LoH 5/5
    Str 16 | Dex 12 | Con 14 | Int 10 | Wis 12 | Cha 16

    Spellcasting +5 DC 13 | Cantrips | Shield 1/1


    IC: “My words,” | ‘My thoughts,'  | My actions

    Amid the fear of battle, Garon broadly smiles at Thordin's question and calls over with the reply, "a parade is where people dress up and pretend to be warriors to celebrate a great historical victory."

    After a beat, he continues, "a joke is not funny if you need to explain it."


    OOC

    Right hand: Empty
    Left hand: Shield

    Use Object -

    Move

    Action in previous post

    Reaction Cast Shield if hit and worth it

     

    To Whom It May Concern . . .

    @RedDingo | |

  9. spacer.pngCelsior Loriniscil, Prince of Alfheim

    Inspiration Yes | HP 35/35 | HD 5/5d6
    Str 8 | Dex 16 | Con 14 | Int 18 | Wis 10 | Cha 10
    Step 2/2 | Shield 1/1 | Bladesong 2/2 | Recovery 4/4
    Spells +8 DC 16 | Cantrips | 1st 4/4 | 2nd 3/3 | 3rd 2/2


    Celsior sat there casually drinking his passable wine observing his crew take care of business. The prince nods at Sartell's reply and follows up with, "and is your ship ready to depart when we have finished our recruiting drive?" He looks into the eyes of the captain over the rim of his cup while taking another sip.

    He watches Yahs with his peripheral vision, content to finally find a suitable recruit in the Thri-kreen. 'At least one is better than none,' he concludes to himself.

    Then, the odd ones arrive. But before the prince could digest whatever their fashion is, Yahs replies like an artist. He feels so fortunate to have the plasmoid tackling so many ugly messes with verve.

    Mechanics

    Active spells:

    Action: -

  10. cowboy3.pngGaron Ammakyl

    Human Noble Paladin

    AC 18 | HP 12/12 (1/1d10 +2) | Sense 4/4 | LoH 5/5
    Str 16 | Dex 12 | Con 14 | Int 10 | Wis 12 | Cha 16

    Spellcasting +5 DC 13 | Cantrips | Shield 1/1


    IC: “My words,” | ‘My thoughts,'  | My actions

    Garon stares at the arrow that barely misses Ezra's head. After a moment, he says, "Good idea, Omar. And, you two should take cover behind that obelisk from those new goblins keeping this building between us and the ones that took down Thordin." Garon tries to switch places with the elf and take the corner and the threat.

    Following Omar's example, he points at one of the new goblins and ignites another bolt of fire from his index finger with the trigger of "Fuego." The blast explodes the goblin's head in spectacularly burning bits.


    OOC

    Right hand: Empty
    Left hand: Shield

    Use Object -

    Move to AK20

    Action Cast Firebolt if at Goblin 10

    Reaction Cast Shield if hit and worth it

     

    To Whom It May Concern . . .
  11.  spacer.pngColtan Bluetemper

    Level 5 Neidar Folk Hero Forge Cleric


    AC 20 | HP 51/51 (5d8+15+5) | HD 5/5 | Speed 30 ft.
    Senses Darkvision 60 ft., Passive Perception 17, Insight 14, Investigation 13
    Str 14 (+2) | Dex 8 (–1) | Con 16 (+3) | Int 10 (+0) | Wis 18 (+4) | Cha 10 (+0)
    Magic +7 DC 15 | Channel 1/1 | Cantrips | 1st 4/4 | 2nd 3/3 | 3rd 2/2

    Languages Speak, read, and write Common and Dwarvish


    Coltan sadly smiles at Lady Michelle's reaction thinking, 'she's like a wild animal trying to live a domesticated life.' He nods at her departure and replies to her, "thank you for the lesson, m'lady. Fortunately, Hunni believes that I am perfectly capable of disrespecting people as well as you." He finishes looking at the black robed mage with a nod acknowledging her kettle comment.

    Looking toward Modri, the fellow dwarf offers, "Aye, it appears you can take the lady out of the dragonarmy, but not take the dragonarmy out of the lady. Modri, would you mind if I practiced potential lieutenant comments on you. Perhaps you would sharpen my insults to the proper level of disrespect and antipathy?" He smiles weakly.

    Coltan wonders if he could just return to his previous life smithing for villagers who need a smith. It was a comfortable, soul-nourishing life. Then, he pivots to question what lessons Reorx wants him to learn traveling with a gully dwarf, black robe mage who obviously detests him and probably Reorx Himself. And, this perfidy with the dragonarmy is so clearly tactical, but the tactic has him practicing behavior which intimately disgusts him.

    If Reorx had not handed him this warhammer and called him His Apprentice, he would walk away. Probably return to Hillhome and ensure his mother's family is safe. He waits for Modri's answer, and then drifts away toward the crafter section of Kalaman to check on them.


    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

    1. Sacred Flame (V, S). Spell Attack: Dex DC 13, ranged 60 ft., one target.  Fail: 1d8 radiant damage.
    2. Word of Radiance (V, M). Spell Attack: Con DC 13, ranged 5 ft., each creature of your choice. Fail: 1d6 radiant damage.
    3. 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.
    4. 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.
    1. 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.
    2. 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.
    3. 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.
    4. 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.
    5. 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

     
     
  12.  
    PC

    Thodin Eversharp Dwarven Paladin 1Thodin.png.94f4c89b43ed50684ae363f0c135b859.png


    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 smiles and says, "Outstanding Sunny. You found the release. Those dwarves were very clever."

    "Don't know anything about Class 2 or 3. When everyone is ready, pull the lever and reveal what's inside this central pillar, yeh? Or... or wait!" The dwarf thinks of something.

    "Do we want to take a little rest in this bedroom, before opening that secret door?"

    Mechanics

    Main Hand Empty
    Off Hand Shield


    Use Object -
    Move -
    Action -
    Bonus Action -

         
  13. As you wish.

    "...Your telepathic link to a creature is broken if you and the creature move more than 120 feet apart, if either of you is incapacitated, or if either of you mentally breaks the contact (no action required). " This reads to me that their telepathy is two-way, because of the "link"

    Steve repeated many of the things that Celsior said aloud about the academy and cults, so I assumed Steve was speaking to Celsior who replied telepathically. I'm playing Celsior that this is not the first telepathic conversation that he has had in 100 years, but in a crowded in tavern, it would not be clear who is sending.

    If that doesn't work, then I'll delete.

  14. 7 hours ago, Cointhief said:

    @KingGoblin Indeed. Essentially, you can choose who hears you, and they will. Unless they block it (action-less) or fail to have at least one language listed in their stat block. If @JubalBreakbottle is ok with it, we can retcon that was an out-loud inquiry similar to Yahs' followup.

    I'm confused. Thri-kreen telepathy is send and receive. Where's the comment from KingGoblin that is indeed?

    Celsior would not have replied out-loud like that without knowing who he was speaking to.

    Just delete the post if there's a retcon

    I'm hitting a long road to a funeral this weekend and may only post sparsely.

  15. spacer.pngCelsior Loriniscil, Prince of Alfheim

    Inspiration Yes | HP 35/35 | HD 5/5d6
    Str 8 | Dex 14 | Con 14 | Int 18 | Wis 10 | Cha 10
    Step 2/2 | Shield 1/1 | Bladesong 2/2 | Recovery 4/4
    Spells +8 DC 16 | Cantrips | 1st 4/4 | 2nd 3/3 | 3rd 2/2


    Celsior smiles staring at the sea from his chair and replies to Captain Sartell about their pamphlets, "it seemed funny at the time. Frankly, we've struggled to find any suitable recruits for the academy and wanted to say we tried everything. Which is amazing, considering that most people in this city want to leave."

    He sips his glass of white wine and continues, "They just don't believe the whole space thing. And, I think they believe we want to recruit them for some demonic cult. Is that so prevalent here?" He relaxes as he does most everywhere he sits with the posture of a prince. There can be no doubt of his royalty. This tall, oddly colored elf with regal-bearing wears oddly fancy fashion with strange fabrics and features which highlight his porcelain skin, silvery inhuman eyes, and flowing silver, shoulder-length hair and subtly repeat a particular heraldry: argent, three-petaled flower purpure.  A sheathed rapier, dagger, and purse hang from his belt. A dark mahogany crossbow gilded with green oxidized copper and a luxurious leather luggage case sit beside his chair out of the walkway between the tables.

    "Are we meeting Flapjack here? Or, is he aboard your ship?" Always on mission, despite enjoying the scenery.

    Mechanics

    Active spells:

    Action: -

  16. @Cointhief Just to be clear, Yahs and Celsior are there to meet Sartell, and Sartell is with them at the table. Will Sartell take them to the Rock of Bral? Or tell them how to, so they can spelljam their own way there?

    thanks

  17. cowboy3.pngGaron Ammakyl

    Human Noble Paladin

    AC 18 | HP 12/12 (1/1d10 +2) | Sense 4/4 | LoH 5/5
    Str 16 | Dex 12 | Con 14 | Int 10 | Wis 12 | Cha 16

    Spellcasting +5 DC 13 | Cantrips | Shield 1/1


    IC: “My words,” | ‘My thoughts,'  | My actions

    Garon watches in horror as the giantling gets murdered in front him and has his weapon taken by the goblins as a souvenir, confirming in the worst way his strong apprehension fighting these ambushy archers. "Duala! Yod! Thordin is down!" He calls across the town hoping his new companions hear him.

    He looks with surprise and concern toward their follower of the Raven Queen, "Ezra! You got him?" When she confirms that she does, Garon breathes a sigh of relief and refocuses on the goblin out in the open.

    Spitting out another, "Fuego!" he sends a bolt of fire toward the little bugger. But again, his emotions get the better of his aim sending the firebolt above its head. And then, puts his armored shoulder against the wall for cover.


    OOC

    Right hand: Empty
    Left hand: Shield

    Use Object -

    Move

    Action Cast Firebolt if at Goblin 6

    Reaction Cast Shield if hit and worth it

     

    To Whom It May Concern . . .

     

  18. spacer.pngGareth uth Fearfold, Knight of the Sword, Clerist of Habakkuk

    AC 21 | HP 101/101 | HD 10/10d8 | Channel Divinity 3/2+1
    Str 18 | Dex 11 | Con 14 | Int 10 | Wis 20 | Cha 12
    Precise Strike 4/4 | Commanding Rally 4/4 | Demoralizing Strike 4/4
    Spells +10 DC 18 | Cantrips | 1st 4/4 | 2nd 2/3 | 3rd 3/3 | 4th 3/3 | 5th 2/2


    Gareth deliciously appreciates the long and comfortable rest. He had been on the road from Sancrist for many weeks, and their refuge was a godsend.

    Then, when they arrive at the river in the morning, the canoes appear to be another godsend. His life has truly been blessed by the gods. After some reflection, the knight offers, "I think Derek and I should travel together. And, our heavy armor would prefer one of you with less armor to join us." He grins and shrugs.

    Mechanics

    Hide this

     

  19.  
    PC

    Thodin Eversharp Dwarven Paladin 1Thodin.png.94f4c89b43ed50684ae363f0c135b859.png


    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 calls out, "when you are done checking around the corner, can you come inspect this central pillar here. There's a dark stain that looks like liquid flowed from under the wall into the grates." He starts looking himself with low expectations.

    Mechanics

     

    Main Hand Empty
    Off Hand Shield


    Use Object -
    Move -
    Action -
    Bonus Action -

         
  20.  
    PC

    Thodin Eversharp Dwarven Paladin 1Thodin.png.94f4c89b43ed50684ae363f0c135b859.png


    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 offers the obvious, "Looks like a bedchamber of an architect. And, pillagers apparently have already visited. Besides looking for traps, that bed slab, those tool hangars, and behind those built-in drawers might hide compartments or releases for secret doors." He hopes those more clever than himself can find something useful or valuable.

    For his part, the dwarf moves to and squats over the drains examining the leftover deposits to try to ascertain if anything besides water drained into the grates and how long ago it might have been. "After a good search, maybe we could rest here until the effects of the poison gas pass? But, we'll need to investigate beyond the next turn of the hallway first."

    Mechanics

     

    Main Hand Empty
    Off Hand Shield


    Use Object -
    Move Sx4, W
    Action -
    Bonus Action -

         
  21.  spacer.pngColtan Bluetemper

    Level 5 Neidar Folk Hero Forge Cleric


    AC 20 | HP 51/51 (5d8+15+5) | HD 5/5 | Speed 30 ft.
    Senses Darkvision 60 ft., Passive Perception 17, Insight 14, Investigation 13
    Str 14 (+2) | Dex 8 (–1) | Con 16 (+3) | Int 10 (+0) | Wis 18 (+4) | Cha 10 (+0)
    Magic +7 DC 15 | Channel 1/1 | Cantrips | 1st 4/4 | 2nd 3/3 | 3rd 2/2

    Languages Speak, read, and write Common and Dwarvish


    Coltan's eyes furrow at Lady Michelle's outburst to her guards. It's the noble behavior of disrespect that cuts right through him. He collects his thoughts and settles his emotions while the conversation continues.

    When there is a suitable pause, Coltan gets all serious with her, "Lady Michelle, while I need your advice on how to pretend to be a dragonarmy lieutenant, I cannot accept your treatment of your guards. They deserve your respect, because they are just doing their duty. Please apologize to them and treat them with respect going forward."

    "If you still want to help us, we can do it within the constraints of your situation, as defined by your guards." He stares for her reply.


    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

    1. Sacred Flame (V, S). Spell Attack: Dex DC 13, ranged 60 ft., one target.  Fail: 1d8 radiant damage.
    2. Word of Radiance (V, M). Spell Attack: Con DC 13, ranged 5 ft., each creature of your choice. Fail: 1d6 radiant damage.
    3. 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.
    4. 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.
    1. 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.
    2. 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.
    3. 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.
    4. 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.
    5. 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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