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Ayeba

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  1. , Hylar dwarf bard 8 Str 10 Dex 14 Con 16 Int 8 Wis 12 Cha 20 AC 17 HP 77/77 Init +3 PP 18 Spell Attack +10 DC 18 1st 4/4 2nd 3/3 3rd 3/3 4th 2/2 Bardic Inspiration 5/5 Performance of Creation 1/1 Animating Performance 1/1 Inspiration 0/1 The group in front of her seem to be diverse, and some of them are rather intense. But they don't seem to have bad intentions, which is reassuring. "I would never betray someone that has given me their trust," she answers the gnome confidently. At worst, she may lie by omission, to hide facts about herself. This is another blank slate, and she doesn't want to intentionally sabotage it. At least not until her curse acts up. The knight, Grace, seems like a newly forged sword; sharp and ready to cut through anything that stands in its path. "I remember setting up camp in a forest in Lemish. I ... faintly recall waking up by something hitting me, but my memory is all fuzzy. My apologies." Bixbite omits to share that she was alone because she was chased out of her last group. She split from them as they were headed into the Garnet Range. Have they found the monsters they were looking for, she wonders? "I'm ready to help you in whatever way I can," she assures both the group and Valgar Ravenmane, "Lead the way. While we walk, may I inquire what I should call you?" She knows only the knight's name so far. OOC I'm assuming she has her equipment, otherwise she'd like to spend some time looking for that first. Mechanics Main Hand: Off Hand: Action: - Bonus Action: - Move: - Manipulate: - Spells SPELLS PREPARED Cantrips: Mage Hand, Minor Illusion, Vicious Mockery 1st level: Bless (C)(F), Healing Word (B), Feather Fall (R), Dissonant Whispers 2nd level: Misty Step (B)(F), Enhance Ability (C), Aid, Calm Emotions (C) 3rd level: Dispel Magic, Enemies Abound (C), Sending 4th level: Polymorph (C), Dimension Door Bardic Inspiration A creature with a Bardic Inspiration die from Bixbite may add a Add a d8 to an attack roll. Afterwards, the target and each creature of her choice within 5 feet must succeed on a Constitution Save or take thunder damage equal to the Inspiration die roll. Add a d8 to an ability check. Roll the Inspiration die twice, take the best result. Add a d8 to a saving throw. Gain temporary hit points equal to the Inspiration die roll + 5. Add a d8 to the damage dealt to a single creature affected by a spell. Add a d8 to the healing restored for a single creature affected by a spell.
  2. In character, Zorael would favor the Oath of the Emperor. But the mood seem to be more in favor of glory, which is also fine with me.
  3. Good boy 1 Age 23 Height 3'2'' Weight 45 lb. Size Small Culture Background: VITALS HIT POINTS 13 HIT DICE 1 (1d12+1) ARMOR CLASS 13 SPEED 30 ft. MANEUVER DC 12 PERCEPTION 13 (passive) 17 (scent) IMMUNITIES None INSIGHT 11 (Passive) RESISTANCES None VULNERABLE None & SAVES STRENGTH 15 (+2) Athletics +4 (climb, run, swing +1d4) Strength Save +4 DEXTERITY 8 (-1) Acrobatics -1 (climb, run, swing +1d4), Sleight of Hand -1, Stealth -1 Dexterity Save -1 CONSTITUTION 13 (+1) Constitution Save +3 INTELLIGENCE 8 (-1) Arcana -1, Engineering -1, History -1, Investigation -1, Nature +1, Religion -1 Intelligence Save -1 WISDOM 12 (+1) Animal Handling +3, Culture +1, Insight +1, Medicine +1, Perception +3 (Scent +1d6), Survival +3 (Tracking +1d4) Wisdom Save +1 CHARISMA 11 (+0) Deception +0 (-1d4), Intimidation +2, Performance +0, Persuasion +0 (+1d4) Charisma Save +0 Bold denotes Proficiency Proficiencies & Languages Light armor, Medium Armor, Heavy Armor, Shields Simple Weapons, Martial Weapons Common, Undercommon, +2 Archtype: None yet Glaive [5 lbs.] 12gp TODO Backpack [5 lbs.] 2gp Bedroll [7 lbs.] 1gp Mess Kit [1 lb.] 2sp Tinderbox [1 lb.] 5sp Torches (10) [10 lbs.] 1sp Supply (10) [20 lbs.] 5gp 50 ft. Hempen rope [10 lbs] 1gp 2 Waterskins [10 lbs.] 0.4gp 120 total Maximum Supply: 15 Maximum Bulk: 2 Background: Connection. A brother who believes he has only seen illusions caused by the fog or that there is some other logical explanation for what he witnessed. Memento. A mysterious, scale-covered egg that you found on one of your expeditions into Fogfen. It’s dormant for now, but you feel it holds the key to proving your stories true. Destiny: SOURCE OF INSPIRATION Its Own Reward. You draw inspiration from seeing your duty through to the end. You gain inspiration whenever you complete a quest, fulfill a difficult promise, or commit an act of self-sacrifice that includes grievous injury to yourself. Complete a quest, keep a promise to your own detriment, keep an innocent safe while seriously endangering yourself, commit an act of genuine self-sacrifice. INSPIRATION FEATURE Selfless Aid. Your aid is a lifeline and a steadying source of resolve. Whenever you take the Help action to aid an ally attacking a creature, you may spend your inspiration. If you do, in addition to the normal benefits of the Help action, that creature has disadvantage on attack rolls against creatures other than you until the start of your next turn. FULLFILLMENT FEATURE You fulfill your destiny of Devotion when you perform an act of selfless devotion. Die while saving the lives of others, complete a massive undertaking personally entrusted to you, succeed at the cause you devoted your life to. Miraculous Revival. Universal forces are often inclined to restore those who die heroically for noble causes, blessing their sacrifice by making them better than they were before. As long as you have not died of old age, 24 hours after you die (or in 24 hours, if your death triggered gaining this feature) you miraculously revive intact with full hit points. You appear after “narrowly surviving” the circumstances that killed you—climbing out of the chasm you fell down, crawling from the rubble of the structure that collapsed over you, waking up from impossibly lethal wounds that prove superficial, or magically transporting from the plane of existence you were caught in. In addition, the first time you are revived in this way, you gain a +1 bonus on all future attack rolls, ability checks, and saving throws. WEALTH COIN POUCH Copper: 0 | Silver: 0 | Electrum: 0 | Gold: 0 | Platinum: 0 BANKED COIN Copper: 0 | Silver: 0 | Electrum: 0 | Gold: 0 | Platinum: 0 ITEMS OF VALUE (Gems, Art, Jewelry, etc.) 1. 2. 3. MAGIC ITEMS ATTUNED ITEMS (Maximum of 3) 1. 2. 3. NON-ATTUNED ITEMS 1. 2. 3. CONSUMABLES 1. 2. 3. COMBAT Action Bonus Action Reaction ATTACKS Glaive (Reach, two-handed) +4 to hit; reach 10 ft.; one target; 1d10+2 slashing damage. Javelin (Thrown (30/120)) +4 to hit; 30/120 ft.; one target; 1d6+2 Bludgeoning damage. None yet Furious Criticals Not yet FEATS & FEATURES Helpful. When using the Help action to aid an ally in combat, the range at which you can do so is 30 feet. Teamwork. You may take the Help action as a bonus action during combat. Expert Cooperator. When you use the Help action to aid another creature make an ability check, they also gain an . Mimicry. You can mimic animal sounds and humanoid voices. A creature that hears the sounds can tell they are imitations with a successful Insight check against a DC of 8 + your proficiency bonus + your Wisdom modifier. Steady Nerves. You are immune to the condition. Superior Darkvision. You are used to living in the dark and can see further in darkness and dim light than others of your kind. You have darkvision out to a range of 60 feet. If you already had darkvision, its range increases to 120 feet instead. Feature: Monster Mythos. You have a knack for recalling and sharing tales of the creatures that lurk in the depths of swamps and mists. Your stories are so vivid and detailed that they can inspire or terrify those who hear them. As an action, you can captivate an audience with your tales, giving them either a sense of hope and inspiration or a shiver of fear. This can affect a number of creatures up to your Charisma modifier (minimum of one) within 30 feet who can hear you and understand the language you speak. The effect, whether it’s granting a 1d4 inspiration die or imposing disadvantage on the next ability check, lasts for 1 minute or until you lose concentration (as if you were concentrating on a spell). Titan Wrestler. You have practiced grappling with creatures larger than yourself. You can attempt to grapple or shove a creature up to two sizes larger than you. Battle Defense: Juggernaut. You gain proficiency with heavy armor. In addition, your speed is not reduced by wearing heavy armor, you can still benefit from raging while wearing heavy armor, and you do not count the weight of any worn armor when determining your carrying capacity. Intense Determination (aka Rage). 2/long rest. Advantage on Strength checks & Strength saves. +2 Rage hp at the start of turn. to bludgeoning, piercing, and slashing damage. Can’t while raging. No benefit from temporary hit points. EXPLORATION Agile Sprinter. You are adept at traversing obstacles while running, able to efficiently and rapidly climb and leap between trees, vines, rooftops, and ropes. You gain an expertise die on Athletics and Acrobatics checks made to climb, run, and swing. SOCIAL Nothing. APPEARANCE TODO BACKSTORY TODO ALLIES & ORGANIZATIONS TODO FOLLOWERS & STRONGHOLDS None.
  4. , Hylar dwarf bard 8 Str 10 Dex 14 Con 16 Int 8 Wis 12 Cha 20 AC 17 HP 77/77 Init +3 PP 18 Spell Attack +10 DC 18 1st 4/4 2nd 3/3 3rd 3/3 4th 2/2 Bardic Inspiration 5/5 Performance of Creation 1/1 Animating Performance 1/1 Inspiration 0/1 A fly citadel? How had she gotten here? It looked like she was not the only one; an elf seemed to have been in the same predicament as her. She did not immediately recognize him, but she was notoriously bad at telling elves apart. As long as he didn't put an arrow in her, everything was fine. "Reorx's blessing on you, Aubryn Grace," she greeted the human, "I will gladly provide you what assistance I am capable of. Preferably not in a straight up brawl; I'd prefer to stay a bit further away from the frontlines if possible." She was more than eager to join the adventurers. Though she would need time to trust the group, she was at their mercy anyway, so why not take the opportunity to witness their exploits? If these people were willing to give her a chance despite her curse, she would be silly not to accept. "Would you, by any chance, consider yourselves heroes?" she asked, trying to gauge their ulterior motivations. Where they trying to stop the Dark Queen out of the goodness of their hearts, or for some other reason? This woman being a Knight of the Crown was a positive sign, but she had met other knights with less than noble intentions. Mechanics Main Hand: Off Hand: Action: - Bonus Action: - Move: - Manipulate: - Spells SPELLS PREPARED Cantrips: Mage Hand, Minor Illusion, Vicious Mockery 1st level: Bless (C)(F), Healing Word (B), Feather Fall (R), Dissonant Whispers 2nd level: Misty Step (B)(F), Enhance Ability (C), Aid, Calm Emotions (C) 3rd level: Dispel Magic, Enemies Abound (C), Sending 4th level: Polymorph (C), Dimension Door Bardic Inspiration A creature with a Bardic Inspiration die from Bixbite may add a Add a d8 to an attack roll. Afterwards, the target and each creature of her choice within 5 feet must succeed on a Constitution Save or take thunder damage equal to the Inspiration die roll. Add a d8 to an ability check. Roll the Inspiration die twice, take the best result. Add a d8 to a saving throw. Gain temporary hit points equal to the Inspiration die roll + 5. Add a d8 to the damage dealt to a single creature affected by a spell. Add a d8 to the healing restored for a single creature affected by a spell.
  5. , Hylar dwarf bard 8 Str 10 Dex 14 Con 16 Int 8 Wis 12 Cha 20 AC 17 HP 77/77 Init +3 PP 18 Spell Attack +10 DC 18 1st 4/4 2nd 3/3 3rd 3/3 4th 2/2 Bardic Inspiration 5/5 Performance of Creation 1/1 Animating Performance 1/1 Inspiration 0/1 Bixbite stirs when someone touches her. "By Reorx's Beard," she cries out in Dwarven as her eyes open, clearly showing her confusion. A cursory glance reveals this to be a stone chamber of some kind, a far cry from the place she set up camp in a forest. What happened? she thinks to herself. The dwarf carefully sits up, still groggy from the spell. She is also wary about the people nearby. Are they Allies? Enemies? Could this be some sort of elaborate trap? she asks herself. Best to remain cordial. "My apologies," she says in Common with a slight hint of dwarven accent. She rises to her feet and gives a shallow bow. "I am Bixbite Bellowgranite." She does not explain her connection to the more famous Bellowgranite. If these people are not familiar with dwarves, all the better for her. Now standing at her full height of four feet, the dwarf takes a closer look at the people gathered, as well as the room around her. She is clad in a fairly heavy, well adorned armor which has gotten rather dirty from lying in the dust for a while. Her normally well-made braids look a bit frazzled. "I seem to be at a disadvantage here. Who are you, and where are we?" she asks, primarily at the gnome that she assumes to be the one that woke her up. Mechanics Main Hand: Off Hand: Action: - Bonus Action: - Move: - Manipulate: - Spells SPELLS PREPARED Cantrips: Mage Hand, Minor Illusion, Vicious Mockery 1st level: Bless (C)(F), Healing Word (B), Feather Fall (R), Dissonant Whispers 2nd level: Misty Step (B)(F), Enhance Ability (C), Aid, Calm Emotions (C) 3rd level: Dispel Magic, Enemies Abound (C), Sending 4th level: Polymorph (C), Dimension Door Bardic Inspiration A creature with a Bardic Inspiration die from Bixbite may add a Add a d8 to an attack roll. Afterwards, the target and each creature of her choice within 5 feet must succeed on a Constitution Save or take thunder damage equal to the Inspiration die roll. Add a d8 to an ability check. Roll the Inspiration die twice, take the best result. Add a d8 to a saving throw. Gain temporary hit points equal to the Inspiration die roll + 5. Add a d8 to the damage dealt to a single creature affected by a spell. Add a d8 to the healing restored for a single creature affected by a spell.
  6. Regarding familiar initiative; I'm used to having them act on the same turn as the caster. That is technically a house rule. , do you want us to roll initiative separately for them?
  7. , Dreamborn druid 1 Str 8 Dex 14 Con 14 Int 12 Wis 16 Cha 10 AC 17 HP 10/10 Init +2 PP 15 Spell Attack +5 DC 13 1st 2/2 Knack 1/1 Nature provides 0/1 Inspiration 1/1 The sudden voice in her head sparked the Dreamborn's interest. She was suddenly a lot more interested in that than the leg. But if the elf wanted to keep quiet... fine. Alyria didn't quite see the point. If this was a prank, everyone would know of them already. Granted, this was probably not a prank, or at least a very weird one. If this was no prank, the dead woman probably made a lot of noise moving the altar, alerting anyone in the adjacent rooms. Mechanics Main Hand: Hooded lantern Off Hand: Shield Proficiencies: Arcana (Fey)/History/Nature (Fey & Feywood) +3 Insight/Perception (Scent)/Survival +5 Action: In the previous room, using Nature Provides to turn some rock into a hooded lantern. Using Druidcraft to light it up. Guidance on Alyria herself, expending it to examine the room, then re-cast it. Bonus Action: - Move: For the most part flying/hovering, only landing after every third round to 'recharge' for a round. Manipulate: - Spells SPELLS PREPARED Cantrips: , , , 1st level: , , , Wild Shapes None yet.
  8. I think Oath of Glory makes the most sense in-character for many of the participants. Oath of the Astartes seems a lot less fitting, judging from the description; a lot of time spent training together to work in coordination.
  9. , I'd like to know how you prefer to handle things like the perception check in the room. One perception check for the entire room and the doors? One perception check for the room, another for the doors? One perception check for the room, one for each door? There's also an interesting (kind of) interaction with Guidance and a skill specialization. Alyria has 1d20+5+1d4 on Perception (with Guidance), but 1d20+5+1d6 regarding scent. So, do I roll the d20 once, and the d4 and d6 separately? Also, is it possible to use the shield hand for the Seen components of a spell if I forego the shield bonus to AC for that round? Finally, can I throw Produce Flame somewhere to have it momentarily light up the area? The says that it can only be used to attack a creature with it, so the rules are pretty clear. I'm essentially asking for you to houserule that the spell can also be used to momentarily light up an area within the range (30 feet).
  10. , Dreamborn druid 1 Str 8 Dex 14 Con 14 Int 12 Wis 16 Cha 10 AC 17 HP 10/10 Init +2 PP 15 Spell Attack +5 DC 13 1st 2/2 Knack 1/1 Nature provides 0/1 Inspiration 1/1 Before ascending the stairs The others spent way too much time on the dead woman. She was already dead, what did it matter to her what happened to her body? It would rot regardless, and become food for the next cycle of life. Perhaps less so in this place. It wasn't exactly teeming with living creatures. Alyria let the tall ones figure out what to do about the corpse, and focused on what interested her; getting out of here! This creepy place, devoid of life, was not one she wanted to spend more time in than strictly necessary. The darkness was too much her to pierce with just the tiny light she had at hand. She grabbed some loose stoneAssuming there is any here. If not, discard the rest of the paragraph.. Using both hands, she shaped the rock into something more useful; a tool to piece the gloom. Within moments, what was just a rock moments ago was shaped into a lantern, shedding light in a much wider area. She nodded eagerly at Lawrence's question if she was ready, and led the way up the stairs. For the most part, she hovered over the ground, landing every once in a while to give her wings a break. Back to the present "Huh," she says upon reaching the top of the stairs, "A room with three doors. Nothing dangerous I can see." The Dreamborn puts the lantern down for a moment to give her a free hand, weaving a simple spellGuidance on herself before she picks the lantern up again. She flies up into the air, making a wide circle while she's examining the room and taking in the scents. The doors are of particular interest; she tries to see if she can pick up anything recent from any of them. When the first spell is expended, she puts her lantern down to weaves the spell once again. The armor-clad woman, Nulia, decides on their next direction when she reaches for one door. "I guess one door is as good as any," Alyria mutters and flies over to join her. "Your leg got hurt?" she asks the elf. Mechanics Main Hand: Hooded lantern Off Hand: Shield Proficiencies: Arcana (Fey)/History/Nature (Fey & Feywood) +3 Insight/Perception (Scent)/Survival +5 Action: In the previous room, using Nature Provides to turn some rock into a hooded lantern. Using Druidcraft to light it up. Guidance on Alyria herself, expending it to examine the room, then re-cast it. Bonus Action: - Move: For the most part flying/hovering, only landing after every third round to 'recharge' for a round. Manipulate: - Spells SPELLS PREPARED Cantrips: , , , 1st level: , , , Wild Shapes None yet.
  11. Moana Waialiki — AC: 15 HP: 35+11/35 Initiative: +2 PP: 14 Spell attack: +8 DC: 16 1st 3/4 2nd 3/3 3rd 3/3 SP: 6/6 Fey Gift 3/3 Fortune of the Many: 3/3 Inspiration: - Fascinating, Moana thought to herself as they passed through the coral-like rock. "I suggest a right turn here," she said when she saw their two available options. "The left path seems to lead to a more open room, and I'd like to ensure that we're not caught in the open with no options for retreating." Spells Cantrips Water Whip Water Bullet Ray of Frost Mage Hand Prestidigitation Shape Water 1st level Crashing Wave Mage Armor Shield Silvery Barbs Healing Word 2nd level Become Water Dancing Wave Lesser Restoration 3rd level Water Cannon Sleet Storm Counterspell Haste
  12. , Automaton wizard (Diviner) 5 Str 10 Dex 14 Con 14 Int 18 Wis 10 Cha 10 AC 15 HP 32/32 Init +2 PPPassive Perception 10Question / 13Raven Spell Attack +8 DC 16 1st 4/4 2nd 3/3 3rd 2/2 Portent - Acc. Healing 1/1 Whisperium 1/1 Inspiration 1/1 Question followed the staircase, prioritizing processing power to her sensory suite. She was particularly interested in calculating the vertical distance this travel would take them. Noodles' call initially failed Question's primary parsing attempt. Her secondary parsing mapped out interesting words, most notable 'beware'. She moved a bit closer to see what was causing this strange message, bringing her light with her. Mechanics Main Hand: - Off Hand: Arcane Grimoire (+1)Source: Tasha's Cauldron of Everything Wondrous item, uncommon (requires attunement by a wizard) While you are holding this spellbook, you can use it as a spellcasting focus for your wizard spells, and you gain a bonus to spell attack rolls and to the saving throw DCs of your wizard spells. The bonus is determined by the cube's rarity. You can use this as a spellbook. In addition, when you use your Arcane Recovery feature, you can increase the number of spell slot levels you regain by 1. Proficiencies: Arcana/History/Investigation +7, Nature/Religion +4, Survival +3 Move: Move close enough to see, but not into melee. Once the spell is cast, move back again. Action: WebWeb 2nd level conjuration Casting Time: 1 action Range: 60 feet Target: A point of your choice within range Components: V S M (A bit of spiderweb) Duration: Concentration, Up to 1 hour You conjure a mass of thick, sticky webbing at a point of your choice within range. The webs fill a 20-foot cube from that point for the duration. The webs are difficult terrain and lightly obscure their area. If the webs aren’t anchored between two solid masses (such as walls or trees) or layered across a floor, wall, or ceiling, the conjured web collapses on itself, and the spell ends at the start of your next turn. Webs layered over a flat surface have a depth of 5 feet. Each creature that starts its turn in the webs or that enters them during its turn must make a Dexterity saving throw. On a failed save, the creature is restrained as long as it remains in the webs or until it breaks free. A creature restrained by the webs can use its action to make a Strength check against your spell save DC. If it succeeds, it is no longer restrained. The webs are flammable. Any 5-foot cube of webs exposed to fire burns away in 1 round, dealing 2d4 fire damage to any creature that starts its turn in the fire., if she can catch at least two enemies without affecting any of her allies. If she can't, PummelstonePummelstone Conjuration cantrip Casting Time: 1 action Range: 60 feet Components: V, S, M (a pebble) Duration: Instantaneous You cause a fist-sized chunk of stone to appear and hurl itself into the target. Make a ranged spell attack. On a hit, the target takes 1d6 bludgeoning damage. During its next turn when it makes an attack roll or ability check, the target must roll a d4 and subtract the result from the check. The spell’s damage increases by 1d6 when you reach 5th-level (2d6), 11th-level (3d6), and 17th-level (4d6). against the closest enemy, prioritizing hurt ones. Bonus Action: Stabilize spell. Manipulate: - Reaction: If attacked, Shield or Absorb Elements depending on the type of attack. No action: Move the levitated torch closer. Have Raven stay within line of sight of the enemies if possible while Question retreats back, but only if it doesn't leave Raven at immediate risk of getting hit -- i.e. no allies between Raven and the enemies. Spells SPELLS PREPARED Cantrips: Crushing Curse Crushing Curse Enchantment cantrip (Void) Casting Time: 1 action Range: 60 feet Components: V, S Duration: Instantaneous You speak a word of Void Speech. Choose a creature you can see within range. If the target can hear you, it must succeed on a Wisdom saving throw or take 1d6 psychic damage and be deafened for 1 minute, except that it can still hear Void Speech. A creature deafened in this way can repeat the saving throw at the end of each of its turns, ending the effect on a success. This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).* | PummelstonePummelstone Conjuration cantrip Casting Time: 1 action Range: 60 feet Components: V, S, M (a pebble) Duration: Instantaneous You cause a fist-sized chunk of stone to appear and hurl itself into the target. Make a ranged spell attack. On a hit, the target takes 1d6 bludgeoning damage. During its next turn when it makes an attack roll or ability check, the target must roll a d4 and subtract the result from the check. The spell’s damage increases by 1d6 when you reach 5th-level (2d6), 11th-level (3d6), and 17th-level (4d6).* | Mage HandMage Hand cantrip conjuration Casting Time: 1 action Range: 60 feet Target: A point you choose within range Components: Duration: 1 minute An invisible spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again. You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it. The hand can’t attack, activate magic items, or carry more than 10 pounds. | Minor IllusionMinor Illusion cantrip illusion Casting Time: 1 action Range: 30 feet Target: See text Components: S M (A bit of fleece) Duration: 1 minute You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again. If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else’s voice, a lion’s roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends. If you create an image of an object—such as a chair, muddy footprints, or a small chest—it must be no larger than a 5-foot cube. The image can’t create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it. If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature. 1st level: ShieldShield 1st level abjuration Casting Time: 1 reaction, which you take when you are hit by an attack or targeted by the magic missile spell Range: Self Target: Self Components: V S Duration: 1 round An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile. (R) | Absorb Elements1st-level abjuration Casting Time: 1 reaction, which you take when you take acid, cold, fire, lightning, or thunder damage Range: Self Components: S Duration: 1 round The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st. (R) | Feather FallFeather Fall 1st level transmutation Casting Time: 1 reaction, which you take when you or a creature within 60 feet of you falls Range: 60 feet Target: Up to five falling creatures within range Components: V M (A small feather or piece of down) Duration: 1 minute Choose up to five falling creatures within range. A falling creature’s rate of descent slows to 60 feet per round until the spell ends. If the creature lands before the spell ends, it takes no falling damage and can land on its feet, and the spell ends for that creature. (R) | Mage ArmorMage Armor 1st level abjuration Casting Time: 1 action Range: Touch Target: A willing creature who isn't wearing armor Components: V S M (A piece of cured leather) Duration: 8 hours You touch a willing creature who isn’t wearing armor, and a protective magical force surrounds it until the spell ends. The target’s base AC becomes 13 + its Dexterity modifier. The spell ends if the target dons armor or if you dismiss the spell as an action. | PendulumPendulum 1st-level enchantment (clockwork) Casting Time: 1 action Range: Touch Components: V, S, M (a small pendulum or metronome made of brass and rosewood worth 10 gp) Duration: Concentration, up to 1 minute You give the touched creature an aspect of regularity in its motions and fortunes. If the target gets a failure on a Wisdom saving throw, then for the duration of the spell it doesn’t make d20 rolls to determine the results of attack rolls, ability checks, and saving throws. It instead follows the sequence 20, 1, 19, 2, 18, 3, 17, 4, and so on.* (C) 2nd level: Misty StepMisty Step 2nd level conjuration Casting Time: 1 bonus action Range: Self Target: Self Components: V Duration: Instantaneous Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see. (B) | InvisibilityInvisibility 2nd level illusion Casting Time: 1 action Range: Touch Target: A creature you touch Components: V S M (An eyelash encased in gum arabic) Duration: Concentration, Up to 1 hour A creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target’s person. The spell ends for a target that attacks or casts a spell. At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. (C) | WebWeb 2nd level conjuration Casting Time: 1 action Range: 60 feet Target: A point of your choice within range Components: V S M (A bit of spiderweb) Duration: Concentration, Up to 1 hour You conjure a mass of thick, sticky webbing at a point of your choice within range. The webs fill a 20-foot cube from that point for the duration. The webs are difficult terrain and lightly obscure their area. If the webs aren’t anchored between two solid masses (such as walls or trees) or layered across a floor, wall, or ceiling, the conjured web collapses on itself, and the spell ends at the start of your next turn. Webs layered over a flat surface have a depth of 5 feet. Each creature that starts its turn in the webs or that enters them during its turn must make a Dexterity saving throw. On a failed save, the creature is restrained as long as it remains in the webs or until it breaks free. A creature restrained by the webs can use its action to make a Strength check against your spell save DC. If it succeeds, it is no longer restrained. The webs are flammable. Any 5-foot cube of webs exposed to fire burns away in 1 round, dealing 2d4 fire damage to any creature that starts its turn in the fire. (C) 3rd level: Summon UndeadSource: Tasha's Cauldron of Everything 3rd-level necromancy Casting Time: 1 action Range: 90 feet Components: V, S, M (a gilded skull worth at least 300 gp) Duration: Concentration, up to 1 hour You call forth an undead spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Undead Spirit stat block. When you cast the spell, choose the creature’s form: Ghostly, Putrid, or Skeletal. The spirit resembles an undead creature with the chosen form, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends. The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its move to avoid danger. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, use the higher level wherever the spell’s level appears in the stat block. (C) RITUALS 1st level: Detect MagicDetect Magic 1st level divination (ritual) Casting Time: 1 action Range: Self Target: Self Components: V S Duration: Concentration, Up to 10 minutes Classes: Bard, Cleric, Druid, Paladin, Ranger, Sorcerer, Wizard 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. | Comprehend LanguagesComprehend Languages 1 divination Casting Time: 1 action Range: Self Target: Self Components: V S M (A pinch of soot and salt) Duration: 1 hour For the duration, you understand the literal meaning of any spoken language that you hear. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text. This spell doesn’t decode secret messages in a text or a glyph, such as an arcane sigil, that isn’t part of a written language. | Find FamiliarFind Familiar 1st-level conjuration (ritual) Casting Time:1 hour Range:10 feet Components:V, S, M (10 gp worth of charcoal, incense, and herbs that must be consumed by fire in a brass brazier) Duration:Instantaneous You gain the service of a familiar, a spirit that takes an animal form you choose: bat, cat, crab, frog (toad), hawk, lizard, octopus, owl, poisonous snake, fish (quipper), rat, raven, sea horse, spider, or weasel. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of a beast. Your familiar acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. A familiar can’t attack, but it can take other actions as normal. When the familiar drops to 0 hit points, it disappears, leaving behind no physical form. It reappears after you cast this spell again While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your familiar’s eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. | IdentifyIdentify 1st level divination Casting Time: 1 minute Range: Touch Target: One object that you must touch throughout the casting of the spell Components: V S M (A pearl worth at least 100 gp and an owl feather) Duration: Instantaneous 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. | Speak with Inanimate ObjectSpeak with Inanimate Object 1st-level divination (ritual) Casting Time: 1 action Range: Touch Components: V, S Duration: 10 minutes You awaken a spirit that resides inside an inanimate object such as a rock, a sign, or a table, and can ask it up to three yes-or-no questions. The spirit is indifferent toward you unless you have done something to harm or help it. The spirit can give you information about its environment and about things it has observed (with its limited senses), and it can act as a spy for you in certain situations. The spell ends when its duration expires or after you have received answers to three questions. 2nd level: AuguryAugury 2nd level divination (ritual) Casting Time: 1 minute Range: Self Components: V S M (Specially marked sticks, bones, or similar tokens worth at least 25 gp) Duration: Instantaneous Classes: Cleric By casting gem-inlaid sticks, rolling dragon bones, laying out ornate cards, or employing some other divining tool, you receive an omen from an otherworldly entity about the results of a specific course of action that you plan to take within the next 30 minutes. The DM chooses from the following possible omens. Weal, for good results Woe, for bad results Weal and woe, for both good and bad results Nothing, for results that aren't especially good or bad The spell doesn't take into account any possible circumstances that might change the outcome, such as the casting of additional spells or the loss or gain of a companion. If you cast the spell two or more times before completing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get a random reading. The DM makes this roll in secret. 3nd level: Tiny HutTiny Hut 3rd level evocation (ritual) Casting Time: 1 minute Range: Self (10-foot-radius hemisphere) Target: A 10-foot-radius around and above you Components: V S M (A small crystal bead) Duration: 8 hours A 10-foot-radius immobile dome of force springs into existence around and above you and remains stationary for the duration. The spell ends if you leave its area. Nine creatures of Medium size or smaller can fit inside the dome with you. The spell fails if its area includes a larger creature or more than nine creatures. Creatures and objects within the dome when you cast this spell can move through it freely. All other creatures and objects are barred from passing through it. Spells and other magical effects can’t extend through the dome or be cast through it. The atmosphere inside the space is comfortable and dry, regardless of the weather outside. Until the spell ends, you can command the interior to become dimly lit or dark. The dome is opaque from the outside, of any color you choose, but it is transparent from the inside. Allies RAVEN Tiny beast, unaligned Armor Class 12 Hit Points 1 (1d4-1) Speed 10 ft., fly 50 ft. STR 2 (-4) | DEX 14 (+2) | CON 8 (-1) | INT 2 (-4) | WIS 12 (+1) | CHA 6 (-2) Skills Perception +3 Senses passive Perception 13 Mimicry. The raven can mimic simple sounds it has heard, such as a person whispering, a baby crying, or an animal chittering. A creature that hears the sounds can tell they are imitations with a successful DC 10 Wisdom (Insight) check. ACTIONS Beak. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (1d1) piercing damage. UNDEAD SPIRIT Medium undead Armor Class 11 + the level of the spell (natural armor) Hit Points 30 (Ghostly and Putrid only) or 20 (Skeletal only) + 10 for each level of the spell above 3rd Speed 30 ft., fly 40 ft. (hover) (Ghostly only) STR 12 (+1) | DEX 16 (+3) | CON 15 (+2) | INT 4 (-3) | WIS 10 (+0) | CHA 9 (-1) Damage Immunities necrotic, poison Condition Immunities exhaustion, frightened, paralyzed, poisoned Senses darkvision 60 ft., passive Perception 10 Languages understands the languages you speak Proficiency Bonus: equals your bonus Festering Aura (Putrid Only). Any creature, other than you, that starts its turn within 5 feet of the spirit must succeed on a Constitution saving throw against your spell save DC or be poisoned until the start of its next turn. Incorporeal Passage (Ghostly Only). The spirit can move through other creatures and objects as if they were difficult terrain. If it ends its turn inside an objects, it is shunted to the nearest unoccupied space and takes 1d10 force damage for every 5 feet traveled. ACTIONS Multiattack. The spirit makes a number of attacks equal to half this spell’s level (rounded down). Deathly Touch (Ghostly Only). Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one creature. Hit: 1d8 + 3 + the spell’s level necrotic damage, and the creature must succeed on a Wisdom saving throw against your spell save DC or be frightened of the undead until the end of the target’s next turn. Grave Bolt (Skeletal Only). Ranged Spell Attack: your spell attack modifier to hit, range 150 ft., one target. Hit: 2d4 + 3 + the spell’s level necrotic damage. Rotting Claw (Putrid Only). Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d6 + 3 + the spell’s level slashing damage. If the target is poisoned, it must succeed on a Constitution saving throw against your spell save DC or be paralyzed until the end of its next turn.
  13. Very happy that it's time to shine. Unfortunately, I most likely won't be able to write an IC reply until tomorrow. It's the , and I'll be plenty busy today. By the way, I don't like to write in-character posts on my phone, so there are times when I can write a quick OOC reply but be unable to write an IC post until I can sit down in front of a computer.
  14. Alyria will prefer to borrow a shoulder to sit on in the marching order. She is not particularly picky about position. It's also an option that she takes point. While she's not great at stealth, she's not particularly bad either. In addition, she is very perceptive and decently tough. As for sleeping order, she'd prefer an early watch where there's still light from a campfire. She lacks darkvision.
  15. I'll be very busy tomorrow (, it's pretty crazy), will probably have to delay posting until Saturday. Just some quick questions: Is it possible to throw down a Web without hitting any allies? If yes, how many of the creatures can I get within the area of one Web?
  16. Do we make posts with just initiative, or our actions for the first round? Question also has a torch, floating a bit ahead and above using mage hand. The portent rolls are outdated. Today's are 6 and 10.
  17. What's the wrong thing that could happen? No, wait, don't answer that. Is it correct to assume Sanaa is more of a pack animal and less of a direct combatant?
  18. , Dreamborn druid 1 Str 8 Dex 14 Con 14 Int 12 Wis 16 Cha 10 AC 17 HP 10/10 Init +2 PP 15 Spell Attack +5 DC 13 1st 2/2 Knack 1/1 Nature provides 1/1 Inspiration 1/1 The smallest bundle stirs. After a few seconds, the bundle reveals itself to be a tiny creature clad in a similarly small robe as it sits up. The object that pokes out of the robe is recognizable as a head only because of the two eyes and a tiny nose, otherwise it could easily be mistaken for a flower. She is a Dreamborn, a creature native to the Dreaming. After witnessing the scene with the armor-clad woman dying, the Dreamborn looks around, a bit disoriented. Her first thought is that this is a trick her fellow fey is pulling on her, but something is off. She has experienced countless pranks by her fellow Dreamborn, and this is very different from the others. Everything looks so static, realistic and, frankly, depressive. Perhaps this is a prank performed by a different type of creature? She can't remember hearing about anything like this before. It faintly reminds her of scary stories she heard when she was still human. The last thing she recalls was getting close to a human settlement where she hoped to find more information. She looks at the other cape-clad fellows, but they seem to be as confused as herself. If this is a prank, they are clearly not in on the joke. One of them starts reciting a lengthy verse -- no, a prayer. Mortos, Lord of Darkness and Keeper of Secrets? Not someone she is familiar with. She wants to ask, but the woman seems rather busy, so she waits until she's free. The robes are awfully restrictive, so she pulls them over her head, revealing the rest of her body. While most of her body shares some likeness with a flower, there are also features that look more fitting on an insect, such as her legs. With her wings clear, she darts up and flies in a circle to get a better impression of the room and the other inhabitants. She creates a mote of flame in her hand to light up the area. She lands next to the dead woman. "Her name was Mylady?" she asks the elf, "Friend of yours?" She leans close to both the woman and the creature beside it to get a good sniff. "Does anyone have any idea what is happening..?" The pale woman asks. "Nope," the Dreamborn replies, "Let's find out, shall we?" She darts up into the air again, and makes a twirl. "My name is my own, but you can call me Alyria," she introduces herself, "What can I call you?" Alyria waits for the others to introduce themselves, before impatiently moving on to the next subject: "I find this place creepy. Who's eager to get out of here? Besides me, I mean?" OOC If the Wasp creature is related to Fey, add an expertise die to the roll. Mechanics Main Hand: Mote of fire from Produce Flame. Off Hand: Shield Proficiencies: Arcana (Fey)/History/Nature (Fey & Feywood) +3 Insight/Perception (Scent)/Survival +5 Action: Casting Produce Flame and using the flame as a torch. Bonus Action: - Move: - Manipulate: - Spells SPELLS PREPARED Cantrips: , , , 1st level: , , , Wild Shapes None yet.
  19. Might I suggest that Deidre and Taborlin both take the lead after Noodles, since the stairs are wide enough? Heck, you can even resummon your hyena here and bring it along for the ride. Or possibly even ride it.
  20. , Automaton wizard (Diviner) 5 Str 10 Dex 14 Con 14 Int 18 Wis 10 Cha 10 AC 15 HP 32/32 Init +2 PPPassive Perception 10Question / 13Raven Spell Attack +8 DC 16 1st 4/4 2nd 3/3 3rd 2/2 Portent - Acc. Healing 1/1 Whisperium 1/1 Inspiration 1/1 Question froze upon hearing Willowveil's full translation. Comparing what she said to the cipher she had translated made her realize several mistakes she had made, and immediately set out to correct them in her database for future references. Once the process was completed, she rose to her feet and walked over to Willowveil. "Informative statement: This unit acknowledges the superiority of your mental faculties." It was a compliment, but also an expression of a feeling Question was not used to; jealousy. She had spent almost all her existence alone or in the company of Anastasia Eronodius, and there had never been a reason to be jealous of her mistress. Now, several of her processes were returning unexpected or sometimes illegal values, a sign of how upset she was. She logged all deviating data for future reference. It would be used to evaluate her performance and perform adjustments on her algorithms. After a few seconds, broke off the stare to peer into the tunnel inside. Her visual sensors were insufficient for this task. She swiftly brought out and lit a torch to alleviate the problem. It left her hand to fly ahead of her into the tunnel, revealing only stairs before the walls obfuscated her sight. The feeling of jealousy gradually gave way to a curiosity about his place. This was unexplored territory, which increased the chance of learning significant new information. She considered the possibility that it was connected to her origins to be extremely slim at less than 0.3%, but she wasn't exclusively interested in that. "Informative statement: This unit is unsuited for taking point," she announced, "Please lead the way." Her raven, no more able to see in the darkness than her, flew over and landed on Question's shoulder. Mechanics Main Hand: - Off Hand: Arcane Grimoire (+1)Source: Tasha's Cauldron of Everything Wondrous item, uncommon (requires attunement by a wizard) While you are holding this spellbook, you can use it as a spellcasting focus for your wizard spells, and you gain a bonus to spell attack rolls and to the saving throw DCs of your wizard spells. The bonus is determined by the cube's rarity. You can use this as a spellbook. In addition, when you use your Arcane Recovery feature, you can increase the number of spell slot levels you regain by 1. Proficiencies: Arcana/History/Investigation +7, Nature/Religion +4, Survival +3 Action: Mage Hand to levitate the torch. Will keep the torch as far ahead as the walls will allow, about 8 feet above ground, less if the ceiling is lower. Bonus Action: - Move: - Manipulate: - Reaction: - Spells SPELLS PREPARED Cantrips: Crushing Curse Crushing Curse Enchantment cantrip (Void) Casting Time: 1 action Range: 60 feet Components: V, S Duration: Instantaneous You speak a word of Void Speech. Choose a creature you can see within range. If the target can hear you, it must succeed on a Wisdom saving throw or take 1d6 psychic damage and be deafened for 1 minute, except that it can still hear Void Speech. A creature deafened in this way can repeat the saving throw at the end of each of its turns, ending the effect on a success. This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).* | PummelstonePummelstone Conjuration cantrip Casting Time: 1 action Range: 60 feet Components: V, S, M (a pebble) Duration: Instantaneous You cause a fist-sized chunk of stone to appear and hurl itself into the target. Make a ranged spell attack. On a hit, the target takes 1d6 bludgeoning damage. During its next turn when it makes an attack roll or ability check, the target must roll a d4 and subtract the result from the check. The spell’s damage increases by 1d6 when you reach 5th-level (2d6), 11th-level (3d6), and 17th-level (4d6).* | Mage HandMage Hand cantrip conjuration Casting Time: 1 action Range: 60 feet Target: A point you choose within range Components: Duration: 1 minute An invisible spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again. You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it. The hand can’t attack, activate magic items, or carry more than 10 pounds. | Minor IllusionMinor Illusion cantrip illusion Casting Time: 1 action Range: 30 feet Target: See text Components: S M (A bit of fleece) Duration: 1 minute You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again. If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else’s voice, a lion’s roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends. If you create an image of an object—such as a chair, muddy footprints, or a small chest—it must be no larger than a 5-foot cube. The image can’t create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it. If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature. 1st level: ShieldShield 1st level abjuration Casting Time: 1 reaction, which you take when you are hit by an attack or targeted by the magic missile spell Range: Self Target: Self Components: V S Duration: 1 round An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile. (R) | Absorb Elements1st-level abjuration Casting Time: 1 reaction, which you take when you take acid, cold, fire, lightning, or thunder damage Range: Self Components: S Duration: 1 round The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st. (R) | Feather FallFeather Fall 1st level transmutation Casting Time: 1 reaction, which you take when you or a creature within 60 feet of you falls Range: 60 feet Target: Up to five falling creatures within range Components: V M (A small feather or piece of down) Duration: 1 minute Choose up to five falling creatures within range. A falling creature’s rate of descent slows to 60 feet per round until the spell ends. If the creature lands before the spell ends, it takes no falling damage and can land on its feet, and the spell ends for that creature. (R) | Mage ArmorMage Armor 1st level abjuration Casting Time: 1 action Range: Touch Target: A willing creature who isn't wearing armor Components: V S M (A piece of cured leather) Duration: 8 hours You touch a willing creature who isn’t wearing armor, and a protective magical force surrounds it until the spell ends. The target’s base AC becomes 13 + its Dexterity modifier. The spell ends if the target dons armor or if you dismiss the spell as an action. | PendulumPendulum 1st-level enchantment (clockwork) Casting Time: 1 action Range: Touch Components: V, S, M (a small pendulum or metronome made of brass and rosewood worth 10 gp) Duration: Concentration, up to 1 minute You give the touched creature an aspect of regularity in its motions and fortunes. If the target gets a failure on a Wisdom saving throw, then for the duration of the spell it doesn’t make d20 rolls to determine the results of attack rolls, ability checks, and saving throws. It instead follows the sequence 20, 1, 19, 2, 18, 3, 17, 4, and so on.* (C) 2nd level: Misty StepMisty Step 2nd level conjuration Casting Time: 1 bonus action Range: Self Target: Self Components: V Duration: Instantaneous Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see. (B) | InvisibilityInvisibility 2nd level illusion Casting Time: 1 action Range: Touch Target: A creature you touch Components: V S M (An eyelash encased in gum arabic) Duration: Concentration, Up to 1 hour A creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target’s person. The spell ends for a target that attacks or casts a spell. At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. (C) | WebWeb 2nd level conjuration Casting Time: 1 action Range: 60 feet Target: A point of your choice within range Components: V S M (A bit of spiderweb) Duration: Concentration, Up to 1 hour You conjure a mass of thick, sticky webbing at a point of your choice within range. The webs fill a 20-foot cube from that point for the duration. The webs are difficult terrain and lightly obscure their area. If the webs aren’t anchored between two solid masses (such as walls or trees) or layered across a floor, wall, or ceiling, the conjured web collapses on itself, and the spell ends at the start of your next turn. Webs layered over a flat surface have a depth of 5 feet. Each creature that starts its turn in the webs or that enters them during its turn must make a Dexterity saving throw. On a failed save, the creature is restrained as long as it remains in the webs or until it breaks free. A creature restrained by the webs can use its action to make a Strength check against your spell save DC. If it succeeds, it is no longer restrained. The webs are flammable. Any 5-foot cube of webs exposed to fire burns away in 1 round, dealing 2d4 fire damage to any creature that starts its turn in the fire. (C) 3rd level: Summon UndeadSource: Tasha's Cauldron of Everything 3rd-level necromancy Casting Time: 1 action Range: 90 feet Components: V, S, M (a gilded skull worth at least 300 gp) Duration: Concentration, up to 1 hour You call forth an undead spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Undead Spirit stat block. When you cast the spell, choose the creature’s form: Ghostly, Putrid, or Skeletal. The spirit resembles an undead creature with the chosen form, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends. The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its move to avoid danger. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, use the higher level wherever the spell’s level appears in the stat block. (C) RITUALS 1st level: Detect MagicDetect Magic 1st level divination (ritual) Casting Time: 1 action Range: Self Target: Self Components: V S Duration: Concentration, Up to 10 minutes Classes: Bard, Cleric, Druid, Paladin, Ranger, Sorcerer, Wizard 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. | Comprehend LanguagesComprehend Languages 1 divination Casting Time: 1 action Range: Self Target: Self Components: V S M (A pinch of soot and salt) Duration: 1 hour For the duration, you understand the literal meaning of any spoken language that you hear. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text. This spell doesn’t decode secret messages in a text or a glyph, such as an arcane sigil, that isn’t part of a written language. | Find FamiliarFind Familiar 1st-level conjuration (ritual) Casting Time:1 hour Range:10 feet Components:V, S, M (10 gp worth of charcoal, incense, and herbs that must be consumed by fire in a brass brazier) Duration:Instantaneous You gain the service of a familiar, a spirit that takes an animal form you choose: bat, cat, crab, frog (toad), hawk, lizard, octopus, owl, poisonous snake, fish (quipper), rat, raven, sea horse, spider, or weasel. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of a beast. Your familiar acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. A familiar can’t attack, but it can take other actions as normal. When the familiar drops to 0 hit points, it disappears, leaving behind no physical form. It reappears after you cast this spell again While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your familiar’s eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. | IdentifyIdentify 1st level divination Casting Time: 1 minute Range: Touch Target: One object that you must touch throughout the casting of the spell Components: V S M (A pearl worth at least 100 gp and an owl feather) Duration: Instantaneous 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. | Speak with Inanimate ObjectSpeak with Inanimate Object 1st-level divination (ritual) Casting Time: 1 action Range: Touch Components: V, S Duration: 10 minutes You awaken a spirit that resides inside an inanimate object such as a rock, a sign, or a table, and can ask it up to three yes-or-no questions. The spirit is indifferent toward you unless you have done something to harm or help it. The spirit can give you information about its environment and about things it has observed (with its limited senses), and it can act as a spy for you in certain situations. The spell ends when its duration expires or after you have received answers to three questions. 2nd level: AuguryAugury 2nd level divination (ritual) Casting Time: 1 minute Range: Self Components: V S M (Specially marked sticks, bones, or similar tokens worth at least 25 gp) Duration: Instantaneous Classes: Cleric By casting gem-inlaid sticks, rolling dragon bones, laying out ornate cards, or employing some other divining tool, you receive an omen from an otherworldly entity about the results of a specific course of action that you plan to take within the next 30 minutes. The DM chooses from the following possible omens. Weal, for good results Woe, for bad results Weal and woe, for both good and bad results Nothing, for results that aren't especially good or bad The spell doesn't take into account any possible circumstances that might change the outcome, such as the casting of additional spells or the loss or gain of a companion. If you cast the spell two or more times before completing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get a random reading. The DM makes this roll in secret. 3nd level: Tiny HutTiny Hut 3rd level evocation (ritual) Casting Time: 1 minute Range: Self (10-foot-radius hemisphere) Target: A 10-foot-radius around and above you Components: V S M (A small crystal bead) Duration: 8 hours A 10-foot-radius immobile dome of force springs into existence around and above you and remains stationary for the duration. The spell ends if you leave its area. Nine creatures of Medium size or smaller can fit inside the dome with you. The spell fails if its area includes a larger creature or more than nine creatures. Creatures and objects within the dome when you cast this spell can move through it freely. All other creatures and objects are barred from passing through it. Spells and other magical effects can’t extend through the dome or be cast through it. The atmosphere inside the space is comfortable and dry, regardless of the weather outside. Until the spell ends, you can command the interior to become dimly lit or dark. The dome is opaque from the outside, of any color you choose, but it is transparent from the inside. Allies RAVEN Tiny beast, unaligned Armor Class 12 Hit Points 1 (1d4-1) Speed 10 ft., fly 50 ft. STR 2 (-4) | DEX 14 (+2) | CON 8 (-1) | INT 2 (-4) | WIS 12 (+1) | CHA 6 (-2) Skills Perception +3 Senses passive Perception 13 Mimicry. The raven can mimic simple sounds it has heard, such as a person whispering, a baby crying, or an animal chittering. A creature that hears the sounds can tell they are imitations with a successful DC 10 Wisdom (Insight) check. ACTIONS Beak. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (1d1) piercing damage. UNDEAD SPIRIT Medium undead Armor Class 11 + the level of the spell (natural armor) Hit Points 30 (Ghostly and Putrid only) or 20 (Skeletal only) + 10 for each level of the spell above 3rd Speed 30 ft., fly 40 ft. (hover) (Ghostly only) STR 12 (+1) | DEX 16 (+3) | CON 15 (+2) | INT 4 (-3) | WIS 10 (+0) | CHA 9 (-1) Damage Immunities necrotic, poison Condition Immunities exhaustion, frightened, paralyzed, poisoned Senses darkvision 60 ft., passive Perception 10 Languages understands the languages you speak Proficiency Bonus: equals your bonus Festering Aura (Putrid Only). Any creature, other than you, that starts its turn within 5 feet of the spirit must succeed on a Constitution saving throw against your spell save DC or be poisoned until the start of its next turn. Incorporeal Passage (Ghostly Only). The spirit can move through other creatures and objects as if they were difficult terrain. If it ends its turn inside an objects, it is shunted to the nearest unoccupied space and takes 1d10 force damage for every 5 feet traveled. ACTIONS Multiattack. The spirit makes a number of attacks equal to half this spell’s level (rounded down). Deathly Touch (Ghostly Only). Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one creature. Hit: 1d8 + 3 + the spell’s level necrotic damage, and the creature must succeed on a Wisdom saving throw against your spell save DC or be frightened of the undead until the end of the target’s next turn. Grave Bolt (Skeletal Only). Ranged Spell Attack: your spell attack modifier to hit, range 150 ft., one target. Hit: 2d4 + 3 + the spell’s level necrotic damage. Rotting Claw (Putrid Only). Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d6 + 3 + the spell’s level slashing damage. If the target is poisoned, it must succeed on a Constitution saving throw against your spell save DC or be paralyzed until the end of its next turn.
  21. You can prepare an additional spell, . Charisma (3) + half level round down (0) = 3.
  22. My first impression is good, and I'm interested. Unfortunately, I'm in a decent number of games now, and I'm not sure I can commit to another one. I'll give it a bit of time to see how things stabilize.
  23. Happy to be here. I'm already in another of bwatford's games, and while I haven't gotten too far yet, the impression I've gotten is all positive. I'm 42 years old, married and have 3 daughters ranging from 7 to 17 and live in Norway. I've loved roleplaying games ever since I was introduced to them. Because of reasons I don't want to go into too much detail on, I can't commit to a weekly physical meetup, so I'm left with forum-based games as my primary way to get my fix. But I don't consider it second rate; it has qualities of its own, allowing for longer, more elaborate roleplaying that I don't normally see in table-top. Other hobbies include comics, novels, writing, computer games (less so than before) and listening to various podcasts or YouTube/Nebula videos while doing housework. I invite opinions and criticism on my gameplay and posts. Please let me know if I'm being obnoxious or annoying. Nothing is worse than a minor irritation that grows over time until it poisons the mood. Finally, I find writing in-character posts from my phone to be extremely tedious and annoying. There are times when I might quickly answer OOC but delay an IC post because I'm unable to sit down in front of a computer. Welcome aboard, . Hope you find your stay pleasant. Edit: Character! I'm playing , a tiny fey (Dreamborn) druid. Maybe, possibly, potentially a future fey queen. We'll have to wait and see. Looking forward to meeting the rest in-character.
  24. Can I ask you to make a GM ruling on the questions above? I apologize for the extra work I'm heaping on you.
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