Jump to content

tyrtaeus

Members
  • Posts

    376
  • Joined

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. Atslah 'Rogue' Zsusunel Yuan-Ti Pureblood | Noble Shadow Bloodline Sorceress 2 Scorned Yuan-ti princess in search of the lost crown that will restore her family to the throne of her homeland that they have been exiled from for centuries Personality Sanctimonious | There is only one family with the god given right to the throne of her homeland, and it is the Zsusunel line of which Atslah is a member of. The divine right to rule has been ingrained in her since birth, and that right is something she oft displays in order to get her way. No one can stop a princess from doing what she must. Supercilious | The divine right to rule means one must occasionally shoulder the burden of interacting with the commonfolk, more-so now than ever given the regrettable fallen status of her royal heritage. While exiled from her home, her family still maintains the wealth expected of royalty, and she has lived lavishly from birth. The sight of the unwashed masses displeases her, and she makes no effort to disguise her disdain. Thorough | Dangerously intelligent, well trained, and fiercely determined to the detriment of those who do not lack the will to persevere, Atslah throws herself into every action with a passion unexpected of the cold-blooded Yuan-Ti. There is no piece of information that can not be used in some way or another, and anything that can be used in order to achieve her goals and place her on her families rightful throne will be exploited to its full potential. Perfectionist | Growing up as the rightful heir to the throne, raised by bitter parents who had given up their own dreams of attaining their rightful status, the expectations placed upon her from birth were greater than any could hope of achieving. This has instilled in her a burning anger that is focused solely on getting what she wants, no matter the cost. There are always improvements that can be made in one way or another, being satisfied with something just because it works is the attitude of the weak willed. Strong-Willed | There is no other option than to succeed or to die. Even as a child she held firm on the belief that to step back meant death. Pain is nothing in the face of failure. The acrimonious expectations of her entire family weighing down upon her must be shouldered, and to continue onward without breaking beneath them require her to be un-bending in all facets of her life. Dedicated | Once she has decided upon a goal, the entirety of her being will be dedicated to achieving it. Gaining her crown is the singular goal at the end, but every day brings new challenges, and these challenges are faced with no less determination, as though overcoming this new challenge would be the one to return her family once more to the royal status they so craved. Grateful | The isolation of her upbringing and the shameful failures of her forebears have forced Atslah to become an independent woman who expects nothing from those around her, and given her abilities and will, there are very few who are willing or able to meet her nigh-impossible expectations that she places upon herself and others. Those that she deems worthy are rarely able to glimpse at the broken woman beneath the iron facade that has been tempered by incalculable pressure. Calling someone a friend may be the only challenge even she is unable to face. Appearance Pure-Blood | The Yuan-Ti are often portrayed as snakelike monsters full of scales and venom, and while Atslah could technically fall into that same category, thanks to her Pureblood genetics, she appears to be much closer to Human than many would ever expect. Looking closely at her, one would recognize the hairlessness and lack of pores, and instead see the faint diamond outlines of her scales pattern her pale skin. Her back, which she generally keeps covered, is more obviously scaled, with the emerald and pearlescent flesh of her royal lineage being much more recognizable as evidence of her bloodline. Elegant | Standing at six feet three inches, she stands quite tall, and with proper posture and an eye for detail in her appearance, she cuts a dramatic figure of elegance and beauty. Her dark hair and features echo a beauty of an foreign land, and her sharp eyes and fierce expressions demand authority. Her elegance is an extension of her confidence, and with such charisma emanating from her at all times, her dazzling appearance and presence can draw all eyes in a room. Fashionable | A princess means to maintain her composure at all times, it is a requirement of someone of her standing. Her fashion is forward thinking and without genre. Though she is no longer at home among her endless supplies of clothing and accessories, she is a capable seamstress and has learned to be a remarkably thrifty shopper. Her innate sense of color and texture in matching garments is enviable, and her ability to perfect the ensemble with matching accoutrement is second to none. All things considered, she finds these skills to be part of her royal regiment. Athletic | Though her focus is primarily on studies and spellcasting, she has not let her physical training falter. Though she is not physically powerful, her stamina is considerable and she is very quick on her feet. Part of growing up as a displaced noble, was learning how to defend herself from the most animalistic of attacks, when magic suffers and help cannot be found. The abuse disguised as self-defense tutoring was harsh and painful, but it did as promised, giving Atslah the foundation needed to fight tooth and nail against the endless enemies her family warned her against. Confident | Back unbowed, chin high and shoulders back, Graceful | History Statistics Strength 8 | Dexterity 14 | Constitution 12 | Intelligence 17 | Wisdom 15 | Charisma 20 Spells Cantrips Cantrip Cantrip Level 1 Level 1 Level 2 Level 2 Level 3 Level 3 Level 4 Level 4 Level 5 Level 5 Level 6 Level 6 Level 7 Level 7 Level 8 Level 8 Level 9 Level 9 Equipment
  2. It's a shame, but I guess inevitable, I'm going to have to save Katya to use somewhere else cause she was a treat to play. Good luck in future game, maybe we'll play again together soon. Thanks very much for running the game as far as you did , for what it's worth, I enjoyed it.
  3. Katya just used up her second wildshape, so until we get somewhere safe, she's probably staying in bear form!
  4. Katya Evermoon | Circle of the Moon Druid | Human AC: 12 | HP: 11/11 | Speed: 30 ft | Spell-casting: +5 / DC 13 Senses: Passive Perception 20, Insight 15, Investigation 19 STR: Score: -1 Athletics: -1 8 | DEXScore: +2 Acrobatics: +2 Stealth: +2 Sleight of Hand: +2: 14 | CONScore: -1: 9 | INTScore: +2 Arcana: +2 History: +4 Investigation: +2 Nature: +4 Religion: +2: 14 | WISScore: +3 Animal Handling: +3 Insight: +3 Medicine: +5 Perception: +5 Survival: +3: 16 | CHAScore: +2 Deception: +2 Intimidation: +2 Performance: +2 Persuasion: +4: 14 Languages: Common, Elvish, Draconic, Druidic FeatsObservantQuick to notice details of your environment, you gain the following benefits: Increase your Intelligence or Wisdom score by 1, to a maximum of 20. If you can see a creature's mouth while it is speaking a language you understand, you can interpret what it's saying by reading its lips. You have a +5 bonus to your passive Wisdom (Perception) and passive Intelligence (Investigation) scores. | FeaturesRitual CastingYou can cast a Druid spell as a ritual if that spell has the ritual tag and you have the spell prepared Wild ShapeStarting at 2nd level, you can use your action to magically assume the shape of a beast that you have seen before. You can use this feature twice. You regain expended uses when you finish a short or long rest. Your druid level determines the beasts you can transform into, as shown in the Beast Shapes table. At 2nd level, for example, you can transform into any beast that has a challenge rating of 1/4 or lower that doesn't have a flying or swimming speed. You can stay in a beast shape for a number of hours equal to half your druid level (rounded down). You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die. While you are transformed, the following rules apply: Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours. If the creature has any legendary or lair actions, you can't use them. When you transform, you assume the beast's hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form, For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious. You can't cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn't break your concentration on a spell you've already cast, however, or prevent you from taking actions that are part of a spell, such as Call Lightning, that you've already cast. You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your special senses, such as darkvision, unless your new form also has that sense. You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. Your equipment doesn't change size or shape to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form. Circle Form: MoonThe rites of your circle grant you the ability to transform into more dangerous animal forms. Starting at 2nd level, you can use your Wild Shape to transform into a beast with a challenge rating as high as 1. You ignore the Max. CR column of the Beast Shapes table, but must abide by the other limitations there. Starting at 6th level, you can transform into a beast with a challenge rating as high as your druid level divided by 3, rounded down. Combat Wild ShapeWhen you choose this circle at 2nd level, you gain the ability to use Wild Shape on your turn as a bonus action, rather than as an action. Additionally, while you are transformed by Wild Shape, you can use a bonus action to expend one spell slot to regain 1d8 hit points per level of the spell slot expended.<1/2> Wild CompanionAt 2nd level, you gain the ability to summon a spirit that assumes an animal form: as an action, you can expend a use of your Wild Shape feature to cast the Find Familiar spell, without material components. When you cast the spell in this way, the familiar is a fey instead of a beast, and the familiar disappears after a number of hours equal to half your druid level. | ActionsWeaponATTACK: - RANGE: - MAGIC BONUS: - CRIT RANGE: - DAMAGE: - TYPE: - DESCRIPTION: - | SpellsCantrips GuidanceGuidance Divination Cantrip Casting Time: 1 action Range: Touch Target: One willing creature Components: V, S Duration: Concentration, up to 1 minute Description:You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends. DruidcraftDruidcraft Transmutation Cantrip Casting Time: 1 action Range: 30 feet Target: See text Components: V,S Duration: Instantaneous Description: Whispering to the spirits of nature, you create one of the following effects within range: You create a tiny, harmless sensory effect that predicts what the weather will be at your location for the next 24 hours. The effect might manifest as a golden orb for clear skies, a cloud for rain, falling snowflakes for snow, and so on. This effect persists for 1 round. You instantly make a flower blossom, a seed pod open, or a leaf bud bloom. You create an instantaneous, harmless sensory effect, such as falling leaves, a puff of wind, the sound of a small animal, or the faint odor of skunk. The effect must fit in a 5-foot cube. You instantly light or snuff out a candle, a torch, or a small campfire. Level 1 <3/3> Speak with Animals Cure Wounds Entangle Detect Magic Her mandibles chitter as she hears the Gnome cackles loudly while it attempts to skewer her companions, attached to the ceiling just above it, she decides that the offender is not going to stop without intervention, as he clearly does not care for their words. Moving a little further behind him, she loses her grip on the ceiling as her body begins to change forms once more as she falls through the air, rotating so that when her large bear paws hit the ground and room shakes from the weight, she is standing, many heads taller than the Gnome before her, whose weapon is facing forward at her friends. "Grrrrrrr....." The low grumble escapes her throat, and the strength she feels coursing through the rippling muscles of the bear form are intoxicating. The gorilla form had felt strong, the wolf form had felt swift, but as a bear? It felt unstoppable. As gently as she could, she moves to grapple the Gnome, hoping to pull him away from the machine and to end the onslaught without her friends getting hurt, or upsetting any of the other Gnomes that would likely take the assault of their companion as a slight towards them. This was a peaceful mission, no matter how hard others would try to make it. If the Gnome was trapped in her grasp, she would simply lift him off of the platform and hold him there, forcing him to listen to them. Well, not to her. The bear form was many things, but eloquent was not one. Movement: 5ft behind the Gnome Action: Attack: Grapple +4 (STR) Bonus: Wildshape second transformation into brown bear OOC: Observant feat Weird question, but do the butterfly wings stay in wildshaped form? Show this
  5. Katya Evermoon | Circle of the Moon Druid | Human AC: 12 | HP: 11/11 | Speed: 30 ft | Spell-casting: +5 / DC 13 Senses: Passive Perception 20, Insight 15, Investigation 19 STR: Score: -1 Athletics: -1 8 | DEXScore: +2 Acrobatics: +2 Stealth: +2 Sleight of Hand: +2: 14 | CONScore: -1: 9 | INTScore: +2 Arcana: +2 History: +4 Investigation: +2 Nature: +4 Religion: +2: 14 | WISScore: +3 Animal Handling: +3 Insight: +3 Medicine: +5 Perception: +5 Survival: +3: 16 | CHAScore: +2 Deception: +2 Intimidation: +2 Performance: +2 Persuasion: +4: 14 Languages: Common, Elvish, Draconic, Druidic FeatsObservantQuick to notice details of your environment, you gain the following benefits: Increase your Intelligence or Wisdom score by 1, to a maximum of 20. If you can see a creature's mouth while it is speaking a language you understand, you can interpret what it's saying by reading its lips. You have a +5 bonus to your passive Wisdom (Perception) and passive Intelligence (Investigation) scores. | FeaturesRitual CastingYou can cast a Druid spell as a ritual if that spell has the ritual tag and you have the spell prepared Wild ShapeStarting at 2nd level, you can use your action to magically assume the shape of a beast that you have seen before. You can use this feature twice. You regain expended uses when you finish a short or long rest. Your druid level determines the beasts you can transform into, as shown in the Beast Shapes table. At 2nd level, for example, you can transform into any beast that has a challenge rating of 1/4 or lower that doesn't have a flying or swimming speed. You can stay in a beast shape for a number of hours equal to half your druid level (rounded down). You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die. While you are transformed, the following rules apply: Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours. If the creature has any legendary or lair actions, you can't use them. When you transform, you assume the beast's hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form, For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious. You can't cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn't break your concentration on a spell you've already cast, however, or prevent you from taking actions that are part of a spell, such as Call Lightning, that you've already cast. You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your special senses, such as darkvision, unless your new form also has that sense. You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. Your equipment doesn't change size or shape to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form. Circle Form: MoonThe rites of your circle grant you the ability to transform into more dangerous animal forms. Starting at 2nd level, you can use your Wild Shape to transform into a beast with a challenge rating as high as 1. You ignore the Max. CR column of the Beast Shapes table, but must abide by the other limitations there. Starting at 6th level, you can transform into a beast with a challenge rating as high as your druid level divided by 3, rounded down. Combat Wild ShapeWhen you choose this circle at 2nd level, you gain the ability to use Wild Shape on your turn as a bonus action, rather than as an action. Additionally, while you are transformed by Wild Shape, you can use a bonus action to expend one spell slot to regain 1d8 hit points per level of the spell slot expended.<1/2> Wild CompanionAt 2nd level, you gain the ability to summon a spirit that assumes an animal form: as an action, you can expend a use of your Wild Shape feature to cast the Find Familiar spell, without material components. When you cast the spell in this way, the familiar is a fey instead of a beast, and the familiar disappears after a number of hours equal to half your druid level. | ActionsWeaponATTACK: - RANGE: - MAGIC BONUS: - CRIT RANGE: - DAMAGE: - TYPE: - DESCRIPTION: - | SpellsCantrips GuidanceGuidance Divination Cantrip Casting Time: 1 action Range: Touch Target: One willing creature Components: V, S Duration: Concentration, up to 1 minute Description:You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends. DruidcraftDruidcraft Transmutation Cantrip Casting Time: 1 action Range: 30 feet Target: See text Components: V,S Duration: Instantaneous Description: Whispering to the spirits of nature, you create one of the following effects within range: You create a tiny, harmless sensory effect that predicts what the weather will be at your location for the next 24 hours. The effect might manifest as a golden orb for clear skies, a cloud for rain, falling snowflakes for snow, and so on. This effect persists for 1 round. You instantly make a flower blossom, a seed pod open, or a leaf bud bloom. You create an instantaneous, harmless sensory effect, such as falling leaves, a puff of wind, the sound of a small animal, or the faint odor of skunk. The effect must fit in a 5-foot cube. You instantly light or snuff out a candle, a torch, or a small campfire. Level 1 <3/3> Speak with Animals Cure Wounds Entangle Detect Magic Katya is not so sure what is up ahead, but given the sounds of war machines echoing through the cavern and the reaction from the others in front of her, she is quite certain that there is trouble ahead. From behind the rest of the group, she fumbles with what to do, before deciding that maybe she would just be in the way, and that since it does not seem as though Makaria was not successful in her attempt at persuasion, perhaps another route is required. Her body begins to shrink as she once again allows the magic of the Wildshape to flow through her. Though she does not know whether or not the the strange magicks of the Rock would affect her as they had before, she hopes for the best that it will not backfire. The familiar feeling of her blood cooling and the excess of limbs becoming normal in her mind occurs, as the shape of the spider forms in her place, though not the large spider she had transformed into once before, but a tiny one, that could hide in the cracks and crevices of the cave as she begins to crawl up the wall as fast as she can. Though she travels fast, her size makes the distance so much more, but she crawls along the ceiling, stopping above the gnome, hoping that it did not witness her movement. Whatever it is the Gnome has planned, if it tries to hurt her friends, she will not hesitate to stop it if need be. Movement: 20ft right above the gnome Action: Stealth +4 [oof] Attack: Bonus: OOC: Observant feat Show this
  6. Katya Evermoon | Circle of the Moon Druid | Human AC: 12 | HP: 11/11 | Speed: 30 ft | Spell-casting: +5 / DC 13 Senses: Passive Perception 20, Insight 15, Investigation 19 STR: Score: -1 Athletics: -1 8 | DEXScore: +2 Acrobatics: +2 Stealth: +2 Sleight of Hand: +2: 14 | CONScore: -1: 9 | INTScore: +2 Arcana: +2 History: +4 Investigation: +2 Nature: +4 Religion: +2: 14 | WISScore: +3 Animal Handling: +3 Insight: +3 Medicine: +5 Perception: +5 Survival: +3: 16 | CHAScore: +2 Deception: +2 Intimidation: +2 Performance: +2 Persuasion: +4: 14 Languages: Common, Elvish, Draconic, Druidic FeatsObservantQuick to notice details of your environment, you gain the following benefits: Increase your Intelligence or Wisdom score by 1, to a maximum of 20. If you can see a creature's mouth while it is speaking a language you understand, you can interpret what it's saying by reading its lips. You have a +5 bonus to your passive Wisdom (Perception) and passive Intelligence (Investigation) scores. | FeaturesRitual CastingYou can cast a Druid spell as a ritual if that spell has the ritual tag and you have the spell prepared Wild ShapeStarting at 2nd level, you can use your action to magically assume the shape of a beast that you have seen before. You can use this feature twice. You regain expended uses when you finish a short or long rest. Your druid level determines the beasts you can transform into, as shown in the Beast Shapes table. At 2nd level, for example, you can transform into any beast that has a challenge rating of 1/4 or lower that doesn't have a flying or swimming speed. You can stay in a beast shape for a number of hours equal to half your druid level (rounded down). You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die. While you are transformed, the following rules apply: Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours. If the creature has any legendary or lair actions, you can't use them. When you transform, you assume the beast's hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form, For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious. You can't cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn't break your concentration on a spell you've already cast, however, or prevent you from taking actions that are part of a spell, such as Call Lightning, that you've already cast. You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your special senses, such as darkvision, unless your new form also has that sense. You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. Your equipment doesn't change size or shape to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form. Circle Form: MoonThe rites of your circle grant you the ability to transform into more dangerous animal forms. Starting at 2nd level, you can use your Wild Shape to transform into a beast with a challenge rating as high as 1. You ignore the Max. CR column of the Beast Shapes table, but must abide by the other limitations there. Starting at 6th level, you can transform into a beast with a challenge rating as high as your druid level divided by 3, rounded down. Combat Wild ShapeWhen you choose this circle at 2nd level, you gain the ability to use Wild Shape on your turn as a bonus action, rather than as an action. Additionally, while you are transformed by Wild Shape, you can use a bonus action to expend one spell slot to regain 1d8 hit points per level of the spell slot expended.<1/2> Wild CompanionAt 2nd level, you gain the ability to summon a spirit that assumes an animal form: as an action, you can expend a use of your Wild Shape feature to cast the Find Familiar spell, without material components. When you cast the spell in this way, the familiar is a fey instead of a beast, and the familiar disappears after a number of hours equal to half your druid level. | ActionsWeaponATTACK: - RANGE: - MAGIC BONUS: - CRIT RANGE: - DAMAGE: - TYPE: - DESCRIPTION: - | SpellsCantrips GuidanceGuidance Divination Cantrip Casting Time: 1 action Range: Touch Target: One willing creature Components: V, S Duration: Concentration, up to 1 minute Description:You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends. DruidcraftDruidcraft Transmutation Cantrip Casting Time: 1 action Range: 30 feet Target: See text Components: V,S Duration: Instantaneous Description: Whispering to the spirits of nature, you create one of the following effects within range: You create a tiny, harmless sensory effect that predicts what the weather will be at your location for the next 24 hours. The effect might manifest as a golden orb for clear skies, a cloud for rain, falling snowflakes for snow, and so on. This effect persists for 1 round. You instantly make a flower blossom, a seed pod open, or a leaf bud bloom. You create an instantaneous, harmless sensory effect, such as falling leaves, a puff of wind, the sound of a small animal, or the faint odor of skunk. The effect must fit in a 5-foot cube. You instantly light or snuff out a candle, a torch, or a small campfire. Level 1 <3/3> Speak with Animals Cure Wounds Entangle Detect Magic Katya wrings her hands at the back of the line, feeling quite disappointed with their visit so far, so much so that her brand new set of butterfly wings wilted sadly over her shoulders. While she was sorting through her feelings, the sudden urgency in the voice of Gilavar brings her back to her senses, and she begins to back off to give everyone room to back up as well. "What's going on?!" She can hear an unfamiliar language being shouted in the room, but had not prepared anything that could possibly allow her to discern what was being said. The only thing she could tell, was that it was not friendly. With enough space between her at Makaria, hopefully Vala and Gilavar will have no issues getting out of the way of whatever was causing the issue. Movement: Attack: Bonus: OOC: Observant feat
  7. Katya Evermoon | Circle of the Moon Druid | Human AC: 12 | HP: 11/11 | Speed: 30 ft | Spell-casting: +5 / DC 13 Senses: Passive Perception 20, Insight 15, Investigation 19 STR: Score: -1 Athletics: -1 8 | DEXScore: +2 Acrobatics: +2 Stealth: +2 Sleight of Hand: +2: 14 | CONScore: -1: 9 | INTScore: +2 Arcana: +2 History: +4 Investigation: +2 Nature: +4 Religion: +2: 14 | WISScore: +3 Animal Handling: +3 Insight: +3 Medicine: +5 Perception: +5 Survival: +3: 16 | CHAScore: +2 Deception: +2 Intimidation: +2 Performance: +2 Persuasion: +4: 14 Languages: Common, Elvish, Draconic, Druidic FeatsObservantQuick to notice details of your environment, you gain the following benefits: Increase your Intelligence or Wisdom score by 1, to a maximum of 20. If you can see a creature's mouth while it is speaking a language you understand, you can interpret what it's saying by reading its lips. You have a +5 bonus to your passive Wisdom (Perception) and passive Intelligence (Investigation) scores. | FeaturesRitual CastingYou can cast a Druid spell as a ritual if that spell has the ritual tag and you have the spell prepared Wild ShapeStarting at 2nd level, you can use your action to magically assume the shape of a beast that you have seen before. You can use this feature twice. You regain expended uses when you finish a short or long rest. Your druid level determines the beasts you can transform into, as shown in the Beast Shapes table. At 2nd level, for example, you can transform into any beast that has a challenge rating of 1/4 or lower that doesn't have a flying or swimming speed. You can stay in a beast shape for a number of hours equal to half your druid level (rounded down). You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die. While you are transformed, the following rules apply: Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours. If the creature has any legendary or lair actions, you can't use them. When you transform, you assume the beast's hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form, For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious. You can't cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn't break your concentration on a spell you've already cast, however, or prevent you from taking actions that are part of a spell, such as Call Lightning, that you've already cast. You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your special senses, such as darkvision, unless your new form also has that sense. You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. Your equipment doesn't change size or shape to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form. Circle Form: MoonThe rites of your circle grant you the ability to transform into more dangerous animal forms. Starting at 2nd level, you can use your Wild Shape to transform into a beast with a challenge rating as high as 1. You ignore the Max. CR column of the Beast Shapes table, but must abide by the other limitations there. Starting at 6th level, you can transform into a beast with a challenge rating as high as your druid level divided by 3, rounded down. Combat Wild ShapeWhen you choose this circle at 2nd level, you gain the ability to use Wild Shape on your turn as a bonus action, rather than as an action. Additionally, while you are transformed by Wild Shape, you can use a bonus action to expend one spell slot to regain 1d8 hit points per level of the spell slot expended.<1/2> Wild CompanionAt 2nd level, you gain the ability to summon a spirit that assumes an animal form: as an action, you can expend a use of your Wild Shape feature to cast the Find Familiar spell, without material components. When you cast the spell in this way, the familiar is a fey instead of a beast, and the familiar disappears after a number of hours equal to half your druid level. | ActionsWeaponATTACK: - RANGE: - MAGIC BONUS: - CRIT RANGE: - DAMAGE: - TYPE: - DESCRIPTION: - | SpellsCantrips GuidanceGuidance Divination Cantrip Casting Time: 1 action Range: Touch Target: One willing creature Components: V, S Duration: Concentration, up to 1 minute Description:You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends. DruidcraftDruidcraft Transmutation Cantrip Casting Time: 1 action Range: 30 feet Target: See text Components: V,S Duration: Instantaneous Description: Whispering to the spirits of nature, you create one of the following effects within range: You create a tiny, harmless sensory effect that predicts what the weather will be at your location for the next 24 hours. The effect might manifest as a golden orb for clear skies, a cloud for rain, falling snowflakes for snow, and so on. This effect persists for 1 round. You instantly make a flower blossom, a seed pod open, or a leaf bud bloom. You create an instantaneous, harmless sensory effect, such as falling leaves, a puff of wind, the sound of a small animal, or the faint odor of skunk. The effect must fit in a 5-foot cube. You instantly light or snuff out a candle, a torch, or a small campfire. Level 1 <3/3> Speak with Animals Cure Wounds Entangle Detect Magic The Princess smiles warmly and accepts the bread with curiosity, inhaling the strange but alluring scent, and admiring the intriguing color before breaking a piece off of the end and readying herself to take a bite when Vala interjects. Gladly handing the piece over, she breaks off another small handful and begins to frown at her companion who chastises the Chef for their lax attitude towards their home security. "Vala I hardly think this is appropriate, we are guests and they have shared their food, any issues we may have should be settled at court, not over broken bread, to accuse them of leading us into traps, I should hope your concern is outweighing sense" The stern look upon her face is unfamiliar, and she does not like the feeling of reprimanding her friend, but guests right was tantamount in her Kingdom, and she could not help herself, even if it meant standing up to her comrades. "We mean no disrespect Tervaround; Cryovain has tensions high, hence the haste in our warning" While some part of Katya squirms in the face of conflict, the royal blood boils in her veins as even for one moment, she feels as though she reached into the world her father had lived in as a king. Movement: Attack: Bonus: OOC: Observant feat
  8. Katya Evermoon | Circle of the Moon Druid | Human AC: 12 | HP: 11/11 | Speed: 30 ft | Spell-casting: +5 / DC 13 Senses: Passive Perception 20, Insight 15, Investigation 19 STR: Score: -1 Athletics: -1 8 | DEXScore: +2 Acrobatics: +2 Stealth: +2 Sleight of Hand: +2: 14 | CONScore: -1: 9 | INTScore: +2 Arcana: +2 History: +4 Investigation: +2 Nature: +4 Religion: +2: 14 | WISScore: +3 Animal Handling: +3 Insight: +3 Medicine: +5 Perception: +5 Survival: +3: 16 | CHAScore: +2 Deception: +2 Intimidation: +2 Performance: +2 Persuasion: +4: 14 Languages: Common, Elvish, Draconic, Druidic FeatsObservantQuick to notice details of your environment, you gain the following benefits: Increase your Intelligence or Wisdom score by 1, to a maximum of 20. If you can see a creature's mouth while it is speaking a language you understand, you can interpret what it's saying by reading its lips. You have a +5 bonus to your passive Wisdom (Perception) and passive Intelligence (Investigation) scores. | FeaturesRitual CastingYou can cast a Druid spell as a ritual if that spell has the ritual tag and you have the spell prepared Wild ShapeStarting at 2nd level, you can use your action to magically assume the shape of a beast that you have seen before. You can use this feature twice. You regain expended uses when you finish a short or long rest. Your druid level determines the beasts you can transform into, as shown in the Beast Shapes table. At 2nd level, for example, you can transform into any beast that has a challenge rating of 1/4 or lower that doesn't have a flying or swimming speed. You can stay in a beast shape for a number of hours equal to half your druid level (rounded down). You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die. While you are transformed, the following rules apply: Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours. If the creature has any legendary or lair actions, you can't use them. When you transform, you assume the beast's hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form, For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious. You can't cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn't break your concentration on a spell you've already cast, however, or prevent you from taking actions that are part of a spell, such as Call Lightning, that you've already cast. You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your special senses, such as darkvision, unless your new form also has that sense. You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. Your equipment doesn't change size or shape to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form. Circle Form: MoonThe rites of your circle grant you the ability to transform into more dangerous animal forms. Starting at 2nd level, you can use your Wild Shape to transform into a beast with a challenge rating as high as 1. You ignore the Max. CR column of the Beast Shapes table, but must abide by the other limitations there. Starting at 6th level, you can transform into a beast with a challenge rating as high as your druid level divided by 3, rounded down. Combat Wild ShapeWhen you choose this circle at 2nd level, you gain the ability to use Wild Shape on your turn as a bonus action, rather than as an action. Additionally, while you are transformed by Wild Shape, you can use a bonus action to expend one spell slot to regain 1d8 hit points per level of the spell slot expended.<1/2> Wild CompanionAt 2nd level, you gain the ability to summon a spirit that assumes an animal form: as an action, you can expend a use of your Wild Shape feature to cast the Find Familiar spell, without material components. When you cast the spell in this way, the familiar is a fey instead of a beast, and the familiar disappears after a number of hours equal to half your druid level. | ActionsWeaponATTACK: - RANGE: - MAGIC BONUS: - CRIT RANGE: - DAMAGE: - TYPE: - DESCRIPTION: - | SpellsCantrips GuidanceGuidance Divination Cantrip Casting Time: 1 action Range: Touch Target: One willing creature Components: V, S Duration: Concentration, up to 1 minute Description:You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends. DruidcraftDruidcraft Transmutation Cantrip Casting Time: 1 action Range: 30 feet Target: See text Components: V,S Duration: Instantaneous Description: Whispering to the spirits of nature, you create one of the following effects within range: You create a tiny, harmless sensory effect that predicts what the weather will be at your location for the next 24 hours. The effect might manifest as a golden orb for clear skies, a cloud for rain, falling snowflakes for snow, and so on. This effect persists for 1 round. You instantly make a flower blossom, a seed pod open, or a leaf bud bloom. You create an instantaneous, harmless sensory effect, such as falling leaves, a puff of wind, the sound of a small animal, or the faint odor of skunk. The effect must fit in a 5-foot cube. You instantly light or snuff out a candle, a torch, or a small campfire. Level 1 <3/3> Speak with Animals Cure Wounds Entangle Detect Magic Katya feels her lower lip tremble as she resists the urge to pout, but is unable to do anything to prevent the tips of her new butterfly wings from sagging in disappointment at the urgency with which the Gnome is trying to shoo them from their lands. Even her enjoyment of the sounds of their names is not enough to lift her spirits, dampened at being dismissed. Above all else, the smell of fresh bread reminds her of stealing into the kitchens back in her home in the middle of the night to take her fill of the fresh bread resting in the ovens being prepared for the morning breaking of the fast. The Princess had hoped no one ever got into trouble for her midnight snacking, but considering the bakers were always in a good mood, she suspected that her activities were well known and planned for, and if not, at least forgiven by her father. The rush of memories helped alleviate some of the disappointment, but the lingering sadness would not be remedied without at least trying the bread. As the rest begin to head out, she hangs back and leans over to speak with Tervaround. "We have travelled a long distance to get here, would it perhaps be too much to ask to sample some of this marvelous smelling bread? We do not mean to offend in our questions, and I for one am truly curious about you and your peoples, your creativity is known throughout the world and is truly inspiring" Movement: Attack: Bonus: OOC: Observant feat
  9. Katya Evermoon | Circle of the Moon Druid | Human AC: 12 | HP: 11/11 | Speed: 30 ft | Spell-casting: +5 / DC 13 Senses: Passive Perception 20, Insight 15, Investigation 19 STR: Score: -1 Athletics: -1 8 | DEXScore: +2 Acrobatics: +2 Stealth: +2 Sleight of Hand: +2: 14 | CONScore: -1: 9 | INTScore: +2 Arcana: +2 History: +4 Investigation: +2 Nature: +4 Religion: +2: 14 | WISScore: +3 Animal Handling: +3 Insight: +3 Medicine: +5 Perception: +5 Survival: +3: 16 | CHAScore: +2 Deception: +2 Intimidation: +2 Performance: +2 Persuasion: +4: 14 Languages: Common, Elvish, Draconic, Druidic FeatsObservantQuick to notice details of your environment, you gain the following benefits: Increase your Intelligence or Wisdom score by 1, to a maximum of 20. If you can see a creature's mouth while it is speaking a language you understand, you can interpret what it's saying by reading its lips. You have a +5 bonus to your passive Wisdom (Perception) and passive Intelligence (Investigation) scores. | FeaturesRitual CastingYou can cast a Druid spell as a ritual if that spell has the ritual tag and you have the spell prepared Wild ShapeStarting at 2nd level, you can use your action to magically assume the shape of a beast that you have seen before. You can use this feature twice. You regain expended uses when you finish a short or long rest. Your druid level determines the beasts you can transform into, as shown in the Beast Shapes table. At 2nd level, for example, you can transform into any beast that has a challenge rating of 1/4 or lower that doesn't have a flying or swimming speed. You can stay in a beast shape for a number of hours equal to half your druid level (rounded down). You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die. While you are transformed, the following rules apply: Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours. If the creature has any legendary or lair actions, you can't use them. When you transform, you assume the beast's hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form, For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious. You can't cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn't break your concentration on a spell you've already cast, however, or prevent you from taking actions that are part of a spell, such as Call Lightning, that you've already cast. You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your special senses, such as darkvision, unless your new form also has that sense. You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. Your equipment doesn't change size or shape to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form. Circle Form: MoonThe rites of your circle grant you the ability to transform into more dangerous animal forms. Starting at 2nd level, you can use your Wild Shape to transform into a beast with a challenge rating as high as 1. You ignore the Max. CR column of the Beast Shapes table, but must abide by the other limitations there. Starting at 6th level, you can transform into a beast with a challenge rating as high as your druid level divided by 3, rounded down. Combat Wild ShapeWhen you choose this circle at 2nd level, you gain the ability to use Wild Shape on your turn as a bonus action, rather than as an action. Additionally, while you are transformed by Wild Shape, you can use a bonus action to expend one spell slot to regain 1d8 hit points per level of the spell slot expended.<1/2> Wild CompanionAt 2nd level, you gain the ability to summon a spirit that assumes an animal form: as an action, you can expend a use of your Wild Shape feature to cast the Find Familiar spell, without material components. When you cast the spell in this way, the familiar is a fey instead of a beast, and the familiar disappears after a number of hours equal to half your druid level. | ActionsWeaponATTACK: - RANGE: - MAGIC BONUS: - CRIT RANGE: - DAMAGE: - TYPE: - DESCRIPTION: - | SpellsCantrips GuidanceGuidance Divination Cantrip Casting Time: 1 action Range: Touch Target: One willing creature Components: V, S Duration: Concentration, up to 1 minute Description:You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends. DruidcraftDruidcraft Transmutation Cantrip Casting Time: 1 action Range: 30 feet Target: See text Components: V,S Duration: Instantaneous Description: Whispering to the spirits of nature, you create one of the following effects within range: You create a tiny, harmless sensory effect that predicts what the weather will be at your location for the next 24 hours. The effect might manifest as a golden orb for clear skies, a cloud for rain, falling snowflakes for snow, and so on. This effect persists for 1 round. You instantly make a flower blossom, a seed pod open, or a leaf bud bloom. You create an instantaneous, harmless sensory effect, such as falling leaves, a puff of wind, the sound of a small animal, or the faint odor of skunk. The effect must fit in a 5-foot cube. You instantly light or snuff out a candle, a torch, or a small campfire. Level 1 <3/3> Speak with Animals Cure Wounds Entangle Detect Magic The Druid is concerned that their warnings have been heard before, yet not taken seriously, and she wonders who the 'bossy' woman was that had tried to warn them before. Perhaps Adabra had been busy while they had gone to see the Dwarves, though it did not seem likely. When the Gnome makes the claim that no Dragon could harm Gnomengard, she feels a knot in her stomach at the memories of the same bravado that the knights of her home claiming the same. The topic swiftly moves to her wings once more, and she feels them flutter again at the mention, looking down to Panana with a soft smile, much preferring their tone. "I did not acquire them until I was attempting to cast a spell to assist us in finding you all, I should have known such a powerfully magical place would cause some magical feedback, but I am ever so glad I kept my hair" She looks at Tervaround, questions in her eyes. "If Gnomengard truly is impervious to Dragons, then perhaps we could speak to the king to find some way of protecting all the poor folk who are unable to defend themselves" Movement: Attack: Bonus: OOC: Observant feat
  10. CURRENT HP TOTAL HP CRITICAL INJURIES SERIOUSLY WOUNDED -2 TO ALL ACTIONS WHEN SERIOUSLY WOUNDED ADDICTIONS DEATH SAVE ARMOR SP PENALTY HANDLE ROLE ROLE ABILITY STATISTICS INT REF DEX TECH COOL WILL LUCK MOVE BODY EMP AWARENESS SKILLS LVL STAT BASE BODY SKILLS LVL STAT BASE CONTROL SKILLS LVL STAT BASE EDUCATIONS SKILLS LVL STAT BASE LIBRARY SEARCH 5 5 5 AWARENESS SKILLS LVL STAT BASE AWARENESS SKILLS LVL STAT BASE AWARENESS SKILLS LVL STAT BASE AWARENESS SKILLS LVL STAT BASE AWARENESS SKILLS LVL STAT BASE PICK POCKET 5 5 5
  11. Katya Evermoon | Circle of the Moon Druid | Human AC: 12 | HP: 11/11 | Speed: 30 ft | Spell-casting: +5 / DC 13 Senses: Passive Perception 20, Insight 15, Investigation 19 STR: Score: -1 Athletics: -1 8 | DEXScore: +2 Acrobatics: +2 Stealth: +2 Sleight of Hand: +2: 14 | CONScore: -1: 9 | INTScore: +2 Arcana: +2 History: +4 Investigation: +2 Nature: +4 Religion: +2: 14 | WISScore: +3 Animal Handling: +3 Insight: +3 Medicine: +5 Perception: +5 Survival: +3: 16 | CHAScore: +2 Deception: +2 Intimidation: +2 Performance: +2 Persuasion: +4: 14 Languages: Common, Elvish, Draconic, Druidic FeatsObservantQuick to notice details of your environment, you gain the following benefits: Increase your Intelligence or Wisdom score by 1, to a maximum of 20. If you can see a creature's mouth while it is speaking a language you understand, you can interpret what it's saying by reading its lips. You have a +5 bonus to your passive Wisdom (Perception) and passive Intelligence (Investigation) scores. | FeaturesRitual CastingYou can cast a Druid spell as a ritual if that spell has the ritual tag and you have the spell prepared Wild ShapeStarting at 2nd level, you can use your action to magically assume the shape of a beast that you have seen before. You can use this feature twice. You regain expended uses when you finish a short or long rest. Your druid level determines the beasts you can transform into, as shown in the Beast Shapes table. At 2nd level, for example, you can transform into any beast that has a challenge rating of 1/4 or lower that doesn't have a flying or swimming speed. You can stay in a beast shape for a number of hours equal to half your druid level (rounded down). You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die. While you are transformed, the following rules apply: Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours. If the creature has any legendary or lair actions, you can't use them. When you transform, you assume the beast's hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form, For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious. You can't cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn't break your concentration on a spell you've already cast, however, or prevent you from taking actions that are part of a spell, such as Call Lightning, that you've already cast. You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your special senses, such as darkvision, unless your new form also has that sense. You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. Your equipment doesn't change size or shape to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form. Circle Form: MoonThe rites of your circle grant you the ability to transform into more dangerous animal forms. Starting at 2nd level, you can use your Wild Shape to transform into a beast with a challenge rating as high as 1. You ignore the Max. CR column of the Beast Shapes table, but must abide by the other limitations there. Starting at 6th level, you can transform into a beast with a challenge rating as high as your druid level divided by 3, rounded down. Combat Wild ShapeWhen you choose this circle at 2nd level, you gain the ability to use Wild Shape on your turn as a bonus action, rather than as an action. Additionally, while you are transformed by Wild Shape, you can use a bonus action to expend one spell slot to regain 1d8 hit points per level of the spell slot expended.<1/2> Wild CompanionAt 2nd level, you gain the ability to summon a spirit that assumes an animal form: as an action, you can expend a use of your Wild Shape feature to cast the Find Familiar spell, without material components. When you cast the spell in this way, the familiar is a fey instead of a beast, and the familiar disappears after a number of hours equal to half your druid level. | ActionsWeaponATTACK: - RANGE: - MAGIC BONUS: - CRIT RANGE: - DAMAGE: - TYPE: - DESCRIPTION: - | SpellsCantrips GuidanceGuidance Divination Cantrip Casting Time: 1 action Range: Touch Target: One willing creature Components: V, S Duration: Concentration, up to 1 minute Description:You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends. DruidcraftDruidcraft Transmutation Cantrip Casting Time: 1 action Range: 30 feet Target: See text Components: V,S Duration: Instantaneous Description: Whispering to the spirits of nature, you create one of the following effects within range: You create a tiny, harmless sensory effect that predicts what the weather will be at your location for the next 24 hours. The effect might manifest as a golden orb for clear skies, a cloud for rain, falling snowflakes for snow, and so on. This effect persists for 1 round. You instantly make a flower blossom, a seed pod open, or a leaf bud bloom. You create an instantaneous, harmless sensory effect, such as falling leaves, a puff of wind, the sound of a small animal, or the faint odor of skunk. The effect must fit in a 5-foot cube. You instantly light or snuff out a candle, a torch, or a small campfire. Level 1 <3/3> Speak with Animals Cure Wounds Entangle Detect Magic Katya is practically vibrating with excitement at the prospect of meeting the Gnomes when Gilavar ushers them into the room, as the others make their introductions, wanting to wave enthusiastically, she instead opts to attempt to keep a calm, professional expression on her face, the kind she had been taught to wear when introducing oneself for the first time. Unfortunately, even the mention of the ruinous Dragon is not enough to dampen her spirits as her wings flutter rapidly in a short tremorous fashion, ruining the visage of a consummate royal she is attempting to portray. "It is wonderful to meet you Tervaround, and all of you as well, I am Katya, and it is my companion says, Phandalin and all of the surrounding lands are facing devastation under the wrath of Cryovain, a white Dragon that leaves naught but devastation and pain in its path, one I seek to stop..." She pauses, wondering how to express her interest in the culture and magic of the Gnomes right after her exposition. "However, while we are here, we would love to learn about your culture and magic" She points over her shoulder to the fluttering butterfly wings. "These for instance, I would love to repeat this spell" Movement: Attack: Bonus: OOC: Observant feat
  12. Katya Evermoon | Circle of the Moon Druid | Human AC: 12 | HP: 11/11 | Speed: 30 ft | Spell-casting: +5 / DC 13 Senses: Passive Perception 20, Insight 15, Investigation 19 STR: Score: -1 Athletics: -1 8 | DEXScore: +2 Acrobatics: +2 Stealth: +2 Sleight of Hand: +2: 14 | CONScore: -1: 9 | INTScore: +2 Arcana: +2 History: +4 Investigation: +2 Nature: +4 Religion: +2: 14 | WISScore: +3 Animal Handling: +3 Insight: +3 Medicine: +5 Perception: +5 Survival: +3: 16 | CHAScore: +2 Deception: +2 Intimidation: +2 Performance: +2 Persuasion: +4: 14 Languages: Common, Elvish, Draconic, Druidic FeatsObservantQuick to notice details of your environment, you gain the following benefits: Increase your Intelligence or Wisdom score by 1, to a maximum of 20. If you can see a creature's mouth while it is speaking a language you understand, you can interpret what it's saying by reading its lips. You have a +5 bonus to your passive Wisdom (Perception) and passive Intelligence (Investigation) scores. | FeaturesRitual CastingYou can cast a Druid spell as a ritual if that spell has the ritual tag and you have the spell prepared Wild ShapeStarting at 2nd level, you can use your action to magically assume the shape of a beast that you have seen before. You can use this feature twice. You regain expended uses when you finish a short or long rest. Your druid level determines the beasts you can transform into, as shown in the Beast Shapes table. At 2nd level, for example, you can transform into any beast that has a challenge rating of 1/4 or lower that doesn't have a flying or swimming speed. You can stay in a beast shape for a number of hours equal to half your druid level (rounded down). You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die. While you are transformed, the following rules apply: Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours. If the creature has any legendary or lair actions, you can't use them. When you transform, you assume the beast's hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form, For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious. You can't cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn't break your concentration on a spell you've already cast, however, or prevent you from taking actions that are part of a spell, such as Call Lightning, that you've already cast. You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your special senses, such as darkvision, unless your new form also has that sense. You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. Your equipment doesn't change size or shape to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form. Circle Form: MoonThe rites of your circle grant you the ability to transform into more dangerous animal forms. Starting at 2nd level, you can use your Wild Shape to transform into a beast with a challenge rating as high as 1. You ignore the Max. CR column of the Beast Shapes table, but must abide by the other limitations there. Starting at 6th level, you can transform into a beast with a challenge rating as high as your druid level divided by 3, rounded down. Combat Wild ShapeWhen you choose this circle at 2nd level, you gain the ability to use Wild Shape on your turn as a bonus action, rather than as an action. Additionally, while you are transformed by Wild Shape, you can use a bonus action to expend one spell slot to regain 1d8 hit points per level of the spell slot expended.<1/2> Wild CompanionAt 2nd level, you gain the ability to summon a spirit that assumes an animal form: as an action, you can expend a use of your Wild Shape feature to cast the Find Familiar spell, without material components. When you cast the spell in this way, the familiar is a fey instead of a beast, and the familiar disappears after a number of hours equal to half your druid level. | ActionsWeaponATTACK: - RANGE: - MAGIC BONUS: - CRIT RANGE: - DAMAGE: - TYPE: - DESCRIPTION: - | SpellsCantrips GuidanceGuidance Divination Cantrip Casting Time: 1 action Range: Touch Target: One willing creature Components: V, S Duration: Concentration, up to 1 minute Description:You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends. DruidcraftDruidcraft Transmutation Cantrip Casting Time: 1 action Range: 30 feet Target: See text Components: V,S Duration: Instantaneous Description: Whispering to the spirits of nature, you create one of the following effects within range: You create a tiny, harmless sensory effect that predicts what the weather will be at your location for the next 24 hours. The effect might manifest as a golden orb for clear skies, a cloud for rain, falling snowflakes for snow, and so on. This effect persists for 1 round. You instantly make a flower blossom, a seed pod open, or a leaf bud bloom. You create an instantaneous, harmless sensory effect, such as falling leaves, a puff of wind, the sound of a small animal, or the faint odor of skunk. The effect must fit in a 5-foot cube. You instantly light or snuff out a candle, a torch, or a small campfire. Level 1 <3/3> Speak with Animals Cure Wounds Entangle Detect Magic The dining room looks quite inviting considering they currently found themself in a cave, though the Druid was quite happy to note that the cavern was much cleaner than the ancient ruins the Dwarves had requested they spelunk through. Makaria comments on her wings, which flutter whimsically as she smiles in return, having a feeling they were akin to a dogs tail moreso than extremities. As they investigate the cabinet, Katya wanders further up the pathway leading from the dining room, a small voice in the back of her mind reprimanding her for being so casual about such a place, but the euphoria of exploration in such a marvelously magic place overtakes her rational mind. Gilavar is ahead up the short path, and Katya begins to wander down the other, hands clasped behind her back, soft brown eyes hoping to see more interesting Gnomish things. Maybe she should try and cast a spell to see what other things the strange magical grotto would do. This idea was too irrational, even for her piqued curiosity. "I do not think if anyone lives here, there would be traps, though I must say, I imagined their furniture to be much more... Delightful? Such heavy wood seems so Dwarvish" She pouts slightly at the thought, though recognizes her childish hopes of the Gnomes having a completely fantastical and alien lifestyle would be quite impractical. Movement: Attack: Bonus: OOC: Observant feat
  13. I apologize for the long silence, I'll get a post up tomorrow
  14. Katya Evermoon | Circle of the Moon Druid | Human AC: 12 | HP: 11/11 | Speed: 30 ft | Spell-casting: +5 / DC 13 Senses: Passive Perception 20, Insight 15, Investigation 19 STR: Score: -1 Athletics: -1 8 | DEXScore: +2 Acrobatics: +2 Stealth: +2 Sleight of Hand: +2: 14 | CONScore: -1: 9 | INTScore: +2 Arcana: +2 History: +4 Investigation: +2 Nature: +4 Religion: +2: 14 | WISScore: +3 Animal Handling: +3 Insight: +3 Medicine: +5 Perception: +5 Survival: +3: 16 | CHAScore: +2 Deception: +2 Intimidation: +2 Performance: +2 Persuasion: +4: 14 Languages: Common, Elvish, Draconic, Druidic FeatsObservantQuick to notice details of your environment, you gain the following benefits: Increase your Intelligence or Wisdom score by 1, to a maximum of 20. If you can see a creature's mouth while it is speaking a language you understand, you can interpret what it's saying by reading its lips. You have a +5 bonus to your passive Wisdom (Perception) and passive Intelligence (Investigation) scores. | FeaturesRitual CastingYou can cast a Druid spell as a ritual if that spell has the ritual tag and you have the spell prepared Wild ShapeStarting at 2nd level, you can use your action to magically assume the shape of a beast that you have seen before. You can use this feature twice. You regain expended uses when you finish a short or long rest. Your druid level determines the beasts you can transform into, as shown in the Beast Shapes table. At 2nd level, for example, you can transform into any beast that has a challenge rating of 1/4 or lower that doesn't have a flying or swimming speed. You can stay in a beast shape for a number of hours equal to half your druid level (rounded down). You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die. While you are transformed, the following rules apply: Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours. If the creature has any legendary or lair actions, you can't use them. When you transform, you assume the beast's hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form, For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious. You can't cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn't break your concentration on a spell you've already cast, however, or prevent you from taking actions that are part of a spell, such as Call Lightning, that you've already cast. You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your special senses, such as darkvision, unless your new form also has that sense. You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. Your equipment doesn't change size or shape to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form. Circle Form: MoonThe rites of your circle grant you the ability to transform into more dangerous animal forms. Starting at 2nd level, you can use your Wild Shape to transform into a beast with a challenge rating as high as 1. You ignore the Max. CR column of the Beast Shapes table, but must abide by the other limitations there. Starting at 6th level, you can transform into a beast with a challenge rating as high as your druid level divided by 3, rounded down. Combat Wild ShapeWhen you choose this circle at 2nd level, you gain the ability to use Wild Shape on your turn as a bonus action, rather than as an action. Additionally, while you are transformed by Wild Shape, you can use a bonus action to expend one spell slot to regain 1d8 hit points per level of the spell slot expended.<1/2> Wild CompanionAt 2nd level, you gain the ability to summon a spirit that assumes an animal form: as an action, you can expend a use of your Wild Shape feature to cast the Find Familiar spell, without material components. When you cast the spell in this way, the familiar is a fey instead of a beast, and the familiar disappears after a number of hours equal to half your druid level. | ActionsWeaponATTACK: - RANGE: - MAGIC BONUS: - CRIT RANGE: - DAMAGE: - TYPE: - DESCRIPTION: - | SpellsCantrips GuidanceGuidance Divination Cantrip Casting Time: 1 action Range: Touch Target: One willing creature Components: V, S Duration: Concentration, up to 1 minute Description:You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends. DruidcraftDruidcraft Transmutation Cantrip Casting Time: 1 action Range: 30 feet Target: See text Components: V,S Duration: Instantaneous Description: Whispering to the spirits of nature, you create one of the following effects within range: You create a tiny, harmless sensory effect that predicts what the weather will be at your location for the next 24 hours. The effect might manifest as a golden orb for clear skies, a cloud for rain, falling snowflakes for snow, and so on. This effect persists for 1 round. You instantly make a flower blossom, a seed pod open, or a leaf bud bloom. You create an instantaneous, harmless sensory effect, such as falling leaves, a puff of wind, the sound of a small animal, or the faint odor of skunk. The effect must fit in a 5-foot cube. You instantly light or snuff out a candle, a torch, or a small campfire. Level 1 <3/3> Speak with Animals Cure Wounds Entangle Detect Magic Following absentmindedly behind the others, the Druid is too focused on her new extremities to participate much in their conversation. Feeling the flex and flow of the powerful and yet dainty wings as the currents of air pass beneath and above. Though she can take many forms of animals, flight is something still beyond her powers, but with these...? Though their entrance to the cave dampens her plans somewhat, as there is little room to maneuver, let alone take flight, Katya still takes every moment to get used to her new appendages. The amplified noise of the waterfall heightens her nervousness as they head deeper into the tunnel, the discomfort of knowing that using magic in here could backfire on them an ever burning worry in the back of her mind. "I wonder, if we are truly near Gnomegarde, if they already know we're here? Surely the Wild Magic disturbance is something they can detect" Movement: Attack: Bonus: OOC:
  15. Katya Evermoon | Circle of the Moon Druid | Human AC: 12 | HP: 11/11 | Speed: 30 ft | Spell-casting: +5 / DC 13 Senses: Passive Perception 20, Insight 15, Investigation 19 STR: Score: -1 Athletics: -1 8 | DEXScore: +2 Acrobatics: +2 Stealth: +2 Sleight of Hand: +2: 14 | CONScore: -1: 9 | INTScore: +2 Arcana: +2 History: +4 Investigation: +2 Nature: +4 Religion: +2: 14 | WISScore: +3 Animal Handling: +3 Insight: +3 Medicine: +5 Perception: +5 Survival: +3: 16 | CHAScore: +2 Deception: +2 Intimidation: +2 Performance: +2 Persuasion: +4: 14 Languages: Common, Elvish, Draconic, Druidic FeatsObservantQuick to notice details of your environment, you gain the following benefits: Increase your Intelligence or Wisdom score by 1, to a maximum of 20. If you can see a creature's mouth while it is speaking a language you understand, you can interpret what it's saying by reading its lips. You have a +5 bonus to your passive Wisdom (Perception) and passive Intelligence (Investigation) scores. | FeaturesRitual CastingYou can cast a Druid spell as a ritual if that spell has the ritual tag and you have the spell prepared Wild ShapeStarting at 2nd level, you can use your action to magically assume the shape of a beast that you have seen before. You can use this feature twice. You regain expended uses when you finish a short or long rest. Your druid level determines the beasts you can transform into, as shown in the Beast Shapes table. At 2nd level, for example, you can transform into any beast that has a challenge rating of 1/4 or lower that doesn't have a flying or swimming speed. You can stay in a beast shape for a number of hours equal to half your druid level (rounded down). You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die. While you are transformed, the following rules apply: Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours. If the creature has any legendary or lair actions, you can't use them. When you transform, you assume the beast's hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form, For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious. You can't cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn't break your concentration on a spell you've already cast, however, or prevent you from taking actions that are part of a spell, such as Call Lightning, that you've already cast. You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your special senses, such as darkvision, unless your new form also has that sense. You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. Your equipment doesn't change size or shape to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form. Circle Form: MoonThe rites of your circle grant you the ability to transform into more dangerous animal forms. Starting at 2nd level, you can use your Wild Shape to transform into a beast with a challenge rating as high as 1. You ignore the Max. CR column of the Beast Shapes table, but must abide by the other limitations there. Starting at 6th level, you can transform into a beast with a challenge rating as high as your druid level divided by 3, rounded down. Combat Wild ShapeWhen you choose this circle at 2nd level, you gain the ability to use Wild Shape on your turn as a bonus action, rather than as an action. Additionally, while you are transformed by Wild Shape, you can use a bonus action to expend one spell slot to regain 1d8 hit points per level of the spell slot expended.<1/2> Wild CompanionAt 2nd level, you gain the ability to summon a spirit that assumes an animal form: as an action, you can expend a use of your Wild Shape feature to cast the Find Familiar spell, without material components. When you cast the spell in this way, the familiar is a fey instead of a beast, and the familiar disappears after a number of hours equal to half your druid level. | ActionsWeaponATTACK: - RANGE: - MAGIC BONUS: - CRIT RANGE: - DAMAGE: - TYPE: - DESCRIPTION: - | SpellsCantrips GuidanceGuidance Divination Cantrip Casting Time: 1 action Range: Touch Target: One willing creature Components: V, S Duration: Concentration, up to 1 minute Description:You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends. DruidcraftDruidcraft Transmutation Cantrip Casting Time: 1 action Range: 30 feet Target: See text Components: V,S Duration: Instantaneous Description: Whispering to the spirits of nature, you create one of the following effects within range: You create a tiny, harmless sensory effect that predicts what the weather will be at your location for the next 24 hours. The effect might manifest as a golden orb for clear skies, a cloud for rain, falling snowflakes for snow, and so on. This effect persists for 1 round. You instantly make a flower blossom, a seed pod open, or a leaf bud bloom. You create an instantaneous, harmless sensory effect, such as falling leaves, a puff of wind, the sound of a small animal, or the faint odor of skunk. The effect must fit in a 5-foot cube. You instantly light or snuff out a candle, a torch, or a small campfire. Level 1 <3/3> Speak with Animals Cure Wounds Entangle Detect Magic Pleased the others are agreeable to her plan, Katya prepares herself for the task at hand. While clearing a patch of soft loam of small stones ready for sitting, she turns to face Vala with a warm smile, responding to her question. "No, in fact, this reminds me of the Druids Grove I used to frequent back near my home, but even if things are similar, nature has so many secrets I can never see the same thing twice. And after the ruins, this feels quite refreshing" Deciding that she has made a comfortable spot, the Druid sits calmly in the clearing, before nodding at Gilavar and his plan, before placing a finger over her lips and closing her eyes with the rest of her companions around her while she focuses her magic on the spell. Tuning into natural energies that surround them, listening to the voices of the trees and animals, and even hearing the spirits of nature in the surging roars of the waterfalls. The Princess frowns, feeling powerful energies very soon after focusing her magick, knowing that this feeling should take longer, but the sheer intensity of the magicks here are overwhelmingly intense, and as the energy within her body is molded just enough to cast the spell, she is overcome with the wild, barbaric nature of the magicks that surround them and her eyes open wide in shock as the world shimmers around her. "Goodness!?" It is not the same feeling as a Druidic transformation. In fact, if it were not for the ripping of the fabric of her clothing and the shock of the others, she may have even deceived herself into believing she had worn the magnificent pair of butterfly wings all of her life with how natural it felt to have them. Her honey brown eyes wide with shock, she stares at one of the wings over her shoulder for a moment before slowly prodding the new extremity with confusion and wonder. She looks to Makaria, the other spellcaster in her group to see if she has insight, but the Tiefling seems to be as unaware as herself. "This... This is not any of my own powers, but this place is absolutely drowning in magic, so much so that any spells performed here seem to be interfered with... They are truly beautiful, I wonder how long they will last?" The confused look on her face gives way to one of excited wonder at the suggestion from the warrior, her eyes seemingly glimmering like the surface of the waterfall in the sun. "You think I can fly?!" Movement: Attack: Bonus: OOC:
×
×
  • Create New...