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  1. token_1.png.ba18d35c074c2d2a05b1e13a8e573631.pngDecimus - Initiate of High Sorcery | Bladesinger Wizard | Human


    AC: 13 [+4 Bladesong] [+5 Shield/Absorb Elements]  | HP: 18/21 | Speed: 40 ft | Spell-casting: +6 / DC 14
    Senses: Passive Perception 12, Insight 12, Investigation 16
    STR: Score: -1
    Athletics: -1
    | DEXScore: +3
    Acrobatics: +3
    Stealth: +3
    Sleight of Hand: +3
    :
     16 | CONScore: 214 | INTScore: +4
    Arcana: +6
    History: +6
    Investigation: +6
    Nature: +4
    Religion: +6
    :
     18 | WISScore: 0

    Animal Handling: 0
    Insight: +2
    Medicine: 0
    Perception: +2
    Survival: 0
    :
     10 | CHAScore: -1

    Deception: -1
    Intimidation: -1
    Performance: -1
    Persuasion: -1
    :
     8 
    Languages: Common, Abyssal, Celestial, Primordial


    FeatsWar CasterPrerequisite: The ability to cast at least one spell
    You have practiced casting Spells in the midst of Combat, learning Techniques that grant you the following benefits:
    You have advantage on Constitution Saving Throws that you make to maintain your Concentration on a spell when you take damage.
    You can perform the somatic Components of Spells even when you have Weapons or a Shield in one or both hands.
    When a Hostile creature’s Movement provokes an opportunity Attack from you, you can use your Reaction to Cast a Spell at the creature, rather than making an opportunity Attack. The spell must have a Casting Time of 1 Action and must target only that creature.

    Initiate of High SorceryPrerequisite: Dragonlance Campaign, plus Sorcerer, Wizard, or Mage of High Sorcery
    You’ve received training from magic-users affiliated with the Mages of High Sorcery.

    Choose one of the three moons of Krynn to influence your magic: the black moon, Nuitari; the red moon, Lunitari; or the white moon, Solinari. You learn one cantrip of your choice from the wizard spell list and two 1st-level spells based on the moon you choose, as specified in the Lunar Spells table.

    Lunar Spells
    Moon 1st-Level Spell
    Solinari Comprehend Languages | Shield

    You can cast each of the chosen 1st-level spells without a spell slot, and you must finish a long rest before you can cast them in this way again. You can also cast the spells using any spell slots you have.

    Your spellcasting ability for this feat’s spells is Intelligence, Wisdom, or Charisma (choose when you select this feat).

    Source: DSotDQ, page 32

    Adept of White RobesPrerequisite: 4th level, initiate of high sorcery (solinari) feat
    You chose the moon Solinari to influence your magic, and your oath to use magic to make the world a better place has been recognized by the Order of the White Robes, granting you these benefits:

    Protective Magic. You learn one 2nd-level spell of your choice. The 2nd-level spell must be from the abjuration or divination school of magic. You can cast this feat’s 2nd-level spell without a spell slot, and you must finish a long rest before you can cast it in this way again. You can also cast this spell using spell slots you have of the appropriate level. The spell’s spellcasting ability is the one chosen when you gained the Initiate of High Sorcery feat. [Aid]

    Protective Ward. When you or a creature you can see within 30 feet of you takes damage, you can use your reaction to expend a spell slot and weave protective magic around the target. Roll a number of d6s equal to the level of the spell slot expended and reduce the damage the target takes by the total rolled on those dice + your spellcasting ability modifier.


















     
     | FeaturesRitual CastingYou can cast a wizard spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don’t need to have the spell prepared.
    Arcane RecoverYou have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher. For example, if you’re a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots.
    BladesongYou can invoke an elven magic called the Bladesong, provided that you aren't wearing medium or heavy armor or using a shield. It graces you with supernatural speed, agility, and focus. You can use a bonus action to start the Bladesong, which lasts for 1 minute. It ends early if you are incapacitated, if you don medium or heavy armor or a shield, or if you use two hands to make an attack with a weapon. You can also dismiss the Bladesong at any time (no action required). While your Bladesong is active, you gain the following benefits: You gain a bonus to your AC equal to your Intelligence modifier (minimum of +1). Your walking speed increases by 10 feet. You have advantage on Dexterity (Acrobatics) checks. You gain a bonus to any Constitution saving throw you make to maintain your concentration on a spell. The bonus equals your Intelligence modifier (minimum of +1). You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.
    Protective WardWhen you or a creature you can see within 30 feet of you takes damage, you can use your reaction to expend a spell slot and weave protective magic around the target. Roll a number of d6s equal to the level of the spell slot expended and reduce the damage the target takes by the total rolled on those dice + your spellcasting ability modifier.













     
     | ActionsRapierATTACK: DEX [3]+ Proficiency [2]
    RANGE: 5ft
    MAGIC BONUS: 0
    CRIT RANGE: 20
    DAMAGE: 1d8 + DEX [3]
    TYPE: Piercing
    DESCRIPTION: melee weapon (martial, sword)

    Bladesinging Rapier StrikeATTACK: DEX [3]+ Proficiency [2]
    RANGE: 5ft
    MAGIC BONUS: 0
    CRIT RANGE: 20
    DAMAGE: 1d8 + DEX [3]
    TYPE: Piercing
    DESCRIPTION: melee weapon (martial, sword) 



















     
     | SpellsCantrips
    Blade WardBlade Ward
    Abjuration cantrip
    Casting Time:1 action
    Range: Self
    Target: Self
    Components: V S
    Duration: 1 round
    Description:You extend your hand and trace a sigil of warding in the air. Until the end of your next turn, you have resistance against bludgeoning, piercing, and slashing damage dealt by weapon attacks.

    Booming BladeBooming Blade
    Evocation cantrip
    Casting Time:1 action
    Range: Self (5ft radius)
    Target: One creature within the spell’s range
    Components: V, M (a melee weapon worth at least 1 sp)
    Duration: 1 round
    Description:You brandish the weapon used in the spell's casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack’s normal effects and then becomes sheathed in booming energy until the start of your next turn. If the target willingly moves 5 feet or more before then, it immediately takes 1d8 thunder damage, and the spell ends. This spell’s damage increases when you reach certain levels. At 5th level, the melee attack deals an extra 1d8 thunder damage to the target on a hit, and the damage the target takes for moving increases to 2d8. Both damage rolls increase by 1d8 at 11th level (2d8 and 3d8) and again at 17th level (3d8 and 4d8).

    Green Flame Blade1st Level Evocation
    Casting Time: 1 action
    Range: Self (5-foot radius)
    Target: One creature within the spell’s range
    Components: V, M (a melee weapon worth at least 1 sp)
    Duration: Instantaneous
    Classes: Sorcerer, Warlock, Wizard
    Description: You brandish the weapon used in the spell's casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack’s normal effects, and you can cause green fire to leap from the target to a different creature of your choice that you can see within 5 feet of it. The second creature takes fire damage equal to your spellcasting ability modifier. This spell’s damage increases when you reach certain levels. At 5th level, the melee attack deals an extra 1d8 fire damage to the target on a hit, and the fire damage to the second creature increases to 1d8 + your spellcasting ability modifier. Both damage rolls increase by 1d8 at 11th level (2d8 and 2d8) and 17th level (3d8 and 3d8).

    PrestidigitationPrestidigitation
    Transmutation cantrip
    Casting Time:1 action
    Range: 10 feet
    Components: V S
    Duration: 1 Hour
    Description: This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range:

    • You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.
    • You instantaneously light or snuff out a candle, a torch, or a small campfire.
    • You instantaneously clean or soil an object no larger than 1 cubic foot.
    • You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.
    • You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.
    • You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.

    If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.

    1st-Level <2/4>
    Expeditious Retreat1st Level Transmutation
    Casting Time: 1 bonus action
    Range: Self
    Target: Self
    Components: V S
    Duration: Concentration, up to 10 minutes
    Classes: Artificer, Sorcerer, Warlock, Wizard
    Description: This spell allows you to move at an incredible pace. When you cast this spell, and then as a bonus action on each of your turns until the spell ends, you can take the Dash action.

    Magic Missile1st Level Evocation
    Casting Time: 1 action
    Range: 120ft
    Target: A creature of your choice that you can see within range
    Components: V S
    Duration: Instantaneous
    Classes: Sorcerer, Wizard
    Description: You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4 + 1 force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several. At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart for each slot level above 1st.

    Tensors Floating Disk1st Level Conjuration
    Casting Time: 1 Action
    Range: 30 Feet
    Target: An unoccupied space of your choice that you can see within range
    Components: V S M (A drop of mercury)
    Duration: 1 Hour
    Classes: Wizard
    Description: This spell creates a circular, horizontal plane of force, 3 feet in diameter and 1 inch thick, that floats 3 feet above the ground in an unoccupied space of your choice that you can see within range. The disk remains for the duration, and can hold up to 500 pounds. If more weight is placed on it, the spell ends, and everything on the disk falls to the ground. The disk is immobile while you are within 20 feet of it. If you move more than 20 feet away from it, the disk follows you so that it remains within 20 feet of you. It can move across uneven terrain, up or down stairs, slopes and the like, but it can’t cross an elevation change of 10 feet or more. For example, the disk can’t move across a 10-foot-deep pit, nor could it leave such a pit if it was created at the bottom. If you move more than 100 feet from the disk (typically because it can’t move around an obstacle to follow you), the spell ends.

    Tash's Hideous Laughter1st Level Enchantment
    Casting Time: 1 Action
    Range: 30 Feet
    Target: A creature of your choice that you can see within range
    Components: V S M (Tiny tarts and a feather that is waved in the air)
    Duration: Concentration, up to 1 minute
    Classes: Bard, Wizard
    Description: A creature of your choice that you can see within range perceives everything as hilariously funny and falls into fits of laughter if this spell affects it. The target must succeed on a Wisdom saving throw or fall prone, becoming incapacitated and unable to stand up for the duration. A creature with an Intelligence score of 4 or less isn’t affected. At the end of each of its turns, and each time it takes damage, the target can make another Wisdom saving throw. The target has advantage on the saving throw if it’s triggered by damage. On a success, the spell ends.

    Identify1st Level Divination [Ritual]
    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
    Classes: Artificer, Bard, Wizard
    Description: 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.

    Detect Magic1st Level Divination
    Casting Time: 1 Action
    Range: Self
    Target: Self
    Components: V S
    Duration: Concentration, up to 10 minutes
    Classes: Artificer, Bard, Cleric, Druid, Paladin, Ranger, Sorcerer, Wizard
    Description: 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.

    Absorb Elements1st Level Abjuration
    Casting Time: 1 Reaction, which you take when you take acid, cold, fire, lightning, or thunder damage
    Range: Self
    Target: Self
    Components: S
    Duration: Instantaneous
    Classes: Artificer, Druid, Ranger, Sorcerer, Wizard
    Description: 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.

    Charm Person1st Level Enchantment
    Casting Time: 1 Action
    Range: 30 Feet
    Target: A humanoid you can see within range
    Components: V S
    Duration: 1 Hour
    Classes: Bard, Druid, Sorcerer, Warlock, Wizard
    Description: You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was charmed by you.
    At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.

    Comprehend Languages1st Level Divination [Ritual]
    Casting Time: 1 Action
    Range: Self
    Target: Self
    Components: V S M (A pinch of soot and salt)
    Duration: 1 Hour
    Classes: Bard, Sorcerer, Warlock, Wizard
    Description: 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.
    [Initiate of High Sorcery Feat]
    Shield1st 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
    Classes: Sorcerer, Wizard
    Description: 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.
    [Initiate of High Sorcery Feat]
    2nd-Level <2/2>
    Misty Step2nd Level Conjuration
    Casting Time: 1 Bonus Action
    Range: Self
    Target: Self
    Components: V
    Duration: Instantaneous
    Classes: Sorcerer, Wizard
    Description: Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.

    Shadow Blade2nd Level Illusion
    Casting Time: 1 Bonus Action
    Range: Self
    Target: Self
    Components: V, S
    Duration: ConcentrationUp to 1 minute/em>
    Classes: Sorcerer, Wizard
    Description: You weave together threads of shadow to create a sword of solidified gloom in your hand. This magic sword lasts until the spell ends. It counts as a simple melee weapon with which you are proficient. It deals 2d8 psychic damage on a hit and has the finesse, light, and thrown properties (range 20/60). In addition, when you use the sword to attack a target that is in dim light or darkness, you make the attack roll with advantage.
    If you drop the weapon or throw it, it dissipates at the end of the turn. Thereafter, while the spell persists, you can use a bonus action to cause the sword to reappear in your hand.
    At Higher Levels When you cast this spell using a 3rd- or 4th-level spell slot, the damage increases to 3d8. When you cast it using a 5th- or 6th-level spell slot, the damage increases to 4d8. When you cast it using a spell slot of 7th level or higher, the damage increases to 5d8.

    Aid Aid
    2nd Level Abjuration
    Casting Time:1 action
    Range: 30 feet
    Components: V S, M
    Duration: 8 hours
    Description:Your spell bolsters your allies with toughness and resolve. Choose up to three creatures within range. Each target’s hit point maximum and current hit points increase by 5 for the duration.

    At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, a target’s hit points increase by an additional 5 for each slot level above 2nd.
    [Adept of the White Robes]
    Mirror ImageMirror Image
    2nd Level Illusion
    Casting Time:1 action
    Range: Self
    Components: V S
    Duration: 1 Minute
    Description: Three illusory duplicates of yourself appear in your space. Until the spell ends, the duplicates move with you and mimic your actions, shifting position so it’s impossible to track which image is real. You can use your action to dismiss the illusory duplicates.

    Each time a creature targets you with an attack during the spell’s duration, roll a d20 to determine whether the attack instead targets one of your duplicates.

    If you have three duplicates, you must roll a 6 or higher to change the attack’s target to a duplicate. With two duplicates, you must roll an 8 or higher. With one duplicate, you must roll an 11 or higher.

    A duplicate’s AC equals 10 + your Dexterity modifier. If an attack hits a duplicate, the duplicate is destroyed. A duplicate can be destroyed only by an attack that hits it. It ignores all other damage and effects. The spell ends when all three duplicates are destroyed.

    A creature is unaffected by this spell if it can’t see, if it relies on senses other than sight, such as blindsight, or if it can perceive illusions as false, as with truesight.

     

    The Wizard missed the days under the trees, wandering the roadside. The politicking, the smells and sounds of the city, it tired him greatly. He was glad that he had found a group whose skills and comforts were well outside his own. He could not imagine having to speak in front of this audience, it would be exhausting. The meeting seems to be limited to the powerful people of Kalaman, with the addition of themselves, and for whatever reason, the snake Bakaris. Mayor Raven was more than enough to represent Vogler, having that cowardly liar in the mix would just complicate things. The Lord had already set upon gaining allies in the room if the mixed reaction to Modris comment, though thankfully, not everyone believes his version of the story. Mery takes care of the exposition, and Coltan provides them with some credentials through his obvious connection with Reorx, but Decimus is distracted by a familiar presence off to the side, looking characteristically out of place. A small smile plays on his lips, and he backs up while the discussion is still ongoing thanks to Merituuli, hoping to slip off to the side to join her table, but falters when his name is brought up by the Sea Elf.

    "Uhm, the Decidrak...?"

    He looks at the others for a moment, a hint of color in his cheeks as he accidentally reveals his secret name for the device.

    "Ahem... Pardon me... I believe they called it a Boilerdrak... It is a sign the army possesses capable engineers and Artficers... Though its usage on their part belies a lack of... Communication between the head and body... I'm sure the capable Guild Craftsman of Kalaman will be more than enough to... Reverse engineer the device"

    Though it pains him to imagine the device being torn apart, it comforts him knowing that one day, his sacrifice will give way to a safer and more powerful Decidraks used only for good.

     

    spacer.png

    Action:

    Bonus Action:

    Movement:

    Reaction:

  2. token_1(5).png.2b95751388080bca58e2ac5ed304bf2d.pngKatya 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
    | DEXScore: +2
    Acrobatics: +2
    Stealth: +2
    Sleight of Hand: +2
    :
     14 | CONScore: -19 | 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



     

     

    From her position on the ceiling in the middle of the room, Katya feels a little disappointed that she had undergone the transformation into a spider only for the benefits of it to be so sparsely used. Though perhaps she has not been looking at things closely enough. Though her eyesight is sharp as a human, the benefits of eights eyes let her assess the room much more quickly with her usual astuteness. The treasure in the column is certainly a bonus, but for the temple to end so quickly would not give her enough time to fully embrace the remarkable flexibility of being an arachnid. At least, if all else, they could return to the town and cross another task off of their list. Her eyes scan the walls, floors and even ceiling to see if there is any more hidden passages or things of interest. If not, she descends from the ceiling on a thin string of web, with human feet touching the floor as she transforms to communicate with her friends again, though when she tries to move her hand, she finds it stuck to the very same web she had just used.

    "Oh! Can anyone cut me free? This is quite disgusting"

    spacer.png

    wolfspider.png.2b27c8d30957dde60bbc642162ac227a.png

    OOC: Perception check

     

  3. token_1.png.ba18d35c074c2d2a05b1e13a8e573631.pngDecimus - Initiate of High Sorcery | Bladesinger Wizard | Human


    AC: 13 [+4 Bladesong] [+5 Shield/Absorb Elements]  | HP: 18/21 | Speed: 40 ft | Spell-casting: +6 / DC 14
    Senses: Passive Perception 12, Insight 12, Investigation 16
    STR: Score: -1
    Athletics: -1
    | DEXScore: +3
    Acrobatics: +3
    Stealth: +3
    Sleight of Hand: +3
    :
     16 | CONScore: 214 | INTScore: +4
    Arcana: +6
    History: +6
    Investigation: +6
    Nature: +4
    Religion: +6
    :
     18 | WISScore: 0

    Animal Handling: 0
    Insight: +2
    Medicine: 0
    Perception: +2
    Survival: 0
    :
     10 | CHAScore: -1

    Deception: -1
    Intimidation: -1
    Performance: -1
    Persuasion: -1
    :
     8 
    Languages: Common, Abyssal, Celestial, Primordial


    FeatsWar CasterPrerequisite: The ability to cast at least one spell
    You have practiced casting Spells in the midst of Combat, learning Techniques that grant you the following benefits:
    You have advantage on Constitution Saving Throws that you make to maintain your Concentration on a spell when you take damage.
    You can perform the somatic Components of Spells even when you have Weapons or a Shield in one or both hands.
    When a Hostile creature’s Movement provokes an opportunity Attack from you, you can use your Reaction to Cast a Spell at the creature, rather than making an opportunity Attack. The spell must have a Casting Time of 1 Action and must target only that creature.

    Initiate of High SorceryPrerequisite: Dragonlance Campaign, plus Sorcerer, Wizard, or Mage of High Sorcery
    You’ve received training from magic-users affiliated with the Mages of High Sorcery.

    Choose one of the three moons of Krynn to influence your magic: the black moon, Nuitari; the red moon, Lunitari; or the white moon, Solinari. You learn one cantrip of your choice from the wizard spell list and two 1st-level spells based on the moon you choose, as specified in the Lunar Spells table.

    Lunar Spells
    Moon 1st-Level Spell
    Solinari Comprehend Languages | Shield

    You can cast each of the chosen 1st-level spells without a spell slot, and you must finish a long rest before you can cast them in this way again. You can also cast the spells using any spell slots you have.

    Your spellcasting ability for this feat’s spells is Intelligence, Wisdom, or Charisma (choose when you select this feat).

    Source: DSotDQ, page 32

    Adept of White RobesPrerequisite: 4th level, initiate of high sorcery (solinari) feat
    You chose the moon Solinari to influence your magic, and your oath to use magic to make the world a better place has been recognized by the Order of the White Robes, granting you these benefits:

    Protective Magic. You learn one 2nd-level spell of your choice. The 2nd-level spell must be from the abjuration or divination school of magic. You can cast this feat’s 2nd-level spell without a spell slot, and you must finish a long rest before you can cast it in this way again. You can also cast this spell using spell slots you have of the appropriate level. The spell’s spellcasting ability is the one chosen when you gained the Initiate of High Sorcery feat. [Aid]

    Protective Ward. When you or a creature you can see within 30 feet of you takes damage, you can use your reaction to expend a spell slot and weave protective magic around the target. Roll a number of d6s equal to the level of the spell slot expended and reduce the damage the target takes by the total rolled on those dice + your spellcasting ability modifier.


















     
     | FeaturesRitual CastingYou can cast a wizard spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don’t need to have the spell prepared.
    Arcane RecoverYou have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher. For example, if you’re a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots.
    BladesongYou can invoke an elven magic called the Bladesong, provided that you aren't wearing medium or heavy armor or using a shield. It graces you with supernatural speed, agility, and focus. You can use a bonus action to start the Bladesong, which lasts for 1 minute. It ends early if you are incapacitated, if you don medium or heavy armor or a shield, or if you use two hands to make an attack with a weapon. You can also dismiss the Bladesong at any time (no action required). While your Bladesong is active, you gain the following benefits: You gain a bonus to your AC equal to your Intelligence modifier (minimum of +1). Your walking speed increases by 10 feet. You have advantage on Dexterity (Acrobatics) checks. You gain a bonus to any Constitution saving throw you make to maintain your concentration on a spell. The bonus equals your Intelligence modifier (minimum of +1). You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.
    Protective WardWhen you or a creature you can see within 30 feet of you takes damage, you can use your reaction to expend a spell slot and weave protective magic around the target. Roll a number of d6s equal to the level of the spell slot expended and reduce the damage the target takes by the total rolled on those dice + your spellcasting ability modifier.













     
     | ActionsRapierATTACK: DEX [3]+ Proficiency [2]
    RANGE: 5ft
    MAGIC BONUS: 0
    CRIT RANGE: 20
    DAMAGE: 1d8 + DEX [3]
    TYPE: Piercing
    DESCRIPTION: melee weapon (martial, sword)

    Bladesinging Rapier StrikeATTACK: DEX [3]+ Proficiency [2]
    RANGE: 5ft
    MAGIC BONUS: 0
    CRIT RANGE: 20
    DAMAGE: 1d8 + DEX [3]
    TYPE: Piercing
    DESCRIPTION: melee weapon (martial, sword) 



















     
     | SpellsCantrips
    Blade WardBlade Ward
    Abjuration cantrip
    Casting Time:1 action
    Range: Self
    Target: Self
    Components: V S
    Duration: 1 round
    Description:You extend your hand and trace a sigil of warding in the air. Until the end of your next turn, you have resistance against bludgeoning, piercing, and slashing damage dealt by weapon attacks.

    Booming BladeBooming Blade
    Evocation cantrip
    Casting Time:1 action
    Range: Self (5ft radius)
    Target: One creature within the spell’s range
    Components: V, M (a melee weapon worth at least 1 sp)
    Duration: 1 round
    Description:You brandish the weapon used in the spell's casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack’s normal effects and then becomes sheathed in booming energy until the start of your next turn. If the target willingly moves 5 feet or more before then, it immediately takes 1d8 thunder damage, and the spell ends. This spell’s damage increases when you reach certain levels. At 5th level, the melee attack deals an extra 1d8 thunder damage to the target on a hit, and the damage the target takes for moving increases to 2d8. Both damage rolls increase by 1d8 at 11th level (2d8 and 3d8) and again at 17th level (3d8 and 4d8).

    Green Flame Blade1st Level Evocation
    Casting Time: 1 action
    Range: Self (5-foot radius)
    Target: One creature within the spell’s range
    Components: V, M (a melee weapon worth at least 1 sp)
    Duration: Instantaneous
    Classes: Sorcerer, Warlock, Wizard
    Description: You brandish the weapon used in the spell's casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack’s normal effects, and you can cause green fire to leap from the target to a different creature of your choice that you can see within 5 feet of it. The second creature takes fire damage equal to your spellcasting ability modifier. This spell’s damage increases when you reach certain levels. At 5th level, the melee attack deals an extra 1d8 fire damage to the target on a hit, and the fire damage to the second creature increases to 1d8 + your spellcasting ability modifier. Both damage rolls increase by 1d8 at 11th level (2d8 and 2d8) and 17th level (3d8 and 3d8).

    PrestidigitationPrestidigitation
    Transmutation cantrip
    Casting Time:1 action
    Range: 10 feet
    Components: V S
    Duration: 1 Hour
    Description: This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range:

    • You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.
    • You instantaneously light or snuff out a candle, a torch, or a small campfire.
    • You instantaneously clean or soil an object no larger than 1 cubic foot.
    • You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.
    • You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.
    • You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.

    If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.

    1st-Level <2/4>
    Expeditious Retreat1st Level Transmutation
    Casting Time: 1 bonus action
    Range: Self
    Target: Self
    Components: V S
    Duration: Concentration, up to 10 minutes
    Classes: Artificer, Sorcerer, Warlock, Wizard
    Description: This spell allows you to move at an incredible pace. When you cast this spell, and then as a bonus action on each of your turns until the spell ends, you can take the Dash action.

    Magic Missile1st Level Evocation
    Casting Time: 1 action
    Range: 120ft
    Target: A creature of your choice that you can see within range
    Components: V S
    Duration: Instantaneous
    Classes: Sorcerer, Wizard
    Description: You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4 + 1 force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several. At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart for each slot level above 1st.

    Tensors Floating Disk1st Level Conjuration
    Casting Time: 1 Action
    Range: 30 Feet
    Target: An unoccupied space of your choice that you can see within range
    Components: V S M (A drop of mercury)
    Duration: 1 Hour
    Classes: Wizard
    Description: This spell creates a circular, horizontal plane of force, 3 feet in diameter and 1 inch thick, that floats 3 feet above the ground in an unoccupied space of your choice that you can see within range. The disk remains for the duration, and can hold up to 500 pounds. If more weight is placed on it, the spell ends, and everything on the disk falls to the ground. The disk is immobile while you are within 20 feet of it. If you move more than 20 feet away from it, the disk follows you so that it remains within 20 feet of you. It can move across uneven terrain, up or down stairs, slopes and the like, but it can’t cross an elevation change of 10 feet or more. For example, the disk can’t move across a 10-foot-deep pit, nor could it leave such a pit if it was created at the bottom. If you move more than 100 feet from the disk (typically because it can’t move around an obstacle to follow you), the spell ends.

    Tash's Hideous Laughter1st Level Enchantment
    Casting Time: 1 Action
    Range: 30 Feet
    Target: A creature of your choice that you can see within range
    Components: V S M (Tiny tarts and a feather that is waved in the air)
    Duration: Concentration, up to 1 minute
    Classes: Bard, Wizard
    Description: A creature of your choice that you can see within range perceives everything as hilariously funny and falls into fits of laughter if this spell affects it. The target must succeed on a Wisdom saving throw or fall prone, becoming incapacitated and unable to stand up for the duration. A creature with an Intelligence score of 4 or less isn’t affected. At the end of each of its turns, and each time it takes damage, the target can make another Wisdom saving throw. The target has advantage on the saving throw if it’s triggered by damage. On a success, the spell ends.

    Identify1st Level Divination [Ritual]
    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
    Classes: Artificer, Bard, Wizard
    Description: 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.

    Detect Magic1st Level Divination
    Casting Time: 1 Action
    Range: Self
    Target: Self
    Components: V S
    Duration: Concentration, up to 10 minutes
    Classes: Artificer, Bard, Cleric, Druid, Paladin, Ranger, Sorcerer, Wizard
    Description: 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.

    Absorb Elements1st Level Abjuration
    Casting Time: 1 Reaction, which you take when you take acid, cold, fire, lightning, or thunder damage
    Range: Self
    Target: Self
    Components: S
    Duration: Instantaneous
    Classes: Artificer, Druid, Ranger, Sorcerer, Wizard
    Description: 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.

    Charm Person1st Level Enchantment
    Casting Time: 1 Action
    Range: 30 Feet
    Target: A humanoid you can see within range
    Components: V S
    Duration: 1 Hour
    Classes: Bard, Druid, Sorcerer, Warlock, Wizard
    Description: You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was charmed by you.
    At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.

    Comprehend Languages1st Level Divination [Ritual]
    Casting Time: 1 Action
    Range: Self
    Target: Self
    Components: V S M (A pinch of soot and salt)
    Duration: 1 Hour
    Classes: Bard, Sorcerer, Warlock, Wizard
    Description: 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.
    [Initiate of High Sorcery Feat]
    Shield1st 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
    Classes: Sorcerer, Wizard
    Description: 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.
    [Initiate of High Sorcery Feat]
    2nd-Level <2/2>
    Misty Step2nd Level Conjuration
    Casting Time: 1 Bonus Action
    Range: Self
    Target: Self
    Components: V
    Duration: Instantaneous
    Classes: Sorcerer, Wizard
    Description: Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.

    Shadow Blade2nd Level Illusion
    Casting Time: 1 Bonus Action
    Range: Self
    Target: Self
    Components: V, S
    Duration: ConcentrationUp to 1 minute/em>
    Classes: Sorcerer, Wizard
    Description: You weave together threads of shadow to create a sword of solidified gloom in your hand. This magic sword lasts until the spell ends. It counts as a simple melee weapon with which you are proficient. It deals 2d8 psychic damage on a hit and has the finesse, light, and thrown properties (range 20/60). In addition, when you use the sword to attack a target that is in dim light or darkness, you make the attack roll with advantage.
    If you drop the weapon or throw it, it dissipates at the end of the turn. Thereafter, while the spell persists, you can use a bonus action to cause the sword to reappear in your hand.
    At Higher Levels When you cast this spell using a 3rd- or 4th-level spell slot, the damage increases to 3d8. When you cast it using a 5th- or 6th-level spell slot, the damage increases to 4d8. When you cast it using a spell slot of 7th level or higher, the damage increases to 5d8.

    Aid Aid
    2nd Level Abjuration
    Casting Time:1 action
    Range: 30 feet
    Components: V S, M
    Duration: 8 hours
    Description:Your spell bolsters your allies with toughness and resolve. Choose up to three creatures within range. Each target’s hit point maximum and current hit points increase by 5 for the duration.

    At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, a target’s hit points increase by an additional 5 for each slot level above 2nd.
    [Adept of the White Robes]
    Mirror ImageMirror Image
    2nd Level Illusion
    Casting Time:1 action
    Range: Self
    Components: V S
    Duration: 1 Minute
    Description: Three illusory duplicates of yourself appear in your space. Until the spell ends, the duplicates move with you and mimic your actions, shifting position so it’s impossible to track which image is real. You can use your action to dismiss the illusory duplicates.

    Each time a creature targets you with an attack during the spell’s duration, roll a d20 to determine whether the attack instead targets one of your duplicates.

    If you have three duplicates, you must roll a 6 or higher to change the attack’s target to a duplicate. With two duplicates, you must roll an 8 or higher. With one duplicate, you must roll an 11 or higher.

    A duplicate’s AC equals 10 + your Dexterity modifier. If an attack hits a duplicate, the duplicate is destroyed. A duplicate can be destroyed only by an attack that hits it. It ignores all other damage and effects. The spell ends when all three duplicates are destroyed.

    A creature is unaffected by this spell if it can’t see, if it relies on senses other than sight, such as blindsight, or if it can perceive illusions as false, as with truesight.

     

    On the ship deck

    Decimus is none to pleased at the volume of soldiers and officials surrounding his mount. The others had managed to wrangle themselves horses while he had been unable to do so, and for a while, he had been jealous, but for the short time he rode atop the machine before them all, he felt quite pleased with himself. They had decided to turn the weapon over the officials of Kalaman, and as such, they were inspecting it. He had felt as though he could not allow them to take it without saying goodbye, so he stuck around to help them decipher the controls and get it moving. It is a mournful affair for the wizard, especially as he watches it slowly trundle off of the boat and away into the city. Alas Decidrak. We barely knew thee.

    At the Barony

    It is becoming apparent to Decimus that maybe Lady Michelle is not quite who he had thought her to be, but the pomp and circumstance of her newfound nobility does nothing to soften the dislike he feels towards her. They had travelled a long way in a short time to forget what she was responsible for. It is such feelings that prevent him from desiring any sort of accommodation from the woman or her staff. Instead, he decides that heading into Kalaman once more is more desirable. With a few coins now, finding a berth in some disreputable establishment where he can immerse himself in the local culture is well within his reach. Just like old times. As he is about to follow the others back into the city, though with his own goal in mind, he stays behind to speak with Hunni and Merituuli about their places in the Order.

    He smiles ruefully at the insulting, yet accurate description of the White Robes, and nods along to the rest of her descriptions of the Robes, though he finds himself frowning in the manner of her concise explanation, feeling as though Jezebel may be participating in the conversation in some way.

    "There is a joke among the other Robes I believe... 'White Robes stay white because they never get their hands dirty'... I'm afraid we've developed a... Reputation... For preferring academics over action... Though Hunni is correct... Solinari does indeed impress upon her faithful that protection is... paramount..."

    There is more to it, but the explanation is long, and quite boring, the lethargic wizard much prefers Hunni's condensed version of the Order and its functions.

    "If you excuse me... I don't think I can stomach the thought... Of staying in the company of our newest member of the peerage... I'm off to follow the others for some shopping... In the meantime..."

    He would keep an eye out for a place to rest, though if there were anything else for the group to meet about, he would begrudgingly return before once more leaving the grounds. It had been a considerable while since he had enjoyed an inn proper without the looming weight of a funeral upon his shoulders.

    spacer.png

    Action:

    Bonus Action:

    Movement:

    Reaction:

  4. token_1(5).png.2b95751388080bca58e2ac5ed304bf2d.pngKatya 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
    | DEXScore: +2
    Acrobatics: +2
    Stealth: +2
    Sleight of Hand: +2
    :
     14 | CONScore: -19 | 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 feeling of the hooks on the ends of her thin limbs skittering across the stone ceiling of the passageway is disconcerting, but the initial flood of adrenaline from the fear of the form is beginning to wear off as she becomes accustomed to the feeling of her new body. Katya clicks excitedly as they come across the split in the path, and begins moving on Gilavars prompting, heading down the passage, intrigued at what they will find. Any fear she would normally suffer from in her human form seems to be washed away thanks to the strange new experience of the body and its abilities. On her own, she never would have been able to travel so freely without worry, but being able to see in the dark, the swiftness of the many legs, and the ability to walk on the ceiling! All remarkable. Paying attention to the path ahead, all 8 of her eyes are assessing the route for danger.

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    wolfspider.png.2b27c8d30957dde60bbc642162ac227a.png

     

  5. token_1(15).png.6b07aafa6d19fa548f86a60d15ab5705.pngPrimus | Barbarian Giant Instinct | Human


    AC: 17  | HP: 23/23 | Speed: 30 ft | Rage: +6 Damage | +4 Temp HP | -1 AC | 10 Rounds
    STR: Score: 4
    Athletics +7 • Trained 3 • Str 4 • Item 0 • Armor -0
    18 | DEXScore: +2
    Reflex +4 • Trained 3 • Dex 2 • Item 0 • Condition -1
    Acrobatics +1 • Untrained 0 • Dex 2 • Item 0 • Condition -1
    Stealth +1 • Untrained 0 • Dex 2 • Item 0 • Condition -1
    Thievery +1 • Untrained 0 • Dex 2 • Item 0 • Condition -1
    :
     14 | CONScore +3
    Fortitude +8 • Expert 5 • Con 3 • Item 0
    16 | INTScore: -1
    Arcana -1 • Untrained 0 • Int -1 • Item 0
    Crafting -1 • Untrained 0 • Int -1 • Item 0
    Lore: Gladiatorial +2 • Trained 3 • Int -1 • Item 0
    Occultism -1 • Untrained 0 • Int -1 • Item 0
    Society -1 • Untrained 0 • Int -1 • Item 0
    :
     8 | WISScore: -1
    Medicine -1 • Untrained 0 • Wis -1 • Item 0
    Nature -1 • Untrained 0 • Wis -1 • Item 0
    Religion -1 • Untrained 0 • Wis -1 • Item 0
    Survival +2 • Trained 3 • Wis -1 • Item 0
    :
     8 | CHAScore: +1
    Deception +1 • Untrained 0 • Cha 1 • Item 0
    Diplomacy +4 • Trained 3 • Cha 1 • Item 0
    Intimidation +4 • Trained 3 • Cha 1 • Item 0
    Performance +4 • Trained 3 • Cha 1 • Item 0
    :
     12
    Languages: Common, Dwarven


    FeatsHeritage FeatFleet You move more quickly on foot. Your Speed increases by 5 feet.
    Free FeatImpressive PerformancePrerequisites trained in Performance
    Your performances inspire admiration and win you fans. You can Make an Impression using Performance instead of Diplomacy.

    Ancestry Feat Natural AmbitionYou were raised to be ambitious and always reach for the stars, leading you to progress quickly in your chosen field. You gain a 1st-level class feat for your class. You must meet the prerequisites, but you can select the feat later in the character creation process in order to determine which prerequisites you meet.
    Class Feat • Power AttackYou unleash a particularly powerful attack that clobbers your foe but leaves you a bit unsteady. Make a melee Strike. This counts as two attacks when calculating your multiple attack penalty. If this Strike hits, you deal an extra die of weapon damage. If you’re at least 10th level, increase this to two extra dice, and if you’re at least 18th level, increase it to three extra dice.
    Class Feat • Sudden ChargeWith a quick sprint, you dash up to your foe and swing. Stride twice. If you end your movement within melee reach of at least one enemy, you can make a melee Strike against that enemy. You can use Sudden Charge while Burrowing, Climbing, Flying, or Swimming instead of Striding if you have the corresponding movement type.



















     
     | FeaturesRageRequirements You aren’t fatigued or raging.
    You tap into your inner fury and begin raging. You gain a number of temporary Hit Points equal to your level plus your Constitution modifier. This frenzy lasts for 1 minute, until there are no enemies you can perceive, or until you fall unconscious, whichever comes first. You can’t voluntarily stop raging. While you are raging:
    •You deal 2 additional damage with melee weapons and unarmed attacks. This additional damage is halved if your weapon or unarmed attack is agile.
    •You take a –1 penalty to AC.
    •You can’t use actions with the concentrate trait unless they also have the rage trait. You can Seek while raging.
    After you stop raging, you lose any remaining temporary Hit Points from Rage, and you can’t Rage again for 1 minute.
    - Giant InstinctYour rage gives you the raw power and size of a giant. This doesn’t necessarily mean you revere giants—you might scoff at them or even aspire to slay them! You could instead seem like a giant to other people due to your exceptional strength or larger-than-life emotions and ego.

    Anathema
    Failing to face a personal challenge of strength is anathema.

    Titan Mauler (Instinct Ability)
    You can use a weapon built for a Large creature if you are Small or Medium (both normally and when raging). If you’re not Small or Medium, you can use a weapon built for a creature one size larger than you. You gain access to this larger weapon, of any weapon type otherwise available at character creation. It has the normal Price and Bulk for a weapon of its size (page 295). When wielding such a weapon in combat, increase your additional damage from Rage from 2 to 6, but you have the clumsy 1 condition (page 618) because of the weapon’s unwieldy size. You can’t remove this clumsy condition or ignore its penalties by any means while wielding the weapon.

    Specialization Ability (Level 7)
    Increase the damage from Rage when using a larger weapon from 6 to 10; if you have greater weapon specialization, increase it from 10 to 18.

    Raging Resistance (Level 9)
    You resist bludgeoning damage and your choice of cold, electricity, or fire, chosen when you gain raging resistance.












     
     | ActionsLarge GreatswordATTACK: +7 / +3 / -1
    RANGE: 5ft
    MAGIC BONUS: -
    DAMAGE: 1d12+4
    TYPE: Versatile Piercing
    DESCRIPTION: -

    Large Greatsword Power AttackATTACK: +7 [Counts as 2 attacks]
    RANGE: 5ft
    MAGIC BONUS: -
    DAMAGE: 2d12+4
    TYPE: Versatile Piercing
    DESCRIPTION: -









     
     

     

     

     

    He was beginning to feel as though he may have come to the wrong place. These Sword Lords were beginning to sound like a farce. In his eyes, anyone who had the choice for peace, but picked up the blade anyway, did not understand the pain and death that came with it. There was nothing good anyone could do with a weapon, they were designed to destroy, no matter what intentions the wielder of the weapon possessed. It was something he struggled with his whole life, he had faced the choice and had picked up the sword anyway, knowing that no matter for every life he saved, he would be destroying countless others. If there was anything that could be respected about that, he could not see it. Fighting for anything other than survival was masturbation. No matter how angry he got, he would not point this sword at anyone unless he meant to kill them. And when it did get unleashed? There was nothing he would not do in order to win, to survive. He'd spit, bite, throw dirt, even tear off his own arm if it meant victory.

    "Feh, this ain't no artist brush, ain't nothing respectable about killin', ain't nothing civil about fightin'"

    Thankfully, with the bards starting their song, and the woman appearing suddenly and throwing up took the focus off of him, letting him step back and out of the limelight. His large size and even larger sword made him an easy target for distractions, and as much as he could work a crowd, he never liked it. Letting the others tend to the woman, he watched, thinking about how whenever he was sick growing up, the only medicine was crawling into a whole and riding it out until he either died, or came through the other side. He was still here, so there was something to be said for being so angry he would not die. He gets distracted by the show of magic, impressed by it, though uncomfortable at the sight of it. Magic had been used a lot to control the gladiators. They had been cultivated to be peak athletes, so the only way to safely Shepard them was with cruel spells, through injurious evocations, or beguiling enchantments.

    "Witches probably count as scallywags"

     

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  6. token_1(15).png.6b07aafa6d19fa548f86a60d15ab5705.pngPrimus | Barbarian Giant Instinct | Human


    ACLeather Armor: +2
    Dexterity: +3
    Proficiency: +3
    :
     17  | HP: 23/23 | Speed: 30 ft | Rage: +6 Damage | +4 Temp HP | -1 AC | 10 Rounds
    STR: Score: 4
    Athletics +7 • Trained 3 • Str 4 • Item 0 • Armor -0
    18 | DEXScore: +2
    Reflex +4 • Trained 3 • Dex 2 • Item 0 • Condition -1
    Acrobatics +1 • Untrained 0 • Dex 2 • Item 0 • Condition -1
    Stealth +1 • Untrained 0 • Dex 2 • Item 0 • Condition -1
    Thievery +1 • Untrained 0 • Dex 2 • Item 0 • Condition -1
    :
     14 | CONScore +3
    Fortitude +8 • Expert 5 • Con 3 • Item 0
    16 | INTScore: -1
    Arcana -1 • Untrained 0 • Int -1 • Item 0
    Crafting -1 • Untrained 0 • Int -1 • Item 0
    Lore: Gladiatorial +2 • Trained 3 • Int -1 • Item 0
    Occultism -1 • Untrained 0 • Int -1 • Item 0
    Society -1 • Untrained 0 • Int -1 • Item 0
    :
     8 | WISScore: -1
    Medicine -1 • Untrained 0 • Wis -1 • Item 0
    Nature -1 • Untrained 0 • Wis -1 • Item 0
    Religion -1 • Untrained 0 • Wis -1 • Item 0
    Survival +2 • Trained 3 • Wis -1 • Item 0
    :
     8 | CHAScore: +1
    Deception +1 • Untrained 0 • Cha 1 • Item 0
    Diplomacy +4 • Trained 3 • Cha 1 • Item 0
    Intimidation +4 • Trained 3 • Cha 1 • Item 0
    Performance +4 • Trained 3 • Cha 1 • Item 0
    :
     12
    Languages: Common, Dwarven


    FeatsHeritage FeatFleet You move more quickly on foot. Your Speed increases by 5 feet.
    Free FeatImpressive PerformancePrerequisites trained in Performance
    Your performances inspire admiration and win you fans. You can Make an Impression using Performance instead of Diplomacy.

    Ancestry Feat Natural AmbitionYou were raised to be ambitious and always reach for the stars, leading you to progress quickly in your chosen field. You gain a 1st-level class feat for your class. You must meet the prerequisites, but you can select the feat later in the character creation process in order to determine which prerequisites you meet.
    Class Feat • Power AttackYou unleash a particularly powerful attack that clobbers your foe but leaves you a bit unsteady. Make a melee Strike. This counts as two attacks when calculating your multiple attack penalty. If this Strike hits, you deal an extra die of weapon damage. If you’re at least 10th level, increase this to two extra dice, and if you’re at least 18th level, increase it to three extra dice.
    Class Feat • Sudden ChargeWith a quick sprint, you dash up to your foe and swing. Stride twice. If you end your movement within melee reach of at least one enemy, you can make a melee Strike against that enemy. You can use Sudden Charge while Burrowing, Climbing, Flying, or Swimming instead of Striding if you have the corresponding movement type.



















     
     | FeaturesRageRequirements You aren’t fatigued or raging.
    You tap into your inner fury and begin raging. You gain a number of temporary Hit Points equal to your level plus your Constitution modifier. This frenzy lasts for 1 minute, until there are no enemies you can perceive, or until you fall unconscious, whichever comes first. You can’t voluntarily stop raging. While you are raging:
    •You deal 2 additional damage with melee weapons and unarmed attacks. This additional damage is halved if your weapon or unarmed attack is agile.
    •You take a –1 penalty to AC.
    •You can’t use actions with the concentrate trait unless they also have the rage trait. You can Seek while raging.
    After you stop raging, you lose any remaining temporary Hit Points from Rage, and you can’t Rage again for 1 minute.
    - Giant InstinctYour rage gives you the raw power and size of a giant. This doesn’t necessarily mean you revere giants—you might scoff at them or even aspire to slay them! You could instead seem like a giant to other people due to your exceptional strength or larger-than-life emotions and ego.

    Anathema
    Failing to face a personal challenge of strength is anathema.

    Titan Mauler (Instinct Ability)
    You can use a weapon built for a Large creature if you are Small or Medium (both normally and when raging). If you’re not Small or Medium, you can use a weapon built for a creature one size larger than you. You gain access to this larger weapon, of any weapon type otherwise available at character creation. It has the normal Price and Bulk for a weapon of its size (page 295). When wielding such a weapon in combat, increase your additional damage from Rage from 2 to 6, but you have the clumsy 1 condition (page 618) because of the weapon’s unwieldy size. You can’t remove this clumsy condition or ignore its penalties by any means while wielding the weapon.

    Specialization Ability (Level 7)
    Increase the damage from Rage when using a larger weapon from 6 to 10; if you have greater weapon specialization, increase it from 10 to 18.

    Raging Resistance (Level 9)
    You resist bludgeoning damage and your choice of cold, electricity, or fire, chosen when you gain raging resistance.












     
     | ActionsLarge GreatswordATTACK: +7 / +3 / -1
    RANGE: 5ft
    MAGIC BONUS: -
    DAMAGE: 1d12+4
    TYPE: Versatile Piercing
    DESCRIPTION: -

    Large Greatsword Power AttackATTACK: +7 [Counts as 2 attacks]
    RANGE: 5ft
    MAGIC BONUS: -
    DAMAGE: 2d12+4
    TYPE: Versatile Piercing
    DESCRIPTION: -









     
     

     

    The petite brunette who had nearly become trampled underfoot stares up at him after muttering a word that gives him a very uncomfortable feeling somewhere deep in the back of his mind, but the Titan cannot justify it, so he pushes the thought aside, into the little box in his mind with the rest of his trauma. Thankfully, he did not scare her, but her deadpan response to his presence provides a little bit of levity to the situation.

    "Yeah, there ain't no one like me"

    He turns to the face the balding Half-Elf who corrects him, eyeing him suspiciously, whatever story his scarred appearance told, his sharp green eyes did not tell the same tale. Scallywag indeed.

    "Aldori, got it. I dunno what a Sword Lord is, but I ain't here to pick a fight. Not unless I get paid"

    Yet another comment on his size has him turn to face another member of the crowd, beginning to feel as though he might develop a complex if every single person mentioned it. The man was taller than most of the others, but Primus still looked down his nose at him, though he recognized a fellow wanderer in his weathered, journeyman appearance.

    "She cuts whatever is in front of her, I ain't picked up a horse before neither, not a whole one at least"

    Horse meat leftover from gladiatorial battles had often been thrown in the pit for the slaves to fight over, thanks to his size, he often managed to get some of the larger pieces that he would then help butcher for his small group. At least when he was old and strong enough to fight for it.

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  7. token_1(15).png.6b07aafa6d19fa548f86a60d15ab5705.pngPrimus | Barbarian Giant Instinct | Human


    ACLeather Armor: +2
    Dexterity: +3
    Proficiency: +3
    :
     17  | HP: 23/23 | Speed: 30 ft | Rage: +6 Damage | +4 Temp HP | -1 AC | 10 Rounds
    STR: Score: 4
    Athletics +7 • Trained 3 • Str 4 • Item 0 • Armor -0
    18 | DEXScore: +2
    Reflex +4 • Trained 3 • Dex 2 • Item 0 • Condition -1
    Acrobatics +1 • Untrained 0 • Dex 2 • Item 0 • Condition -1
    Stealth +1 • Untrained 0 • Dex 2 • Item 0 • Condition -1
    Thievery +1 • Untrained 0 • Dex 2 • Item 0 • Condition -1
    :
     14 | CONScore +3
    Fortitude +8 • Expert 5 • Con 3 • Item 0
    16 | INTScore: -1
    Arcana -1 • Untrained 0 • Int -1 • Item 0
    Crafting -1 • Untrained 0 • Int -1 • Item 0
    Lore: Gladiatorial +2 • Trained 3 • Int -1 • Item 0
    Occultism -1 • Untrained 0 • Int -1 • Item 0
    Society -1 • Untrained 0 • Int -1 • Item 0
    :
     8 | WISScore: -1
    Medicine -1 • Untrained 0 • Wis -1 • Item 0
    Nature -1 • Untrained 0 • Wis -1 • Item 0
    Religion -1 • Untrained 0 • Wis -1 • Item 0
    Survival +2 • Trained 3 • Wis -1 • Item 0
    :
     8 | CHAScore: +1
    Deception +1 • Untrained 0 • Cha 1 • Item 0
    Diplomacy +4 • Trained 3 • Cha 1 • Item 0
    Intimidation +4 • Trained 3 • Cha 1 • Item 0
    Performance +4 • Trained 3 • Cha 1 • Item 0
    :
     12
    Languages: Common, Dwarven


    FeatsHeritage FeatFleet You move more quickly on foot. Your Speed increases by 5 feet.
    Free FeatImpressive PerformancePrerequisites trained in Performance
    Your performances inspire admiration and win you fans. You can Make an Impression using Performance instead of Diplomacy.

    Ancestry Feat Natural AmbitionYou were raised to be ambitious and always reach for the stars, leading you to progress quickly in your chosen field. You gain a 1st-level class feat for your class. You must meet the prerequisites, but you can select the feat later in the character creation process in order to determine which prerequisites you meet.
    Class Feat • Power AttackYou unleash a particularly powerful attack that clobbers your foe but leaves you a bit unsteady. Make a melee Strike. This counts as two attacks when calculating your multiple attack penalty. If this Strike hits, you deal an extra die of weapon damage. If you’re at least 10th level, increase this to two extra dice, and if you’re at least 18th level, increase it to three extra dice.
    Class Feat • Sudden ChargeWith a quick sprint, you dash up to your foe and swing. Stride twice. If you end your movement within melee reach of at least one enemy, you can make a melee Strike against that enemy. You can use Sudden Charge while Burrowing, Climbing, Flying, or Swimming instead of Striding if you have the corresponding movement type.



















     
     | FeaturesRageRequirements You aren’t fatigued or raging.
    You tap into your inner fury and begin raging. You gain a number of temporary Hit Points equal to your level plus your Constitution modifier. This frenzy lasts for 1 minute, until there are no enemies you can perceive, or until you fall unconscious, whichever comes first. You can’t voluntarily stop raging. While you are raging:
    •You deal 2 additional damage with melee weapons and unarmed attacks. This additional damage is halved if your weapon or unarmed attack is agile.
    •You take a –1 penalty to AC.
    •You can’t use actions with the concentrate trait unless they also have the rage trait. You can Seek while raging.
    After you stop raging, you lose any remaining temporary Hit Points from Rage, and you can’t Rage again for 1 minute.
    - Giant InstinctYour rage gives you the raw power and size of a giant. This doesn’t necessarily mean you revere giants—you might scoff at them or even aspire to slay them! You could instead seem like a giant to other people due to your exceptional strength or larger-than-life emotions and ego.

    Anathema
    Failing to face a personal challenge of strength is anathema.

    Titan Mauler (Instinct Ability)
    You can use a weapon built for a Large creature if you are Small or Medium (both normally and when raging). If you’re not Small or Medium, you can use a weapon built for a creature one size larger than you. You gain access to this larger weapon, of any weapon type otherwise available at character creation. It has the normal Price and Bulk for a weapon of its size (page 295). When wielding such a weapon in combat, increase your additional damage from Rage from 2 to 6, but you have the clumsy 1 condition (page 618) because of the weapon’s unwieldy size. You can’t remove this clumsy condition or ignore its penalties by any means while wielding the weapon.

    Specialization Ability (Level 7)
    Increase the damage from Rage when using a larger weapon from 6 to 10; if you have greater weapon specialization, increase it from 10 to 18.

    Raging Resistance (Level 9)
    You resist bludgeoning damage and your choice of cold, electricity, or fire, chosen when you gain raging resistance.












     
     | ActionsLarge GreatswordATTACK: +7 / +3 / -1
    RANGE: 5ft
    MAGIC BONUS: -
    DAMAGE: 1d12+4
    TYPE: Versatile Piercing
    DESCRIPTION: -

    Large Greatsword Power AttackATTACK: +7 [Counts as 2 attacks]
    RANGE: 5ft
    MAGIC BONUS: -
    DAMAGE: 2d12+4
    TYPE: Versatile Piercing
    DESCRIPTION: -









     
     

     

    Primus wrinkles his nose in distaste as he steps onto the first stones of the cobblestone path leading the way to the mansion. The place reeked of money, and the neatness and clear display of wealth fueled the roiling rage beginning to burn in his stomach at the thought of the exploitation that would surely have been involved in the gathering of such wealth. Suppressing his instinct to draw the massive piece of iron upon his back, the warrior has to remind himself that opulence and extravagance does not guarantee injustice, though he has yet to come across an example of innocent gentry. The path is longer than it has any reason to be, giving him too much time to think about the task at hand. Heroes were being summoned here. Allegedly. Though the promise of a reward guaranteed the presence of many other type of folk hoping to get ahead. He was no true hero himself, turning down the reward was an absurd idea, but he just did not like the idea that some people just did not see the good in their actions. His lofty goals had not gotten him anywhere on their own so far, so he was desperate to make a bit of coin and finally eat something cooked. Having expected a longer walk down the path, he nearly barrels into one of the other hopeful heroes while lost in his thoughts.

    Catching himself, he brings his hands up awkwardly, a guilty look on his face as his deep voice quickly blurts out an apology.

    "Sorry! I was lost in my own little world. Didn't expect the line to start so uh... quickly?"

    He's not really sure if it conveys his intent, but he does not know any other words to describe it.

    "This the uhhh Aldomi place? S'ones hiring heroes?"

    Awkwardly, he shrugs his shoulders, trying to reseat the enormous weapon upon his back, but failing to do so. Instead, he fiddles with the various latches of his leather armor, and with the bolts in his pouch for his crossbow.

     

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  8. token_1(5).png.2b95751388080bca58e2ac5ed304bf2d.pngKatya 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
    | DEXScore: +2
    Acrobatics: +2
    Stealth: +2
    Sleight of Hand: +2
    :
     14 | CONScore: -19 | 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 uncertainly. The others had not acknowledged her question, which was fine, but she lacks the confidence to ask again, and instead frets about the logistics of turning into a Spider of all things. Eight eyes, eight legs, far too many of both, but what other sorts of animals thrived as well as they did in moist, underground caves filled with dangerous things? Surely whatever could be found in here would likely have the same reaction to seeing an enormous spider as she would. Thankfully, the only benefit to this transformation was likely that she would be the only one not able to see the monstrosity. With one more full body shudder, she forms and unforms fists with both hands as she desperately tries to suppress the agonizing disgust filling her. With one final, gaspingly loud breath, she squeezes her eyes shut and braces herself as though for some great impact as the magic courses through her body.

    The feeling of her limbs splitting and thinning would have made her gag if her mouth had not already reversed, with powerful pincers growing from her lips. The feeling of her blood running cold was a new sensation as well, having only taken the forms of warm blooded animals, the iciness creeping through her body as though she was submerging herself in cold water. The usual ninety degree angle of her sight morphs as she feels additional segmented eyes form through her skin, showing a much greater range of vision in strange, repeated angles that her human brain would have struggled to process, but her arachnid mind finds it quite normal. Moving a limb moves others in tandem, and the strange lurching gait of a spider is uneasy at first, but as she continues walking upwards on the wall to her right, eventually holding herself on the ceiling, it feels as natural as ever. The Wolf form had felt wild and as though she could run like the wind. The Ape form had given her strength she could never before have imagined. This spider form felt alien, so far from anything else she had ever experienced, but the darkness had brightened, and where the feeling of her feet pressing against earth once felt heavy and impactful, the spindly legs ending with claws of a spider felt weightless. In her surprise, seeing the others, upside down, beneath her on the floor of the path, she tries to make a sound, only a strange clicking escaping her pincered maw.

    With her new fleet body, she heads down the hallway as silently as her new form can carry her [Stealth 13] after the others.

     

     

     

    spacer.png

    wolfspider.png.2b27c8d30957dde60bbc642162ac227a.png

     

  9. th3t0t3m_spelljammer_owlin_with_a_laser_pistol_188ee4a5-14dc-48ba-ae28-db8847f6feff.png.64dbe3e9caf52d3c7eea8b1c869e8c06.pngI've always wanted to play a Starjammer game, and I see @Shocker is here, and it would be dope to play alongside him, and hello @JubalBreakbottle. I was thinking of a Owlin Light Eater Warlock named Radio who flavours his eldritch blast as using a laser pistol. His background is Wildspacer which has the Close Encounter feature, tying into his Light Eater patron. During his childhood he was an orphan who worked as a cabin boy on a space pirate ship, and through their adventures, they came across a living black hole, whose infinite existence drove most of the crew mad, setting them upon themselves. Being one of the ones who was not driven mad by merging minds with the end of the universe, the cosmic horror burrowed its way into his mind, forever linking the two. Because of its powers and his small form allowing him to hide, he managed to survive the fight on board the ship, but with him being the only survivor, he was unable to pilot the ship safely, and it ended up crash landing on the same planet as the Academy. Now cursed with the living embodiment of entropy slowly eating away at his mind, he wants to learn how to control his powers and break his contract.

    Even though every time he closes his eyes, he sees the end of all life, he has a sense of humor about it. He's cheeky and laissez-faire about most things, having come to terms with the trauma of his childhood, he's now just trying to make the best of his future.

  10. The TitanGuts_600.3336712.jpg.59943b0c566bd16cfa3d787976305dc1.jpg

    If I don't wield the sword,
    I can't protect you.

    If I keep wielding the sword,
    I can't embrace you.

    Theme Killing in the Name
    Character Sheet


    ---- Primus
    Human (Versatile HumanHumanity's versatility and ambition have fueled its ascendance to be the most common ancestry in most nations throughout the world. Select a general feat of your choice for which you meet the prerequisites (as with your ancestry feat, you can select this general feat at any point during character creation).) • Barbarian I
    Medium • Chaotic Good


    Abilities
    Strength 18 (+4) • Dexterity 14 (+2) • Constitution 16 (+3) 
    Intelligence 8 (-1) • Wisdom 8 (-1) • Charisma 12 (+1)

    Boosts
    • Ancestry: Strength • Constitution
    • Background: Strength • Constitution
    • Class: Strength
    • Voluntary Flaws: + Dexterity - Intelligence - Wisdom
    • Free: Strength • Constitution • Charisma • Dexterity 


    Adventuring & Combat
    HP 23/23
    Perception +5 • Expert 5 • Wis 0 • Item 0 • Senses
    Speed 30 ft.
    Class DC 17 • Trained 3 • Base 10 • Str 4 • Item 0


    Armor and Shields
    AC 16 • Trained 3 • Base 10 • Dex 1 • Item 4 • Condition -1
    • Trained: Light armor • Medium armor Unarmored defense

    Studded Leather • Bulk 1 • +2 AC • Dex Cap 3 • Check Penalty 1 • Speed Penalty 0 • Strength 12


    Saving Throws 
    • Fortitude +8 • Expert 5 • Con 3 • Item 0
    • Reflex +3 • Trained 3 • Dex 1 • Item 0 • Condition -1
    • Will +5 • Expert 5 • Wis 0 • Item 0

    Weapon Proficiencies
    • Trained: Simple, Martial, Unarmed

    Large Greatsword +7 • Trained 3 • Str 4 • Item 0 • Damage 1d12+4 • Notes
    Javelin [x5] +5 • Trained 3 • Dex 2 • Item 0 • Damage 1d6+4 • Notes
    Crossbow +5 • Trained 3 • Dex 2 • Item 0 • Damage 1d8 • Notes


    Skills
    Acrobatics +1 • Untrained 0 • Dex 2 • Item 0 • Condition -1
    Arcana -1 • Untrained 0 • Int -1 • Item 0
    Athletics +7 • Trained 3 • Str 4 • Item 0 • Armor -0
    Crafting -1 • Untrained 0 • Int -1 • Item 0
    Deception +1 • Untrained 0 • Cha 1 • Item 0
    Diplomacy +4 • Trained 3 • Cha 1 • Item 0
    Intimidation +4 • Trained 3 • Cha 1 • Item 0
    Lore: Gladatorial +2 • Trained 3 • Int -1 • Item 0
    Medicine +0 • Untrained 0 • Wis -1 • Item 0
    Nature -1 • Untrained 0 • Wis -1 • Item 0
    Occultism -1 • Untrained 0 • Int -1 • Item 0
    Performance +4 • Trained 3 • Cha 1 • Item 0
    Religion -1 • Untrained 0 • Wis -1• Item 0
    Society -1 • Untrained 0 • Int -1 • Item 0
    Stealth -0 • Untrained 0 • Dex 2 • Item 0 • Armor -1 • Condition -1
    Survival +2 • Trained 3 • Wis -1 • Item 0
    Thievery +1 • Untrained 0 • Dex 2 • Item 0 • Condition -1

    Languages: Common, Dwarvish


    Heritage FeatFleet You move more quickly on foot. Your Speed increases by 5 feet.
    Free FeatImpressive PerformancePrerequisites trained in Performance

    Your performances inspire admiration and win you fans. You can Make an Impression using Performance instead of Diplomacy.

    Ancestry Feat Natural AmbitionYou were raised to be ambitious and always reach for the stars, leading you to progress quickly in your chosen field. You gain a 1st-level class feat for your class. You must meet the prerequisites, but you can select the feat later in the character creation process in order to determine which prerequisites you meet.
    Class Feat • Power AttackYou unleash a particularly powerful attack that clobbers your foe but leaves you a bit unsteady. Make a melee Strike. This counts as two attacks when calculating your multiple attack penalty. If this Strike hits, you deal an extra die of weapon damage. If you’re at least 10th level, increase this to two extra dice, and if you’re at least 18th level, increase it to three extra dice.
    Class Feat • Sudden ChargeWith a quick sprint, you dash up to your foe and swing. Stride twice. If you end your movement within melee reach of at least one enemy, you can make a melee Strike against that enemy. You can use Sudden Charge while Burrowing, Climbing, Flying, or Swimming instead of Striding if you have the corresponding movement type.


    Class Features
    RageRequirements You aren’t fatigued or raging.

    You tap into your inner fury and begin raging. You gain a number of temporary Hit Points equal to your level plus your Constitution modifier. This frenzy lasts for 1 minute, until there are no enemies you can perceive, or until you fall unconscious, whichever comes first. You can’t voluntarily stop raging. While you are raging:

    •You deal 2 additional damage with melee weapons and unarmed attacks. This additional damage is halved if your weapon or unarmed attack is agile.

    •You take a –1 penalty to AC.

    •You can’t use actions with the concentrate trait unless they also have the rage trait. You can Seek while raging.

    After you stop raging, you lose any remaining temporary Hit Points from Rage, and you can’t Rage again for 1 minute.
    - Giant InstinctYour rage gives you the raw power and size of a giant. This doesn’t necessarily mean you revere giants—you might scoff at them or even aspire to slay them! You could instead seem like a giant to other people due to your exceptional strength or larger-than-life emotions and ego.

    Anathema
    Failing to face a personal challenge of strength is anathema.

    Titan Mauler (Instinct Ability)
    You can use a weapon built for a Large creature if you are Small or Medium (both normally and when raging). If you’re not Small or Medium, you can use a weapon built for a creature one size larger than you. You gain access to this larger weapon, of any weapon type otherwise available at character creation. It has the normal Price and Bulk for a weapon of its size (page 295). When wielding such a weapon in combat, increase your additional damage from Rage from 2 to 6, but you have the clumsy 1 condition (page 618) because of the weapon’s unwieldy size. You can’t remove this clumsy condition or ignore its penalties by any means while wielding the weapon.

    Specialization Ability (Level 7)
    Increase the damage from Rage when using a larger weapon from 6 to 10; if you have greater weapon specialization, increase it from 10 to 18.

    Raging Resistance (Level 9)
    You resist bludgeoning damage and your choice of cold, electricity, or fire, chosen when you gain raging resistance.


    Inventory
    Money: 0 GP • 2 SP
    Bulk 8/9 • Enc 9 (5 + Str 18) • Max 14 (10 + Str 18)

    Backpack • Bedroll, Flint & Steel, Rope [50ft], Torch [x5], Chalk [x10], Rations [x2], Soap, Waterskin


    Arms and Armor
    Chain Mail • Bulk 2 • Notes


    Appearance

    Standing at six feet eight inches, Primus stands above most anyone he comes into contact with, and that is discounting the sheer width and breadth of his muscular body, carved out through countless battles and endless warfare. Weighing it in at just under three hundred pounds, he is a walking mass of muscle and power. The history of his war is carved into the canvas of his body, which is covered with jagged scars, a testament to his considerable willpower to keep on going long after anyone else would have given up. Black, unkempt hair frames his square-jawed face, matching his singular black eye. Commonly well armored, he looks like the standard mercenary, until the massive sword upon his back is unleashed. A hefty great sword, clearly designed for someone twice his size, but wielded in his hands because he is a madman.

    Titanic • With a physical presence such as his, there are few words that can accurately describe his stature, but during his gladiatorial enslavement, he was often sold to new buyers as the Titan, an epithet that stuck. His powerful build is required to use the massive slab of steel on his back the way he does, but he has been swinging it for so long, no other weapon would feel right in his hands.
    Scarred • The life of a gladiator is brutal and bloody. An enslaved one remains under the blade long after the crowds are gone and there is no one left to fight. The harsh reality of his upbringing is worn proudly across his body, with an especially grievous one on the bridge of his nose, a memory of his gladiatorial debut. Where he is not scarred, he is bandaged, and usually bruised.
    Handsome • Beneath the scars and rough exterior, the is a wild handsomeness to Primus. A square jaw, crooked, devil-may-care smile, with warm brown eyes, all framed by short unkempt dark hair which falls in locks over his forehead, but short enough to stay out of his eyes in combat. Not least of all is his carved out of marble physique. He cuts a heroic figure, straight out of the storybooks, the knight who hath come to slay the dragon and save the princess.
    Feral • This is the rough exterior one would have to look past in order to the see the handsome features. Born and raised a slave, living most of his life in the fighting pits, hygiene has never been a strong point of his. A relaxing dip in a pool or lake is typically enough to satisfy his concerns, much to the chagrin of companions in higher standing. His clothes are typically torn and worn, covered in dirt and blood, considered washed when he dives into a lake. Dirt and blood are constant companions to the scars on his body.
    Well-Equipped With more care than he takes for himself, the large piece of steel he carries around is certainly the most well maintained piece of equipment he owns. His chainmail armor is weathered and broken in some places, but he has managed to maintain it well enough by picking through pieces of other armors and fixing it when necessary, but the blade is never allowed to be worn down in such a way. A black cloak covers his body, under which he typically wears black pants and black boots, which are literally the only other possessions he owns.

     

    Personality

    A lifetime as a slave, forced to fight for endless entertainment has gifted upon Primus a duality of personality. One on hand, he is a merciless killer, using his monstrous great sword to destroy any opponent who stands in his way. On the other hand, he is protective of the innocent, and a hero to those who cannot defend themselves, as any form of tyranny or exploitation send him into a rage. Especially impressive considering those words are lost upon him. The only thing he knows outside of fighting and surviving, is having a good time, knowing how to spin a yarn over a tankard, as some part of his childhood as a gladiator was survival through performance. Playing a crowd was sometimes more important than the fight itself, making him a practiced entertainer.

    Hot-Tempered • Lacking intelligence means Primus is a little easier to instigate than he should be, especially considering his strength, and his willingness to use it at the drop of a hat. Thinking himself quite the hero, he is willing to stand up for anyone as soon as he sees any sort of inequality. This penchant for leaping into action and getting himself into trouble is reflexive, and no amount of speaking slowly and spelling it out has ever seemed to help him understand that sometimes, facing a problem head on is not always the solution. His head might be the only thing denser than his sword.
    Thoughtless • Swinging his sword is the only way Primus knows how to make his problems go away. If he can't kill it or break it, then it is someone elses problem. He never learned how to read or write, or really how to express much of anything other than anger and happiness (in the brief moments it breached the darkness), and now he is a free man, he avoids thinking about anything other than helping people and training so as to not teeter into the darkness he is constantly running from. He will delegate the thinking to others, often telling people he is just here to be the muscle. He has a brain, he just chooses to use everyone elses.
    Charming • There is something to be said about the man who has nothing, and yet still fights to protect it. With a positive outlook and a willingness to face any foe in the name of being a hero, he intrinsically attracts people to him. Given his history of fighting gladatorial battles to survive, often only being credited on a the whims of the crowd, he learned very quickly to be a people pleaser, to pump others up, and to make sure he is putting on a show. All of these characteristics have given birth to a gruff, brobdingnagian personality that will give away the shirt off of his back if it means making someone happy.
    Haunted • During the day, he can escape his dark past by swinging his sword and laughing away the hours with people he can consider friends. During the night, he cannot escape his past, when he is alone, and he cannot stop the memories from invading his dreams, he is back in the cage as a child, living in fear that any moment will be his last. The cruel laughing and cheering faces of the crowds fill his ears, the blank, unseeing eyes of the dead, even people he had considered friends, constantly accuse him. The smell and taste of blood fill his mouth and nose, drowning him, choking him, until he wakes up gasping for air, desperate for light.
    Heroic A man who knows what true fear and desperation is would never wish that upon another, and it is because of the harshness that he has experienced that he can look to the sky and hope that one day everyone under it will be free. After fighting for his freedom, he could have stopped swinging his sword, but the thought of sitting idly by while others suffer the same fate he had escaped kept him running and running, hoping to one day find others who wanted nothing more than to save the world, just like he does


    History

    The first thing he ever killed was a lion. It had eaten six of the other boys in his cell, and maimed three others. In fact, while it was eating one of the other boys, that was when he got the chance. None of them had names, and this was when they first named him. Primus. First. They named him that because he had the most potential out of the group of slaves they had just sacrificed for the entertainment of the hundreds of psychopaths that paid good gold to watch children get slaughtered by wild animals. He did not really know where he had come from, or how old he was, or how he had ended up here, crying as he plunged the chipped and rusted sword into the side of the lion over and over again long after the creature had passed from the mortal realm and into the after life. His reward for killing the beast had been a beating for ruining the pelt that the prince had apparently wanted after it had killed all of the children. It is a memory that sticks. After his bloodied body had been thrown back into the cell with the other surviving kids, they were kind enough to sacrifice what little water they had to wash his wounds and cool his feverish body down, likely saving his life.

    Ten years and a thousand battles later, Primus was tantum. One of the boys, Tertius, had perished in a gladiatorial fight that he had won, but he had been severely wounded, and the prince had called for his death, unleashing other, fresh gladiators into the colosseum, who took advantage of his weakened state. Another, Quintus, had died of his wounds after winning a fight, suffering for four long days before succumbing to the rot that had infested his body. Had the guards allowed anyone in to wash his wounds, he likely would have survived. Instead, they watched from behind iron bars for ninety six agonizing hours while his blood slowly turned to poison, killing him from the inside out. Septimus and Secundus committed suicide, fashioning their rags into ropes and hanging themselves from the barred ceiling of their cells as Primus pleaded and begged them to not give up hope, that taking their own lives was selfish. Closing his eyes could not save him from the sounds. Sextus and Quartus were both felled by his own hand, two separate gladiatorial battles, two separate friends lost.

    After the loss of these companions, in order to survive, he held people at arms reach, knowing at any moment friends could be turned enemies. Every day he would hear the roar of the crowds, playing to them as though this was theatre, and not life or death, knowing that if they so chose, they could condemn him to nothingness as he had done to so many before him. Every night he would hear the screams of the dying, and the gibbering madness of those who had lost control of the faculties and were of no use as gladiators, only to be thrown into the pits against creatures of all sorts as entertainment before the true fights began. The bitterness and anger that grew inside him only fueled his fire in the arena, allowing him to succumb to it and destroy whatever they set against him. His rage would build for years, until he could contain it no longer. The day they set upon him a creature of massive proportions, a captured giant, that had been wounded and blinded to make a fair fight for him and the ten others they threw in the cage with him. Malnourished and poorly armed, it was expected most of them would die, though Primus, as always, was a fan favourite. The guilt and fear mixed with the exultation of battle, alongside the roiling hatred of every voice that cheered from outside the steel cage metastasized into a rage he had never experienced.

    The giant wielded an enormous sword, one, even in his angered haze, he knew could break through the bars. He leapt upon the giant without a thought for his own life, and began to bite and stab and rip and tear, threatening to tear himself apart just to kill the beast. When it dropped the sword, he took it up and in the midst of a battle, he broke free of the cage they trapped them in, and attacked the nobles in the crowd, freeing other prisoners in his madness, beginning a riot, tearing through anyone that was foolish enough to try and stop him. Primus had killed countless times before, but this had been the first time that he had ever taken pleasure in the action. The blood of the nobles who so callously cheered on his death was blood he was proud to wear. When his rage finally cooled off, his companions had to drag his enormous body with them through the forests and fields for days until he had healed enough to support his own weight. The number they had lost had been great, but they were at least free of the suffering under the hands of their masters, though the freedom of the remaining slaves was a taste sweeter than any of them could have imagined. Living by foraging and hunting, washing in streams, sleeping on earth, it was all done with a passion they never thought to be attainable.

    The slaves and gladiators who had escaped with him formed a small band, running as far away from their prison as they could, tending their wounds and cherishing their freedom. When they had travelled far enough away that no one would ever follow, they set upon building their own small village, hoping to live in peace. Primus lived quietly for a year, but he could never sit still long enough knowing that there were more people out there chained down and oppressed. Now that he had experienced freedom, he would not sit idly by while others existed that did not.

     

  11. token_1(5).png.2b95751388080bca58e2ac5ed304bf2d.pngKatya 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
    | DEXScore: +2
    Acrobatics: +2
    Stealth: +2
    Sleight of Hand: +2
    :
     14 | CONScore: -19 | 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



     

     

    Satisfied with her medical check on the two wounded of their group, Katya watches as they investigate the room, trying to think of the best way that she can help. In the darkness, there are multiple forms she could take that would allow her to see through the gloom, but one form in particular seems to be the most well suited for the endeavor they are about to set up upon, but the thought of transforming into a Giant Spider makes her skin crawl and her stomach churn. Though she does not feel as though she is afraid of spiders, at least no more than the average person, the desire to feel what it feels like to have eight legs, eight eyes, and what she could only assume to be acid for blood. Again she shudders at the thought of it. Though the ability to walk along the ceiling like a deadly shadow seems to be the perfect transformation for the group to continue their steady exploration. With Gilavar facing one path and Vadania inspecting the other, she places her hand over her mouth as she tries to think of what to do.

    "I could scout ahead in either direction rather quickly, I believe I would be hard to detect and even harder to attack while walking upon the ceiling. Taking the form of a spider though..."

    Again, she shudders, almost punctuating her point. But her desire to be useful to her friends outweighs her discomfort, and the fact she feels more at ease with the danger of the task than she does with the actual transformation does add a layer of amusement to the whole istuation for her, easing her spirits, at least a small amount. While everyone is deciding what the plan is, she takes a deep breath and centers herself a little, taking a Short Rest. Looking at her hands, she can see the tremors still running through her body thanks to the adrenaline, which is finally starting to fade. The thought of combat still sends her heart racing, but she feels more at ease knowing her friends are able to stand where she may falter. Maybe soon she will be able to face challenges down with the confident presence of Vala, with the cool and collected dexterity of Vadania and Gilavar, or the inspiring magical proficiency of Makaria and Reitan, but she does not treasure the thought of how much experience she will have to acquire to get there.

    spacer.png

    Short rest to reset Wild Shapes

  12. token_1.png.ba18d35c074c2d2a05b1e13a8e573631.pngDecimus - Initiate of High Sorcery | Bladesinger Wizard | Human


    AC: 13 [+4 Bladesong] [+5 Shield/Absorb Elements]  | HP: 18/21 | Speed: 40 ft | Spell-casting: +6 / DC 14
    Senses: Passive Perception 12, Insight 12, Investigation 16
    STR: Score: -1
    Athletics: -1
    | DEXScore: +3
    Acrobatics: +3
    Stealth: +3
    Sleight of Hand: +3
    :
     16 | CONScore: 214 | INTScore: +4
    Arcana: +6
    History: +6
    Investigation: +6
    Nature: +4
    Religion: +6
    :
     18 | WISScore: 0

    Animal Handling: 0
    Insight: +2
    Medicine: 0
    Perception: +2
    Survival: 0
    :
     10 | CHAScore: -1

    Deception: -1
    Intimidation: -1
    Performance: -1
    Persuasion: -1
    :
     8 
    Languages: Common, Abyssal, Celestial, Primordial


    FeatsWar CasterPrerequisite: The ability to cast at least one spell
    You have practiced casting Spells in the midst of Combat, learning Techniques that grant you the following benefits:
    You have advantage on Constitution Saving Throws that you make to maintain your Concentration on a spell when you take damage.
    You can perform the somatic Components of Spells even when you have Weapons or a Shield in one or both hands.
    When a Hostile creature’s Movement provokes an opportunity Attack from you, you can use your Reaction to Cast a Spell at the creature, rather than making an opportunity Attack. The spell must have a Casting Time of 1 Action and must target only that creature.

    Initiate of High SorceryPrerequisite: Dragonlance Campaign, plus Sorcerer, Wizard, or Mage of High Sorcery
    You’ve received training from magic-users affiliated with the Mages of High Sorcery.

    Choose one of the three moons of Krynn to influence your magic: the black moon, Nuitari; the red moon, Lunitari; or the white moon, Solinari. You learn one cantrip of your choice from the wizard spell list and two 1st-level spells based on the moon you choose, as specified in the Lunar Spells table.

    Lunar Spells
    Moon 1st-Level Spell
    Solinari Comprehend Languages | Shield

    You can cast each of the chosen 1st-level spells without a spell slot, and you must finish a long rest before you can cast them in this way again. You can also cast the spells using any spell slots you have.

    Your spellcasting ability for this feat’s spells is Intelligence, Wisdom, or Charisma (choose when you select this feat).

    Source: DSotDQ, page 32

    Adept of White RobesPrerequisite: 4th level, initiate of high sorcery (solinari) feat
    You chose the moon Solinari to influence your magic, and your oath to use magic to make the world a better place has been recognized by the Order of the White Robes, granting you these benefits:

    Protective Magic. You learn one 2nd-level spell of your choice. The 2nd-level spell must be from the abjuration or divination school of magic. You can cast this feat’s 2nd-level spell without a spell slot, and you must finish a long rest before you can cast it in this way again. You can also cast this spell using spell slots you have of the appropriate level. The spell’s spellcasting ability is the one chosen when you gained the Initiate of High Sorcery feat. [Aid]

    Protective Ward. When you or a creature you can see within 30 feet of you takes damage, you can use your reaction to expend a spell slot and weave protective magic around the target. Roll a number of d6s equal to the level of the spell slot expended and reduce the damage the target takes by the total rolled on those dice + your spellcasting ability modifier.


















     
     | FeaturesRitual CastingYou can cast a wizard spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don’t need to have the spell prepared.
    Arcane RecoverYou have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher. For example, if you’re a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots.
    BladesongYou can invoke an elven magic called the Bladesong, provided that you aren't wearing medium or heavy armor or using a shield. It graces you with supernatural speed, agility, and focus. You can use a bonus action to start the Bladesong, which lasts for 1 minute. It ends early if you are incapacitated, if you don medium or heavy armor or a shield, or if you use two hands to make an attack with a weapon. You can also dismiss the Bladesong at any time (no action required). While your Bladesong is active, you gain the following benefits: You gain a bonus to your AC equal to your Intelligence modifier (minimum of +1). Your walking speed increases by 10 feet. You have advantage on Dexterity (Acrobatics) checks. You gain a bonus to any Constitution saving throw you make to maintain your concentration on a spell. The bonus equals your Intelligence modifier (minimum of +1). You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.
    Protective WardWhen you or a creature you can see within 30 feet of you takes damage, you can use your reaction to expend a spell slot and weave protective magic around the target. Roll a number of d6s equal to the level of the spell slot expended and reduce the damage the target takes by the total rolled on those dice + your spellcasting ability modifier.













     
     | ActionsRapierATTACK: DEX [3]+ Proficiency [2]
    RANGE: 5ft
    MAGIC BONUS: 0
    CRIT RANGE: 20
    DAMAGE: 1d8 + DEX [3]
    TYPE: Piercing
    DESCRIPTION: melee weapon (martial, sword)

    Bladesinging Rapier StrikeATTACK: DEX [3]+ Proficiency [2]
    RANGE: 5ft
    MAGIC BONUS: 0
    CRIT RANGE: 20
    DAMAGE: 1d8 + DEX [3]
    TYPE: Piercing
    DESCRIPTION: melee weapon (martial, sword) 



















     
     | SpellsCantrips
    Blade WardBlade Ward
    Abjuration cantrip
    Casting Time:1 action
    Range: Self
    Target: Self
    Components: V S
    Duration: 1 round
    Description:You extend your hand and trace a sigil of warding in the air. Until the end of your next turn, you have resistance against bludgeoning, piercing, and slashing damage dealt by weapon attacks.

    Booming BladeBooming Blade
    Evocation cantrip
    Casting Time:1 action
    Range: Self (5ft radius)
    Target: One creature within the spell’s range
    Components: V, M (a melee weapon worth at least 1 sp)
    Duration: 1 round
    Description:You brandish the weapon used in the spell's casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack’s normal effects and then becomes sheathed in booming energy until the start of your next turn. If the target willingly moves 5 feet or more before then, it immediately takes 1d8 thunder damage, and the spell ends. This spell’s damage increases when you reach certain levels. At 5th level, the melee attack deals an extra 1d8 thunder damage to the target on a hit, and the damage the target takes for moving increases to 2d8. Both damage rolls increase by 1d8 at 11th level (2d8 and 3d8) and again at 17th level (3d8 and 4d8).

    Green Flame Blade1st Level Evocation
    Casting Time: 1 action
    Range: Self (5-foot radius)
    Target: One creature within the spell’s range
    Components: V, M (a melee weapon worth at least 1 sp)
    Duration: Instantaneous
    Classes: Sorcerer, Warlock, Wizard
    Description: You brandish the weapon used in the spell's casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack’s normal effects, and you can cause green fire to leap from the target to a different creature of your choice that you can see within 5 feet of it. The second creature takes fire damage equal to your spellcasting ability modifier. This spell’s damage increases when you reach certain levels. At 5th level, the melee attack deals an extra 1d8 fire damage to the target on a hit, and the fire damage to the second creature increases to 1d8 + your spellcasting ability modifier. Both damage rolls increase by 1d8 at 11th level (2d8 and 2d8) and 17th level (3d8 and 3d8).

    PrestidigitationPrestidigitation
    Transmutation cantrip
    Casting Time:1 action
    Range: 10 feet
    Components: V S
    Duration: 1 Hour
    Description: This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range:

    • You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.
    • You instantaneously light or snuff out a candle, a torch, or a small campfire.
    • You instantaneously clean or soil an object no larger than 1 cubic foot.
    • You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.
    • You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.
    • You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.

    If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.

    1st-Level <2/4>
    Expeditious Retreat1st Level Transmutation
    Casting Time: 1 bonus action
    Range: Self
    Target: Self
    Components: V S
    Duration: Concentration, up to 10 minutes
    Classes: Artificer, Sorcerer, Warlock, Wizard
    Description: This spell allows you to move at an incredible pace. When you cast this spell, and then as a bonus action on each of your turns until the spell ends, you can take the Dash action.

    Magic Missile1st Level Evocation
    Casting Time: 1 action
    Range: 120ft
    Target: A creature of your choice that you can see within range
    Components: V S
    Duration: Instantaneous
    Classes: Sorcerer, Wizard
    Description: You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4 + 1 force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several. At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart for each slot level above 1st.

    Tensors Floating Disk1st Level Conjuration
    Casting Time: 1 Action
    Range: 30 Feet
    Target: An unoccupied space of your choice that you can see within range
    Components: V S M (A drop of mercury)
    Duration: 1 Hour
    Classes: Wizard
    Description: This spell creates a circular, horizontal plane of force, 3 feet in diameter and 1 inch thick, that floats 3 feet above the ground in an unoccupied space of your choice that you can see within range. The disk remains for the duration, and can hold up to 500 pounds. If more weight is placed on it, the spell ends, and everything on the disk falls to the ground. The disk is immobile while you are within 20 feet of it. If you move more than 20 feet away from it, the disk follows you so that it remains within 20 feet of you. It can move across uneven terrain, up or down stairs, slopes and the like, but it can’t cross an elevation change of 10 feet or more. For example, the disk can’t move across a 10-foot-deep pit, nor could it leave such a pit if it was created at the bottom. If you move more than 100 feet from the disk (typically because it can’t move around an obstacle to follow you), the spell ends.

    Tash's Hideous Laughter1st Level Enchantment
    Casting Time: 1 Action
    Range: 30 Feet
    Target: A creature of your choice that you can see within range
    Components: V S M (Tiny tarts and a feather that is waved in the air)
    Duration: Concentration, up to 1 minute
    Classes: Bard, Wizard
    Description: A creature of your choice that you can see within range perceives everything as hilariously funny and falls into fits of laughter if this spell affects it. The target must succeed on a Wisdom saving throw or fall prone, becoming incapacitated and unable to stand up for the duration. A creature with an Intelligence score of 4 or less isn’t affected. At the end of each of its turns, and each time it takes damage, the target can make another Wisdom saving throw. The target has advantage on the saving throw if it’s triggered by damage. On a success, the spell ends.

    Identify1st Level Divination [Ritual]
    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
    Classes: Artificer, Bard, Wizard
    Description: 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.

    Detect Magic1st Level Divination
    Casting Time: 1 Action
    Range: Self
    Target: Self
    Components: V S
    Duration: Concentration, up to 10 minutes
    Classes: Artificer, Bard, Cleric, Druid, Paladin, Ranger, Sorcerer, Wizard
    Description: 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.

    Absorb Elements1st Level Abjuration
    Casting Time: 1 Reaction, which you take when you take acid, cold, fire, lightning, or thunder damage
    Range: Self
    Target: Self
    Components: S
    Duration: Instantaneous
    Classes: Artificer, Druid, Ranger, Sorcerer, Wizard
    Description: 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.

    Charm Person1st Level Enchantment
    Casting Time: 1 Action
    Range: 30 Feet
    Target: A humanoid you can see within range
    Components: V S
    Duration: 1 Hour
    Classes: Bard, Druid, Sorcerer, Warlock, Wizard
    Description: You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was charmed by you.
    At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.

    Comprehend Languages1st Level Divination [Ritual]
    Casting Time: 1 Action
    Range: Self
    Target: Self
    Components: V S M (A pinch of soot and salt)
    Duration: 1 Hour
    Classes: Bard, Sorcerer, Warlock, Wizard
    Description: 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.
    [Initiate of High Sorcery Feat]
    Shield1st 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
    Classes: Sorcerer, Wizard
    Description: 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.
    [Initiate of High Sorcery Feat]
    2nd-Level <2/2>
    Misty Step2nd Level Conjuration
    Casting Time: 1 Bonus Action
    Range: Self
    Target: Self
    Components: V
    Duration: Instantaneous
    Classes: Sorcerer, Wizard
    Description: Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.

    Shadow Blade2nd Level Illusion
    Casting Time: 1 Bonus Action
    Range: Self
    Target: Self
    Components: V, S
    Duration: ConcentrationUp to 1 minute/em>
    Classes: Sorcerer, Wizard
    Description: You weave together threads of shadow to create a sword of solidified gloom in your hand. This magic sword lasts until the spell ends. It counts as a simple melee weapon with which you are proficient. It deals 2d8 psychic damage on a hit and has the finesse, light, and thrown properties (range 20/60). In addition, when you use the sword to attack a target that is in dim light or darkness, you make the attack roll with advantage.
    If you drop the weapon or throw it, it dissipates at the end of the turn. Thereafter, while the spell persists, you can use a bonus action to cause the sword to reappear in your hand.
    At Higher Levels When you cast this spell using a 3rd- or 4th-level spell slot, the damage increases to 3d8. When you cast it using a 5th- or 6th-level spell slot, the damage increases to 4d8. When you cast it using a spell slot of 7th level or higher, the damage increases to 5d8.

    Aid Aid
    2nd Level Abjuration
    Casting Time:1 action
    Range: 30 feet
    Components: V S, M
    Duration: 8 hours
    Description:Your spell bolsters your allies with toughness and resolve. Choose up to three creatures within range. Each target’s hit point maximum and current hit points increase by 5 for the duration.

    At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, a target’s hit points increase by an additional 5 for each slot level above 2nd.
    [Adept of the White Robes]
    Mirror ImageMirror Image
    2nd Level Illusion
    Casting Time:1 action
    Range: Self
    Components: V S
    Duration: 1 Minute
    Description: Three illusory duplicates of yourself appear in your space. Until the spell ends, the duplicates move with you and mimic your actions, shifting position so it’s impossible to track which image is real. You can use your action to dismiss the illusory duplicates.

    Each time a creature targets you with an attack during the spell’s duration, roll a d20 to determine whether the attack instead targets one of your duplicates.

    If you have three duplicates, you must roll a 6 or higher to change the attack’s target to a duplicate. With two duplicates, you must roll an 8 or higher. With one duplicate, you must roll an 11 or higher.

    A duplicate’s AC equals 10 + your Dexterity modifier. If an attack hits a duplicate, the duplicate is destroyed. A duplicate can be destroyed only by an attack that hits it. It ignores all other damage and effects. The spell ends when all three duplicates are destroyed.

    A creature is unaffected by this spell if it can’t see, if it relies on senses other than sight, such as blindsight, or if it can perceive illusions as false, as with truesight.

     

    When the thread is drawn from his kimono, he is about to protest, but the sharp pain in his finger, and the sudden signing of the scroll that is summoned with his blood quiets the Wizard. When Wyhan restores the flower upon his treasured fabric, he gives an appreciative nod, his mind still processing her words prior to the signing of the contract. Her understanding of his thoughts on the burden upon his shoulders, had found him puzzling over yet another Black Robe who did not live up to the expectations set by himself and everyone around him. The Black Robed Wizard had presented a practical and compassionate response to his thoughts on his responsibilities as a White Robe, and he was beginning to feel as though the different colors of robes were a poor indication of the Spellcasters they represent, and perhaps uniting them all under one banner would temper the divisiveness that seems to have been emboldened by the robes. Though a Mage of Beige robes did not appeal to his sense of taste.

    "Lady Wyhan... I appreciate your words and will wear the moniker gladly... And more than that... I appreciate knowing that there is beauty that needs no protection..."

    Decimus was not sure why he said it, though perhaps her own words emboldened him, and he was feeling quite inspired by the show of magic displayed by her as well. Perhaps it was the occult trinkets and heavy atmosphere of magical energy that pervaded the air around them that also loosened his tongue. Either way, he was quite glad for the distraction of Hunni, who threw herself into giving him the biggest embrace her small frame could muster. A small sad smile played on his lips at her words, sounding far more considerate and more like a White Robe than he felt as though he had ever done.

    "I will always accept your help Hunni... Though being a fisherman sounds... Peaceful..."

    As he pull himself from the embrace, the sounds of music further interrupt their meeting, and the Wizard cannot help but frown at the words. As soon as Bakaris' name was mentioned, the lazy spellcaster knew this was going to be a rather distasteful piece.

    "I quite enjoy the tune... But it sounds like the lyrics need a little work..."

    Looking back to their assessor, Decimus considers for a moment, reaching out his hand to embrace hers and perhaps leave a kiss, but the thrumming of his heart feels overwhelming at even the thought of being so forward, so instead, his hand grips the edge of his sakkat, tipping it forward in farewell to the dark enchantress.

    "We humbly await your edict Lady Wyhan..."

    With that, he opens the door, feeling refreshed as the cool salty air fills his lungs and cools his skin. The store certainly cultivated an atmosphere that could make one feel warm and comfortable, forgetful even. Surely a maneuver on her part to take advantage of unwitting customers. The Bard is much louder now, and the Wizard wonders if he should say anything, at least regarding the parts about his companions, considering the part about him sounds quite accurate as to how Bakaris may have seen him upon their first meeting. When Coltan confronts him, the spineless performer reveals all of his truths. When he offers to make a countersong for a 'mere' 20 gold coins, Decimus feels the edges of his White Robe darken for a moment as he toys with the idea of casting Charm Person to get the bard to engage in what would truly be nothing more than writing a true ballad. That may have been beyond the limits of what Wyhan had suggested when she recommend he be more confident in his use of magic with less concern for those around.

     

    It seemed the secret of the Boilerdrak would not be held too closely. As fond as the Wizard was of the marvelous machination, he understood that they would not be in possession of the device much longer, which the other seem to have all agreed on separately. Happy to have at least driven it around, he laments not even trying to fire the device once when the opportunity had been lain bare before him. A target was not necessary, in fact, using such a piece of art for destruction, whether or not it had been designed for that very purpose, felt rather dissatisfactory. When Artanis points at the bloody Chrysanthemum emblazoned upon his haori, he lightly draws a finger around the edge of the embroidery, as though feeling it for the first time. Unsure of how to answer, he responds in a more straight-forward manner than usual.

    "A promise to protect my friends... I fear that Hunni and I may have missed some important business though..."

    He holds up his wrist where the small bangle is looped around, slightly visible from within the sleeves of his robes. He had worn it because the others had done so, but he was not quite so sure what it meant. And the closer the Barony loomed before them, the more interested in returning to Wyhan to face whatever wrath she may have in store for him rather than be stuck inside a place such as this. When Modri echoes his sentiment out loud, Decimus feels quite gratified in the circumstance.

     

     

     

    spacer.png

    Action:

    Bonus Action:

    Movement:

    Reaction:

  13. token_1.png.ba18d35c074c2d2a05b1e13a8e573631.pngDecimus - Initiate of High Sorcery | Bladesinger Wizard | Human


    AC: 13 [+4 Bladesong] [+5 Shield/Absorb Elements]  | HP: 18/21 | Speed: 40 ft | Spell-casting: +6 / DC 14
    Senses: Passive Perception 12, Insight 12, Investigation 16
    STR: Score: -1
    Athletics: -1
    | DEXScore: +3
    Acrobatics: +3
    Stealth: +3
    Sleight of Hand: +3
    :
     16 | CONScore: 214 | INTScore: +4
    Arcana: +6
    History: +6
    Investigation: +6
    Nature: +4
    Religion: +6
    :
     18 | WISScore: 0

    Animal Handling: 0
    Insight: +2
    Medicine: 0
    Perception: +2
    Survival: 0
    :
     10 | CHAScore: -1

    Deception: -1
    Intimidation: -1
    Performance: -1
    Persuasion: -1
    :
     8 
    Languages: Common, Abyssal, Celestial, Primordial


    FeatsWar CasterPrerequisite: The ability to cast at least one spell
    You have practiced casting Spells in the midst of Combat, learning Techniques that grant you the following benefits:
    You have advantage on Constitution Saving Throws that you make to maintain your Concentration on a spell when you take damage.
    You can perform the somatic Components of Spells even when you have Weapons or a Shield in one or both hands.
    When a Hostile creature’s Movement provokes an opportunity Attack from you, you can use your Reaction to Cast a Spell at the creature, rather than making an opportunity Attack. The spell must have a Casting Time of 1 Action and must target only that creature.

    Initiate of High SorceryPrerequisite: Dragonlance Campaign, plus Sorcerer, Wizard, or Mage of High Sorcery
    You’ve received training from magic-users affiliated with the Mages of High Sorcery.

    Choose one of the three moons of Krynn to influence your magic: the black moon, Nuitari; the red moon, Lunitari; or the white moon, Solinari. You learn one cantrip of your choice from the wizard spell list and two 1st-level spells based on the moon you choose, as specified in the Lunar Spells table.

    Lunar Spells
    Moon 1st-Level Spell
    Solinari Comprehend Languages | Shield

    You can cast each of the chosen 1st-level spells without a spell slot, and you must finish a long rest before you can cast them in this way again. You can also cast the spells using any spell slots you have.

    Your spellcasting ability for this feat’s spells is Intelligence, Wisdom, or Charisma (choose when you select this feat).

    Source: DSotDQ, page 32

    Adept of White RobesPrerequisite: 4th level, initiate of high sorcery (solinari) feat
    You chose the moon Solinari to influence your magic, and your oath to use magic to make the world a better place has been recognized by the Order of the White Robes, granting you these benefits:

    Protective Magic. You learn one 2nd-level spell of your choice. The 2nd-level spell must be from the abjuration or divination school of magic. You can cast this feat’s 2nd-level spell without a spell slot, and you must finish a long rest before you can cast it in this way again. You can also cast this spell using spell slots you have of the appropriate level. The spell’s spellcasting ability is the one chosen when you gained the Initiate of High Sorcery feat. [Aid]

    Protective Ward. When you or a creature you can see within 30 feet of you takes damage, you can use your reaction to expend a spell slot and weave protective magic around the target. Roll a number of d6s equal to the level of the spell slot expended and reduce the damage the target takes by the total rolled on those dice + your spellcasting ability modifier.


















     
     | FeaturesRitual CastingYou can cast a wizard spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don’t need to have the spell prepared.
    Arcane RecoverYou have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher. For example, if you’re a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots.
    BladesongYou can invoke an elven magic called the Bladesong, provided that you aren't wearing medium or heavy armor or using a shield. It graces you with supernatural speed, agility, and focus. You can use a bonus action to start the Bladesong, which lasts for 1 minute. It ends early if you are incapacitated, if you don medium or heavy armor or a shield, or if you use two hands to make an attack with a weapon. You can also dismiss the Bladesong at any time (no action required). While your Bladesong is active, you gain the following benefits: You gain a bonus to your AC equal to your Intelligence modifier (minimum of +1). Your walking speed increases by 10 feet. You have advantage on Dexterity (Acrobatics) checks. You gain a bonus to any Constitution saving throw you make to maintain your concentration on a spell. The bonus equals your Intelligence modifier (minimum of +1). You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.
    Protective WardWhen you or a creature you can see within 30 feet of you takes damage, you can use your reaction to expend a spell slot and weave protective magic around the target. Roll a number of d6s equal to the level of the spell slot expended and reduce the damage the target takes by the total rolled on those dice + your spellcasting ability modifier.













     
     | ActionsRapierATTACK: DEX [3]+ Proficiency [2]
    RANGE: 5ft
    MAGIC BONUS: 0
    CRIT RANGE: 20
    DAMAGE: 1d8 + DEX [3]
    TYPE: Piercing
    DESCRIPTION: melee weapon (martial, sword)

    Bladesinging Rapier StrikeATTACK: DEX [3]+ Proficiency [2]
    RANGE: 5ft
    MAGIC BONUS: 0
    CRIT RANGE: 20
    DAMAGE: 1d8 + DEX [3]
    TYPE: Piercing
    DESCRIPTION: melee weapon (martial, sword) 



















     
     | SpellsCantrips
    Blade WardBlade Ward
    Abjuration cantrip
    Casting Time:1 action
    Range: Self
    Target: Self
    Components: V S
    Duration: 1 round
    Description:You extend your hand and trace a sigil of warding in the air. Until the end of your next turn, you have resistance against bludgeoning, piercing, and slashing damage dealt by weapon attacks.

    Booming BladeBooming Blade
    Evocation cantrip
    Casting Time:1 action
    Range: Self (5ft radius)
    Target: One creature within the spell’s range
    Components: V, M (a melee weapon worth at least 1 sp)
    Duration: 1 round
    Description:You brandish the weapon used in the spell's casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack’s normal effects and then becomes sheathed in booming energy until the start of your next turn. If the target willingly moves 5 feet or more before then, it immediately takes 1d8 thunder damage, and the spell ends. This spell’s damage increases when you reach certain levels. At 5th level, the melee attack deals an extra 1d8 thunder damage to the target on a hit, and the damage the target takes for moving increases to 2d8. Both damage rolls increase by 1d8 at 11th level (2d8 and 3d8) and again at 17th level (3d8 and 4d8).

    Green Flame Blade1st Level Evocation
    Casting Time: 1 action
    Range: Self (5-foot radius)
    Target: One creature within the spell’s range
    Components: V, M (a melee weapon worth at least 1 sp)
    Duration: Instantaneous
    Classes: Sorcerer, Warlock, Wizard
    Description: You brandish the weapon used in the spell's casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack’s normal effects, and you can cause green fire to leap from the target to a different creature of your choice that you can see within 5 feet of it. The second creature takes fire damage equal to your spellcasting ability modifier. This spell’s damage increases when you reach certain levels. At 5th level, the melee attack deals an extra 1d8 fire damage to the target on a hit, and the fire damage to the second creature increases to 1d8 + your spellcasting ability modifier. Both damage rolls increase by 1d8 at 11th level (2d8 and 2d8) and 17th level (3d8 and 3d8).

    PrestidigitationPrestidigitation
    Transmutation cantrip
    Casting Time:1 action
    Range: 10 feet
    Components: V S
    Duration: 1 Hour
    Description: This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range:

    • You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.
    • You instantaneously light or snuff out a candle, a torch, or a small campfire.
    • You instantaneously clean or soil an object no larger than 1 cubic foot.
    • You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.
    • You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.
    • You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.

    If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.

    1st-Level <2/4>
    Expeditious Retreat1st Level Transmutation
    Casting Time: 1 bonus action
    Range: Self
    Target: Self
    Components: V S
    Duration: Concentration, up to 10 minutes
    Classes: Artificer, Sorcerer, Warlock, Wizard
    Description: This spell allows you to move at an incredible pace. When you cast this spell, and then as a bonus action on each of your turns until the spell ends, you can take the Dash action.

    Magic Missile1st Level Evocation
    Casting Time: 1 action
    Range: 120ft
    Target: A creature of your choice that you can see within range
    Components: V S
    Duration: Instantaneous
    Classes: Sorcerer, Wizard
    Description: You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4 + 1 force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several. At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart for each slot level above 1st.

    Tensors Floating Disk1st Level Conjuration
    Casting Time: 1 Action
    Range: 30 Feet
    Target: An unoccupied space of your choice that you can see within range
    Components: V S M (A drop of mercury)
    Duration: 1 Hour
    Classes: Wizard
    Description: This spell creates a circular, horizontal plane of force, 3 feet in diameter and 1 inch thick, that floats 3 feet above the ground in an unoccupied space of your choice that you can see within range. The disk remains for the duration, and can hold up to 500 pounds. If more weight is placed on it, the spell ends, and everything on the disk falls to the ground. The disk is immobile while you are within 20 feet of it. If you move more than 20 feet away from it, the disk follows you so that it remains within 20 feet of you. It can move across uneven terrain, up or down stairs, slopes and the like, but it can’t cross an elevation change of 10 feet or more. For example, the disk can’t move across a 10-foot-deep pit, nor could it leave such a pit if it was created at the bottom. If you move more than 100 feet from the disk (typically because it can’t move around an obstacle to follow you), the spell ends.

    Tash's Hideous Laughter1st Level Enchantment
    Casting Time: 1 Action
    Range: 30 Feet
    Target: A creature of your choice that you can see within range
    Components: V S M (Tiny tarts and a feather that is waved in the air)
    Duration: Concentration, up to 1 minute
    Classes: Bard, Wizard
    Description: A creature of your choice that you can see within range perceives everything as hilariously funny and falls into fits of laughter if this spell affects it. The target must succeed on a Wisdom saving throw or fall prone, becoming incapacitated and unable to stand up for the duration. A creature with an Intelligence score of 4 or less isn’t affected. At the end of each of its turns, and each time it takes damage, the target can make another Wisdom saving throw. The target has advantage on the saving throw if it’s triggered by damage. On a success, the spell ends.

    Identify1st Level Divination [Ritual]
    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
    Classes: Artificer, Bard, Wizard
    Description: 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.

    Detect Magic1st Level Divination
    Casting Time: 1 Action
    Range: Self
    Target: Self
    Components: V S
    Duration: Concentration, up to 10 minutes
    Classes: Artificer, Bard, Cleric, Druid, Paladin, Ranger, Sorcerer, Wizard
    Description: 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.

    Absorb Elements1st Level Abjuration
    Casting Time: 1 Reaction, which you take when you take acid, cold, fire, lightning, or thunder damage
    Range: Self
    Target: Self
    Components: S
    Duration: Instantaneous
    Classes: Artificer, Druid, Ranger, Sorcerer, Wizard
    Description: 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.

    Charm Person1st Level Enchantment
    Casting Time: 1 Action
    Range: 30 Feet
    Target: A humanoid you can see within range
    Components: V S
    Duration: 1 Hour
    Classes: Bard, Druid, Sorcerer, Warlock, Wizard
    Description: You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was charmed by you.
    At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.

    Comprehend Languages1st Level Divination [Ritual]
    Casting Time: 1 Action
    Range: Self
    Target: Self
    Components: V S M (A pinch of soot and salt)
    Duration: 1 Hour
    Classes: Bard, Sorcerer, Warlock, Wizard
    Description: 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.
    [Initiate of High Sorcery Feat]
    Shield1st 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
    Classes: Sorcerer, Wizard
    Description: 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.
    [Initiate of High Sorcery Feat]
    2nd-Level <2/2>
    Misty Step2nd Level Conjuration
    Casting Time: 1 Bonus Action
    Range: Self
    Target: Self
    Components: V
    Duration: Instantaneous
    Classes: Sorcerer, Wizard
    Description: Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.

    Shadow Blade2nd Level Illusion
    Casting Time: 1 Bonus Action
    Range: Self
    Target: Self
    Components: V, S
    Duration: ConcentrationUp to 1 minute/em>
    Classes: Sorcerer, Wizard
    Description: You weave together threads of shadow to create a sword of solidified gloom in your hand. This magic sword lasts until the spell ends. It counts as a simple melee weapon with which you are proficient. It deals 2d8 psychic damage on a hit and has the finesse, light, and thrown properties (range 20/60). In addition, when you use the sword to attack a target that is in dim light or darkness, you make the attack roll with advantage.
    If you drop the weapon or throw it, it dissipates at the end of the turn. Thereafter, while the spell persists, you can use a bonus action to cause the sword to reappear in your hand.
    At Higher Levels When you cast this spell using a 3rd- or 4th-level spell slot, the damage increases to 3d8. When you cast it using a 5th- or 6th-level spell slot, the damage increases to 4d8. When you cast it using a spell slot of 7th level or higher, the damage increases to 5d8.

    Aid Aid
    2nd Level Abjuration
    Casting Time:1 action
    Range: 30 feet
    Components: V S, M
    Duration: 8 hours
    Description:Your spell bolsters your allies with toughness and resolve. Choose up to three creatures within range. Each target’s hit point maximum and current hit points increase by 5 for the duration.

    At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, a target’s hit points increase by an additional 5 for each slot level above 2nd.
    [Adept of the White Robes]
    Mirror ImageMirror Image
    2nd Level Illusion
    Casting Time:1 action
    Range: Self
    Components: V S
    Duration: 1 Minute
    Description: Three illusory duplicates of yourself appear in your space. Until the spell ends, the duplicates move with you and mimic your actions, shifting position so it’s impossible to track which image is real. You can use your action to dismiss the illusory duplicates.

    Each time a creature targets you with an attack during the spell’s duration, roll a d20 to determine whether the attack instead targets one of your duplicates.

    If you have three duplicates, you must roll a 6 or higher to change the attack’s target to a duplicate. With two duplicates, you must roll an 8 or higher. With one duplicate, you must roll an 11 or higher.

    A duplicate’s AC equals 10 + your Dexterity modifier. If an attack hits a duplicate, the duplicate is destroyed. A duplicate can be destroyed only by an attack that hits it. It ignores all other damage and effects. The spell ends when all three duplicates are destroyed.

    A creature is unaffected by this spell if it can’t see, if it relies on senses other than sight, such as blindsight, or if it can perceive illusions as false, as with truesight.

     

    Decimus’ jaw tightens as she mockingly recounts his past without hesitation or care. The troll had been a shameful defeat, but he his pride was a superficial thing he did not hesitate to shirk in matters such as those, yet his heart? Love lost through deliberation and considerations of his own place in the world, a selfishness and self-absorbedness so great that there was never any room for anyone else in his heart simply to due to an obsession with self. More specifically a love of hatred for his self, a twisted form of a lack of pride so great that he could never be worthy of anything. All of which coalescing into a passiveness that prevented him from living in the past or the future for fear of making a choice that could taint anything else with his unworthiness. Perpetually living in the present, floating atop a turgid current, allowing it to take him wherever it chose. Too much of a coward to die, too unworthy to live.

    All negative feelings compounded by the fact even Hunni did not feel he was trustworthy enough to hear her answer, someone he considered his closest friend. Though the shameful realization becomes clear to him that his following and passive existence beside her would certainly mean far less to her than it would to him. Her having a past full of love and friendship and family certainly gave her a larger pool of experience to draw from, and in comparison, Decimus would seem to more of a pathetic little puppy of sorts. What did the others think? Modri, Coltan and Artanis were all confident men of action and principle, even Merituuli was young and headstrong with his heart aching to prove himself to his people. Maryelle, wounded as she was in her heart used that pain to drive her forward. He was here with Them now not by choice, simply by circumstance, and how long would it be until they realized he was dead weight.

    As Hunni makes a small mess on her way to speak in the back room, Decimus casts a small Prestidigitation spell to clean up behind her, and realizes the answer to the question Wyhan presented him, and his discomfort grows further still. Her manipulation of them is quite apparent and though he understands everything he is feeling and thinking is known and orchestrated by the black robe, he cannot help but languish in the dark emotions broiling in his chest. His casual casting of magic to solve the most minor of problems had desensitized him to the sheer power of magic simply through its convenience, reminding him of why he donned the white cloak in the first place. His feelings of which were ready but the time Wyhan returns from the back, with Hunni’s answer in tow.

    Magic is a burden…

    Her opinion be damned, he was about to spill his guts, for better or worse.

    If I were to lose it right now… I would be free to live… To enjoy the beauty of the world… Instead, I have the responsibility to protect beauty… To help it flourish… Every time I manipulate the weave to help or to hinder… I must consider the implications of my actions and it’s impact on those around me… If I become complacent… The beauty around me disappears and I become numb to the concerns of others… I wear this White Cloak not because I want to, but because I must, for without this constant reminder…. I may one day allow myself to come unworthy of this…

    With the same fingers he had grasped the scroll, he held the pink kimono outstretched. If Wyhan knew as much about him as he suspected, she would understand the flowery fabric was a eulogy to his lost love, a reminder of beauty that existed and was worth protecting, whether or not he deserved to hold it or love it.
    It’s all I have

     

     

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    Action:

    Bonus Action:

    Movement:

    Reaction:

  14. token_1.png.ba18d35c074c2d2a05b1e13a8e573631.pngDecimus - Initiate of High Sorcery | Bladesinger Wizard | Human


    AC: 13 [+4 Bladesong] [+5 Shield/Absorb Elements]  | HP: 18/21 | Speed: 40 ft | Spell-casting: +6 / DC 14
    Senses: Passive Perception 12, Insight 12, Investigation 16
    STR: Score: -1
    Athletics: -1
    | DEXScore: +3
    Acrobatics: +3
    Stealth: +3
    Sleight of Hand: +3
    :
     16 | CONScore: 214 | INTScore: +4
    Arcana: +6
    History: +6
    Investigation: +6
    Nature: +4
    Religion: +6
    :
     18 | WISScore: 0

    Animal Handling: 0
    Insight: +2
    Medicine: 0
    Perception: +2
    Survival: 0
    :
     10 | CHAScore: -1

    Deception: -1
    Intimidation: -1
    Performance: -1
    Persuasion: -1
    :
     8 
    Languages: Common, Abyssal, Celestial, Primordial


    FeatsWar CasterPrerequisite: The ability to cast at least one spell
    You have practiced casting Spells in the midst of Combat, learning Techniques that grant you the following benefits:
    You have advantage on Constitution Saving Throws that you make to maintain your Concentration on a spell when you take damage.
    You can perform the somatic Components of Spells even when you have Weapons or a Shield in one or both hands.
    When a Hostile creature’s Movement provokes an opportunity Attack from you, you can use your Reaction to Cast a Spell at the creature, rather than making an opportunity Attack. The spell must have a Casting Time of 1 Action and must target only that creature.

    Initiate of High SorceryPrerequisite: Dragonlance Campaign, plus Sorcerer, Wizard, or Mage of High Sorcery
    You’ve received training from magic-users affiliated with the Mages of High Sorcery.

    Choose one of the three moons of Krynn to influence your magic: the black moon, Nuitari; the red moon, Lunitari; or the white moon, Solinari. You learn one cantrip of your choice from the wizard spell list and two 1st-level spells based on the moon you choose, as specified in the Lunar Spells table.

    Lunar Spells
    Moon 1st-Level Spell
    Solinari Comprehend Languages | Shield

    You can cast each of the chosen 1st-level spells without a spell slot, and you must finish a long rest before you can cast them in this way again. You can also cast the spells using any spell slots you have.

    Your spellcasting ability for this feat’s spells is Intelligence, Wisdom, or Charisma (choose when you select this feat).

    Source: DSotDQ, page 32

    Adept of White RobesPrerequisite: 4th level, initiate of high sorcery (solinari) feat
    You chose the moon Solinari to influence your magic, and your oath to use magic to make the world a better place has been recognized by the Order of the White Robes, granting you these benefits:

    Protective Magic. You learn one 2nd-level spell of your choice. The 2nd-level spell must be from the abjuration or divination school of magic. You can cast this feat’s 2nd-level spell without a spell slot, and you must finish a long rest before you can cast it in this way again. You can also cast this spell using spell slots you have of the appropriate level. The spell’s spellcasting ability is the one chosen when you gained the Initiate of High Sorcery feat. [Aid]

    Protective Ward. When you or a creature you can see within 30 feet of you takes damage, you can use your reaction to expend a spell slot and weave protective magic around the target. Roll a number of d6s equal to the level of the spell slot expended and reduce the damage the target takes by the total rolled on those dice + your spellcasting ability modifier.


















     
     | FeaturesRitual CastingYou can cast a wizard spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don’t need to have the spell prepared.
    Arcane RecoverYou have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher. For example, if you’re a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots.
    BladesongYou can invoke an elven magic called the Bladesong, provided that you aren't wearing medium or heavy armor or using a shield. It graces you with supernatural speed, agility, and focus. You can use a bonus action to start the Bladesong, which lasts for 1 minute. It ends early if you are incapacitated, if you don medium or heavy armor or a shield, or if you use two hands to make an attack with a weapon. You can also dismiss the Bladesong at any time (no action required). While your Bladesong is active, you gain the following benefits: You gain a bonus to your AC equal to your Intelligence modifier (minimum of +1). Your walking speed increases by 10 feet. You have advantage on Dexterity (Acrobatics) checks. You gain a bonus to any Constitution saving throw you make to maintain your concentration on a spell. The bonus equals your Intelligence modifier (minimum of +1). You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.
    Protective WardWhen you or a creature you can see within 30 feet of you takes damage, you can use your reaction to expend a spell slot and weave protective magic around the target. Roll a number of d6s equal to the level of the spell slot expended and reduce the damage the target takes by the total rolled on those dice + your spellcasting ability modifier.













     
     | ActionsRapierATTACK: DEX [3]+ Proficiency [2]
    RANGE: 5ft
    MAGIC BONUS: 0
    CRIT RANGE: 20
    DAMAGE: 1d8 + DEX [3]
    TYPE: Piercing
    DESCRIPTION: melee weapon (martial, sword)

    Bladesinging Rapier StrikeATTACK: DEX [3]+ Proficiency [2]
    RANGE: 5ft
    MAGIC BONUS: 0
    CRIT RANGE: 20
    DAMAGE: 1d8 + DEX [3]
    TYPE: Piercing
    DESCRIPTION: melee weapon (martial, sword) 



















     
     | SpellsCantrips
    Blade WardBlade Ward
    Abjuration cantrip
    Casting Time:1 action
    Range: Self
    Target: Self
    Components: V S
    Duration: 1 round
    Description:You extend your hand and trace a sigil of warding in the air. Until the end of your next turn, you have resistance against bludgeoning, piercing, and slashing damage dealt by weapon attacks.

    Booming BladeBooming Blade
    Evocation cantrip
    Casting Time:1 action
    Range: Self (5ft radius)
    Target: One creature within the spell’s range
    Components: V, M (a melee weapon worth at least 1 sp)
    Duration: 1 round
    Description:You brandish the weapon used in the spell's casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack’s normal effects and then becomes sheathed in booming energy until the start of your next turn. If the target willingly moves 5 feet or more before then, it immediately takes 1d8 thunder damage, and the spell ends. This spell’s damage increases when you reach certain levels. At 5th level, the melee attack deals an extra 1d8 thunder damage to the target on a hit, and the damage the target takes for moving increases to 2d8. Both damage rolls increase by 1d8 at 11th level (2d8 and 3d8) and again at 17th level (3d8 and 4d8).

    Green Flame Blade1st Level Evocation
    Casting Time: 1 action
    Range: Self (5-foot radius)
    Target: One creature within the spell’s range
    Components: V, M (a melee weapon worth at least 1 sp)
    Duration: Instantaneous
    Classes: Sorcerer, Warlock, Wizard
    Description: You brandish the weapon used in the spell's casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack’s normal effects, and you can cause green fire to leap from the target to a different creature of your choice that you can see within 5 feet of it. The second creature takes fire damage equal to your spellcasting ability modifier. This spell’s damage increases when you reach certain levels. At 5th level, the melee attack deals an extra 1d8 fire damage to the target on a hit, and the fire damage to the second creature increases to 1d8 + your spellcasting ability modifier. Both damage rolls increase by 1d8 at 11th level (2d8 and 2d8) and 17th level (3d8 and 3d8).

    PrestidigitationPrestidigitation
    Transmutation cantrip
    Casting Time:1 action
    Range: 10 feet
    Components: V S
    Duration: 1 Hour
    Description: This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range:

    • You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.
    • You instantaneously light or snuff out a candle, a torch, or a small campfire.
    • You instantaneously clean or soil an object no larger than 1 cubic foot.
    • You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.
    • You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.
    • You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.

    If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.

    1st-Level <2/4>
    Expeditious Retreat1st Level Transmutation
    Casting Time: 1 bonus action
    Range: Self
    Target: Self
    Components: V S
    Duration: Concentration, up to 10 minutes
    Classes: Artificer, Sorcerer, Warlock, Wizard
    Description: This spell allows you to move at an incredible pace. When you cast this spell, and then as a bonus action on each of your turns until the spell ends, you can take the Dash action.

    Magic Missile1st Level Evocation
    Casting Time: 1 action
    Range: 120ft
    Target: A creature of your choice that you can see within range
    Components: V S
    Duration: Instantaneous
    Classes: Sorcerer, Wizard
    Description: You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4 + 1 force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several. At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart for each slot level above 1st.

    Tensors Floating Disk1st Level Conjuration
    Casting Time: 1 Action
    Range: 30 Feet
    Target: An unoccupied space of your choice that you can see within range
    Components: V S M (A drop of mercury)
    Duration: 1 Hour
    Classes: Wizard
    Description: This spell creates a circular, horizontal plane of force, 3 feet in diameter and 1 inch thick, that floats 3 feet above the ground in an unoccupied space of your choice that you can see within range. The disk remains for the duration, and can hold up to 500 pounds. If more weight is placed on it, the spell ends, and everything on the disk falls to the ground. The disk is immobile while you are within 20 feet of it. If you move more than 20 feet away from it, the disk follows you so that it remains within 20 feet of you. It can move across uneven terrain, up or down stairs, slopes and the like, but it can’t cross an elevation change of 10 feet or more. For example, the disk can’t move across a 10-foot-deep pit, nor could it leave such a pit if it was created at the bottom. If you move more than 100 feet from the disk (typically because it can’t move around an obstacle to follow you), the spell ends.

    Tash's Hideous Laughter1st Level Enchantment
    Casting Time: 1 Action
    Range: 30 Feet
    Target: A creature of your choice that you can see within range
    Components: V S M (Tiny tarts and a feather that is waved in the air)
    Duration: Concentration, up to 1 minute
    Classes: Bard, Wizard
    Description: A creature of your choice that you can see within range perceives everything as hilariously funny and falls into fits of laughter if this spell affects it. The target must succeed on a Wisdom saving throw or fall prone, becoming incapacitated and unable to stand up for the duration. A creature with an Intelligence score of 4 or less isn’t affected. At the end of each of its turns, and each time it takes damage, the target can make another Wisdom saving throw. The target has advantage on the saving throw if it’s triggered by damage. On a success, the spell ends.

    Identify1st Level Divination [Ritual]
    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
    Classes: Artificer, Bard, Wizard
    Description: 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.

    Detect Magic1st Level Divination
    Casting Time: 1 Action
    Range: Self
    Target: Self
    Components: V S
    Duration: Concentration, up to 10 minutes
    Classes: Artificer, Bard, Cleric, Druid, Paladin, Ranger, Sorcerer, Wizard
    Description: 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.

    Absorb Elements1st Level Abjuration
    Casting Time: 1 Reaction, which you take when you take acid, cold, fire, lightning, or thunder damage
    Range: Self
    Target: Self
    Components: S
    Duration: Instantaneous
    Classes: Artificer, Druid, Ranger, Sorcerer, Wizard
    Description: 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.

    Charm Person1st Level Enchantment
    Casting Time: 1 Action
    Range: 30 Feet
    Target: A humanoid you can see within range
    Components: V S
    Duration: 1 Hour
    Classes: Bard, Druid, Sorcerer, Warlock, Wizard
    Description: You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was charmed by you.
    At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.

    Comprehend Languages1st Level Divination [Ritual]
    Casting Time: 1 Action
    Range: Self
    Target: Self
    Components: V S M (A pinch of soot and salt)
    Duration: 1 Hour
    Classes: Bard, Sorcerer, Warlock, Wizard
    Description: 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.
    [Initiate of High Sorcery Feat]
    Shield1st 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
    Classes: Sorcerer, Wizard
    Description: 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.
    [Initiate of High Sorcery Feat]
    2nd-Level <2/2>
    Misty Step2nd Level Conjuration
    Casting Time: 1 Bonus Action
    Range: Self
    Target: Self
    Components: V
    Duration: Instantaneous
    Classes: Sorcerer, Wizard
    Description: Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.

    Shadow Blade2nd Level Illusion
    Casting Time: 1 Bonus Action
    Range: Self
    Target: Self
    Components: V, S
    Duration: ConcentrationUp to 1 minute/em>
    Classes: Sorcerer, Wizard
    Description: You weave together threads of shadow to create a sword of solidified gloom in your hand. This magic sword lasts until the spell ends. It counts as a simple melee weapon with which you are proficient. It deals 2d8 psychic damage on a hit and has the finesse, light, and thrown properties (range 20/60). In addition, when you use the sword to attack a target that is in dim light or darkness, you make the attack roll with advantage.
    If you drop the weapon or throw it, it dissipates at the end of the turn. Thereafter, while the spell persists, you can use a bonus action to cause the sword to reappear in your hand.
    At Higher Levels When you cast this spell using a 3rd- or 4th-level spell slot, the damage increases to 3d8. When you cast it using a 5th- or 6th-level spell slot, the damage increases to 4d8. When you cast it using a spell slot of 7th level or higher, the damage increases to 5d8.

    Aid Aid
    2nd Level Abjuration
    Casting Time:1 action
    Range: 30 feet
    Components: V S, M
    Duration: 8 hours
    Description:Your spell bolsters your allies with toughness and resolve. Choose up to three creatures within range. Each target’s hit point maximum and current hit points increase by 5 for the duration.

    At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, a target’s hit points increase by an additional 5 for each slot level above 2nd.
    [Adept of the White Robes]
    Mirror ImageMirror Image
    2nd Level Illusion
    Casting Time:1 action
    Range: Self
    Components: V S
    Duration: 1 Minute
    Description: Three illusory duplicates of yourself appear in your space. Until the spell ends, the duplicates move with you and mimic your actions, shifting position so it’s impossible to track which image is real. You can use your action to dismiss the illusory duplicates.

    Each time a creature targets you with an attack during the spell’s duration, roll a d20 to determine whether the attack instead targets one of your duplicates.

    If you have three duplicates, you must roll a 6 or higher to change the attack’s target to a duplicate. With two duplicates, you must roll an 8 or higher. With one duplicate, you must roll an 11 or higher.

    A duplicate’s AC equals 10 + your Dexterity modifier. If an attack hits a duplicate, the duplicate is destroyed. A duplicate can be destroyed only by an attack that hits it. It ignores all other damage and effects. The spell ends when all three duplicates are destroyed.

    A creature is unaffected by this spell if it can’t see, if it relies on senses other than sight, such as blindsight, or if it can perceive illusions as false, as with truesight.

     

    Forgive my reticence; it has been a troubling journey here and I am…. Overburdened by distrust as of late….

    With Lady Michelle and the traitorous knights back in Vogler, Decius was having trouble believing anyone is who they say they are at this point. While he did not have Meryelles penchant for spotting and solving mysteries, what he did possess an overactive imagination and a nasty habit of seeing surgeries and omens in everything. While her black cloak was not particularly comforting, her similarity to a raven, an omen of death seemed too on the nose for him to ignore. The scroll dances at the tips of his fingers as he holds on tightly, his lamenting smile still on his lips as he ponders her non-answer.

    As usual, it is Hunni whose lead he takes, as she rolls her eyes at his actions, he nods, releasing the scroll, allowing it to join its companion.


    My apologies Hunni…. Wyhan, I meant no disrespect…. Shall we proceed?

    His suspicions are not dissuaded, but trusting Hunni had prevented him from spiralling down the pit of conspiracy before, so he was simply putting to use the lessons learned.

     

     

    spacer.png

    Action:

    Bonus Action:

    Movement:

    Reaction:

  15. token_1(5).png.2b95751388080bca58e2ac5ed304bf2d.pngKatya 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
    | DEXScore: +2
    Acrobatics: +2
    Stealth: +2
    Sleight of Hand: +2
    :
     14 | CONScore: -19 | 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



     


    When Vadania is struck, Katya, in her gorilla form, feels her anxiety seize her stomach as the woman screams out in pain. Again, when Gilavar is injured, she feels though she his about to see her new friends vanish before her eyes like her old ones, and again she was helpless. As her simian form dissolves into a cloud of orbs of light dissipating back into the ether, she is thankful to see that her companions finish off the oozes, just in time for her to run over to Vadania, her hands glowing with a soft blueish-white light, ready to cast cure wounds on her friend. Once she casts the spell, and she sees the painful toxic burn and reddish skin on the gentle Wood Elf begin to soften and reced, she turns to the other Elf, whose conversation had kept her warm during their brief night watch at the mill the other night, who was now already shaking off the adrenaline of battle to quickly begin his search.

    Stop right there mister, you’re not searching anything until I look at that injury, I came in here unprepared because I believe in you all, but I refuse to continue if I cannot do the one thing I came prepared to do!

    Again, she allows her magic to flow into her hands as weaves another cure spell, pouring her warm magic into the wound. Though the two of them are not completely healed, which frustrates her, but she is able to bring them a little closer to full health, and assuages some of her guilt for trying to jump into the Frey instead of sticking to her beliefs and being ready to heal.

    spacer.png

    Ooc: cure wounds x 2

  16. token_1.png.ba18d35c074c2d2a05b1e13a8e573631.pngDecimus - Initiate of High Sorcery | Bladesinger Wizard | Human


    AC: 13 [+4 Bladesong] [+5 Shield/Absorb Elements]  | HP: 18/21 | Speed: 40 ft | Spell-casting: +6 / DC 14
    Senses: Passive Perception 12, Insight 12, Investigation 16
    STR: Score: -1
    Athletics: -1
    | DEXScore: +3
    Acrobatics: +3
    Stealth: +3
    Sleight of Hand: +3
    :
     16 | CONScore: 214 | INTScore: +4
    Arcana: +6
    History: +6
    Investigation: +6
    Nature: +4
    Religion: +6
    :
     18 | WISScore: 0

    Animal Handling: 0
    Insight: +2
    Medicine: 0
    Perception: +2
    Survival: 0
    :
     10 | CHAScore: -1

    Deception: -1
    Intimidation: -1
    Performance: -1
    Persuasion: -1
    :
     8 
    Languages: Common, Abyssal, Celestial, Primordial


    FeatsWar CasterPrerequisite: The ability to cast at least one spell
    You have practiced casting Spells in the midst of Combat, learning Techniques that grant you the following benefits:
    You have advantage on Constitution Saving Throws that you make to maintain your Concentration on a spell when you take damage.
    You can perform the somatic Components of Spells even when you have Weapons or a Shield in one or both hands.
    When a Hostile creature’s Movement provokes an opportunity Attack from you, you can use your Reaction to Cast a Spell at the creature, rather than making an opportunity Attack. The spell must have a Casting Time of 1 Action and must target only that creature.

    Initiate of High SorceryPrerequisite: Dragonlance Campaign, plus Sorcerer, Wizard, or Mage of High Sorcery
    You’ve received training from magic-users affiliated with the Mages of High Sorcery.

    Choose one of the three moons of Krynn to influence your magic: the black moon, Nuitari; the red moon, Lunitari; or the white moon, Solinari. You learn one cantrip of your choice from the wizard spell list and two 1st-level spells based on the moon you choose, as specified in the Lunar Spells table.

    Lunar Spells
    Moon 1st-Level Spell
    Solinari Comprehend Languages | Shield

    You can cast each of the chosen 1st-level spells without a spell slot, and you must finish a long rest before you can cast them in this way again. You can also cast the spells using any spell slots you have.

    Your spellcasting ability for this feat’s spells is Intelligence, Wisdom, or Charisma (choose when you select this feat).

    Source: DSotDQ, page 32

    Adept of White RobesPrerequisite: 4th level, initiate of high sorcery (solinari) feat
    You chose the moon Solinari to influence your magic, and your oath to use magic to make the world a better place has been recognized by the Order of the White Robes, granting you these benefits:

    Protective Magic. You learn one 2nd-level spell of your choice. The 2nd-level spell must be from the abjuration or divination school of magic. You can cast this feat’s 2nd-level spell without a spell slot, and you must finish a long rest before you can cast it in this way again. You can also cast this spell using spell slots you have of the appropriate level. The spell’s spellcasting ability is the one chosen when you gained the Initiate of High Sorcery feat. [Aid]

    Protective Ward. When you or a creature you can see within 30 feet of you takes damage, you can use your reaction to expend a spell slot and weave protective magic around the target. Roll a number of d6s equal to the level of the spell slot expended and reduce the damage the target takes by the total rolled on those dice + your spellcasting ability modifier.


















     
     | FeaturesRitual CastingYou can cast a wizard spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don’t need to have the spell prepared.
    Arcane RecoverYou have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher. For example, if you’re a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots.
    BladesongYou can invoke an elven magic called the Bladesong, provided that you aren't wearing medium or heavy armor or using a shield. It graces you with supernatural speed, agility, and focus. You can use a bonus action to start the Bladesong, which lasts for 1 minute. It ends early if you are incapacitated, if you don medium or heavy armor or a shield, or if you use two hands to make an attack with a weapon. You can also dismiss the Bladesong at any time (no action required). While your Bladesong is active, you gain the following benefits: You gain a bonus to your AC equal to your Intelligence modifier (minimum of +1). Your walking speed increases by 10 feet. You have advantage on Dexterity (Acrobatics) checks. You gain a bonus to any Constitution saving throw you make to maintain your concentration on a spell. The bonus equals your Intelligence modifier (minimum of +1). You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.
    Protective WardWhen you or a creature you can see within 30 feet of you takes damage, you can use your reaction to expend a spell slot and weave protective magic around the target. Roll a number of d6s equal to the level of the spell slot expended and reduce the damage the target takes by the total rolled on those dice + your spellcasting ability modifier.













     
     | ActionsRapierATTACK: DEX [3]+ Proficiency [2]
    RANGE: 5ft
    MAGIC BONUS: 0
    CRIT RANGE: 20
    DAMAGE: 1d8 + DEX [3]
    TYPE: Piercing
    DESCRIPTION: melee weapon (martial, sword)

    Bladesinging Rapier StrikeATTACK: DEX [3]+ Proficiency [2]
    RANGE: 5ft
    MAGIC BONUS: 0
    CRIT RANGE: 20
    DAMAGE: 1d8 + DEX [3]
    TYPE: Piercing
    DESCRIPTION: melee weapon (martial, sword) 



















     
     | SpellsCantrips
    Blade WardBlade Ward
    Abjuration cantrip
    Casting Time:1 action
    Range: Self
    Target: Self
    Components: V S
    Duration: 1 round
    Description:You extend your hand and trace a sigil of warding in the air. Until the end of your next turn, you have resistance against bludgeoning, piercing, and slashing damage dealt by weapon attacks.

    Booming BladeBooming Blade
    Evocation cantrip
    Casting Time:1 action
    Range: Self (5ft radius)
    Target: One creature within the spell’s range
    Components: V, M (a melee weapon worth at least 1 sp)
    Duration: 1 round
    Description:You brandish the weapon used in the spell's casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack’s normal effects and then becomes sheathed in booming energy until the start of your next turn. If the target willingly moves 5 feet or more before then, it immediately takes 1d8 thunder damage, and the spell ends. This spell’s damage increases when you reach certain levels. At 5th level, the melee attack deals an extra 1d8 thunder damage to the target on a hit, and the damage the target takes for moving increases to 2d8. Both damage rolls increase by 1d8 at 11th level (2d8 and 3d8) and again at 17th level (3d8 and 4d8).

    Green Flame Blade1st Level Evocation
    Casting Time: 1 action
    Range: Self (5-foot radius)
    Target: One creature within the spell’s range
    Components: V, M (a melee weapon worth at least 1 sp)
    Duration: Instantaneous
    Classes: Sorcerer, Warlock, Wizard
    Description: You brandish the weapon used in the spell's casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack’s normal effects, and you can cause green fire to leap from the target to a different creature of your choice that you can see within 5 feet of it. The second creature takes fire damage equal to your spellcasting ability modifier. This spell’s damage increases when you reach certain levels. At 5th level, the melee attack deals an extra 1d8 fire damage to the target on a hit, and the fire damage to the second creature increases to 1d8 + your spellcasting ability modifier. Both damage rolls increase by 1d8 at 11th level (2d8 and 2d8) and 17th level (3d8 and 3d8).

    PrestidigitationPrestidigitation
    Transmutation cantrip
    Casting Time:1 action
    Range: 10 feet
    Components: V S
    Duration: 1 Hour
    Description: This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range:

    • You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.
    • You instantaneously light or snuff out a candle, a torch, or a small campfire.
    • You instantaneously clean or soil an object no larger than 1 cubic foot.
    • You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.
    • You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.
    • You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.

    If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.

    1st-Level <2/4>
    Expeditious Retreat1st Level Transmutation
    Casting Time: 1 bonus action
    Range: Self
    Target: Self
    Components: V S
    Duration: Concentration, up to 10 minutes
    Classes: Artificer, Sorcerer, Warlock, Wizard
    Description: This spell allows you to move at an incredible pace. When you cast this spell, and then as a bonus action on each of your turns until the spell ends, you can take the Dash action.

    Magic Missile1st Level Evocation
    Casting Time: 1 action
    Range: 120ft
    Target: A creature of your choice that you can see within range
    Components: V S
    Duration: Instantaneous
    Classes: Sorcerer, Wizard
    Description: You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4 + 1 force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several. At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart for each slot level above 1st.

    Tensors Floating Disk1st Level Conjuration
    Casting Time: 1 Action
    Range: 30 Feet
    Target: An unoccupied space of your choice that you can see within range
    Components: V S M (A drop of mercury)
    Duration: 1 Hour
    Classes: Wizard
    Description: This spell creates a circular, horizontal plane of force, 3 feet in diameter and 1 inch thick, that floats 3 feet above the ground in an unoccupied space of your choice that you can see within range. The disk remains for the duration, and can hold up to 500 pounds. If more weight is placed on it, the spell ends, and everything on the disk falls to the ground. The disk is immobile while you are within 20 feet of it. If you move more than 20 feet away from it, the disk follows you so that it remains within 20 feet of you. It can move across uneven terrain, up or down stairs, slopes and the like, but it can’t cross an elevation change of 10 feet or more. For example, the disk can’t move across a 10-foot-deep pit, nor could it leave such a pit if it was created at the bottom. If you move more than 100 feet from the disk (typically because it can’t move around an obstacle to follow you), the spell ends.

    Tash's Hideous Laughter1st Level Enchantment
    Casting Time: 1 Action
    Range: 30 Feet
    Target: A creature of your choice that you can see within range
    Components: V S M (Tiny tarts and a feather that is waved in the air)
    Duration: Concentration, up to 1 minute
    Classes: Bard, Wizard
    Description: A creature of your choice that you can see within range perceives everything as hilariously funny and falls into fits of laughter if this spell affects it. The target must succeed on a Wisdom saving throw or fall prone, becoming incapacitated and unable to stand up for the duration. A creature with an Intelligence score of 4 or less isn’t affected. At the end of each of its turns, and each time it takes damage, the target can make another Wisdom saving throw. The target has advantage on the saving throw if it’s triggered by damage. On a success, the spell ends.

    Identify1st Level Divination [Ritual]
    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
    Classes: Artificer, Bard, Wizard
    Description: 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.

    Detect Magic1st Level Divination
    Casting Time: 1 Action
    Range: Self
    Target: Self
    Components: V S
    Duration: Concentration, up to 10 minutes
    Classes: Artificer, Bard, Cleric, Druid, Paladin, Ranger, Sorcerer, Wizard
    Description: 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.

    Absorb Elements1st Level Abjuration
    Casting Time: 1 Reaction, which you take when you take acid, cold, fire, lightning, or thunder damage
    Range: Self
    Target: Self
    Components: S
    Duration: Instantaneous
    Classes: Artificer, Druid, Ranger, Sorcerer, Wizard
    Description: 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.

    Charm Person1st Level Enchantment
    Casting Time: 1 Action
    Range: 30 Feet
    Target: A humanoid you can see within range
    Components: V S
    Duration: 1 Hour
    Classes: Bard, Druid, Sorcerer, Warlock, Wizard
    Description: You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was charmed by you.
    At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.

    Comprehend Languages1st Level Divination [Ritual]
    Casting Time: 1 Action
    Range: Self
    Target: Self
    Components: V S M (A pinch of soot and salt)
    Duration: 1 Hour
    Classes: Bard, Sorcerer, Warlock, Wizard
    Description: 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.
    [Initiate of High Sorcery Feat]
    Shield1st 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
    Classes: Sorcerer, Wizard
    Description: 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.
    [Initiate of High Sorcery Feat]
    2nd-Level <2/2>
    Misty Step2nd Level Conjuration
    Casting Time: 1 Bonus Action
    Range: Self
    Target: Self
    Components: V
    Duration: Instantaneous
    Classes: Sorcerer, Wizard
    Description: Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.

    Shadow Blade2nd Level Illusion
    Casting Time: 1 Bonus Action
    Range: Self
    Target: Self
    Components: V, S
    Duration: ConcentrationUp to 1 minute/em>
    Classes: Sorcerer, Wizard
    Description: You weave together threads of shadow to create a sword of solidified gloom in your hand. This magic sword lasts until the spell ends. It counts as a simple melee weapon with which you are proficient. It deals 2d8 psychic damage on a hit and has the finesse, light, and thrown properties (range 20/60). In addition, when you use the sword to attack a target that is in dim light or darkness, you make the attack roll with advantage.
    If you drop the weapon or throw it, it dissipates at the end of the turn. Thereafter, while the spell persists, you can use a bonus action to cause the sword to reappear in your hand.
    At Higher Levels When you cast this spell using a 3rd- or 4th-level spell slot, the damage increases to 3d8. When you cast it using a 5th- or 6th-level spell slot, the damage increases to 4d8. When you cast it using a spell slot of 7th level or higher, the damage increases to 5d8.

    Aid Aid
    2nd Level Abjuration
    Casting Time:1 action
    Range: 30 feet
    Components: V S, M
    Duration: 8 hours
    Description:Your spell bolsters your allies with toughness and resolve. Choose up to three creatures within range. Each target’s hit point maximum and current hit points increase by 5 for the duration.

    At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, a target’s hit points increase by an additional 5 for each slot level above 2nd.
    [Adept of the White Robes]
    Mirror ImageMirror Image
    2nd Level Illusion
    Casting Time:1 action
    Range: Self
    Components: V S
    Duration: 1 Minute
    Description: Three illusory duplicates of yourself appear in your space. Until the spell ends, the duplicates move with you and mimic your actions, shifting position so it’s impossible to track which image is real. You can use your action to dismiss the illusory duplicates.

    Each time a creature targets you with an attack during the spell’s duration, roll a d20 to determine whether the attack instead targets one of your duplicates.

    If you have three duplicates, you must roll a 6 or higher to change the attack’s target to a duplicate. With two duplicates, you must roll an 8 or higher. With one duplicate, you must roll an 11 or higher.

    A duplicate’s AC equals 10 + your Dexterity modifier. If an attack hits a duplicate, the duplicate is destroyed. A duplicate can be destroyed only by an attack that hits it. It ignores all other damage and effects. The spell ends when all three duplicates are destroyed.

    A creature is unaffected by this spell if it can’t see, if it relies on senses other than sight, such as blindsight, or if it can perceive illusions as false, as with truesight.

     

    Though not particularly fond of the achingly slow process of beaurocracy Decimus is glad for the break in pace from the last few days and lets a wide yawn overcome him while they wait for Lady Raven to sort put yet another of the Bakaris family affairs that they seem to be yet embroiled in. Just when he feels as though he is about to fall asleep standing, they are finally given entrance to the city, and are each given their own individual knights to guide to splitting groups. He eyes Hunni as they are assigned their knight, having done his best to not pay attention to her idle diatribes, else draw her attention to his own person. Something he had not the energy for.

    Their knight guides them through the city streets at an uncomfortable pace, as though wanting to be rid of this task as quickly as possible, giving a self important speech for which Decimus has no care for, which he 0responds to with a small smile as he adjusts his kimono pointedly.

    "Thank you ser... The city is safe in your hands, I'm sure..."

    Thankfully, regardless of whether or not his sarcasm is detected, Hunni des ends upon thr knight with a flurry of questions that occupy their travel until they arrive at the small store. The clearly occult nature of the store unnerves him, as does the thought of being outnumbered by two spellcasters of the Black Path, but he does his best to hide his discomfort, especially having Hunni challenge his preconditioned notions of the branch of Black Sorcery. As he peers through the glass into the empty eye sockets of a Skull, his reflection overlaid upon it, he cannot help but feel the sense of dread overtake him regardless. Hunni enters the shop first, but with the knight and his thoughts as his only companions once she does so, he enters soon after.

    The aroma is striking. The scent of magic is palpable, and a familiarity settles in. The second thing he notices, is that he is not the only spellcaster in the room for a penchant for a bit of drama in their wardrobe, and while he appreciates the dark feathered, raven-like aesthetic, he still prefers his own, more gentle floral patterns. In a disinterested manner, she beckons them for their scrolls, which Hunni immediately abides, but Decimus falters. He holds the scroll before him after digging through his many pockets to find it.

    "I don't suppose we can get confirmation that you are Wyhan...? Sensitive matters and all...."

     

     

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    Action:

    Bonus Action:

    Movement:

    Reaction:

  17. token_1(5).png.2b95751388080bca58e2ac5ed304bf2d.pngKatya 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
    | DEXScore: +2
    Acrobatics: +2
    Stealth: +2
    Sleight of Hand: +2
    :
     14 | CONScore: -19 | 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



     

     

    Everyone is fighting hard, but without spells, Katya feels useless in the face of the foes, still uncertain if she should transform into a beast and assit woth the cknbat, or stay prepared to heal at a moments notice. The power of the creatures has yet to be revealed, and it is not her own safety she worries about. Watching Vadania lithely dance between the attacks, and Vala deftly parries the blows, she wonders how much longer they will be able to go on cheating death. If she takes form now, and the hammer drops, she wants to ensure that her companions remain in the fight. On the other hand, she does not want to be seen as a burden while the rest risk their lives.

    As the room shakes from the astounding sonic boom from Reitans spell, Katya presses her hands over her ears, hearing her heartbeat thrum between her palms as the ringing slowly starts to fade. If the creatures are able to withstand such a force, then surely this battle will be hard fought, and her standing around will do nothing but see her alone once more, surrounded by dead friends. In a rush of adrenaline, magic flows through her body and she feels the warmth of the weave as she begins to transform, her muscles bulging and thick red hair covers her body, her arms lengthen and she leans forward on her heavy knuckles. Where the wolf had felt dexterous and as though she could run on air, this Gorilla form made her feel as though she could tear down walls. She grasps a large stone between her new, thick, powerful fingers and throws it as hard as she can at the ooze next to Vala, as she moves up beside the armored woman, giving an animalistic grunt in greeting.

    spacer.png

    Screenshot_20231008_223605_Brave2.jpg.5d869ad5458bc2900b5963082451c8d5.jpg

  18. "Our wills and fates do so contrary run, that our devices still are overthrown; our thoughts are ours, their ends none of our own"th3t0t3m_marceline_the_vampire_queen_in_bleach_art_style_9ac427c1-08fd-402b-9dfd-42291c2b989b-removebg-preview.png.104610dc205beffcc6249c722fa8cc6d.png


    Theme Otherworld 
    Character Sheet Pathbuilderhttps://pathbuilder2e.com/launch.html?build=466832


    ----Margaux Lagat
    Elf (Seer Elf) • Witch of Fate •
    Medium • Lawful Evil •


    Abilities
    Strength 8 (-0) • Dexterity 12 (+1) • Constitution 8(-1) • Intelligence 18 (+4) • Wisdom 16 (+0)3• Charisma 14 (+2)

    Boosts
    • Ancestry: + Wis, + Dex, + Int, - Con
    • Background: + Int, + Wis
    • Class: + Int
    • Free: + Cha, + Wis + Dex, + Int
    • Voluntary Flaw: + Cha, - Str, - Dex

     


    Adventuring & Combat
    HP 17/17
    Perception +4 • Trained 4 • Wis 0 • Item 0 • Senses Low Light Vision
    Speed 30 ft.
    Class DC 18 • Trained 4 • Base 10 • Cha 4 • Item 0


    Armor and Shields
    AC 17 • Trained 4 • Base 10 • Dex 3 • Item 0
    • Trained:
    Shield • Bulk 0 • +0 AC, Hard 0, HP 0 (0)


    Saving Throws 
    • Fortitude +5 • Trained 4 • Con 1 • Item 0
    • Reflex +7 • Trained 4 • Dex 3 • Item 0
    • Will +6 • Expert 6 • Wis 0 • Item 0

    Weapon Proficiencies
    • Trained: Simple, Unarmed

    Weapon +0 • Untrained 0 • Str 0 • Item 0 • Damage 1d0 • Notes


    Skills
    Acrobatics +7 • Trained 4 • Dex 3 • Item 0
    Arcana +6 • Trained 0 • Int 2 • Item 0
    Athletics +0 • Untrained 0 • Str 0 • Item 0 • Armor -0
    Crafting +2 • Untrained 0 • Int 2 • Item 0
    Deception +8 • Trained 4 • Cha 4 • Item 0
    Diplomacy +4 • Untrained 0 • Cha 4 • Item 0
    Intimidation +8 • Trained 4 • Cha 4 • Item 0
    Lore: Underworld+5 • Trained 4 • Int 0 • Item 0
    Medicine +0 • Untrained 0 • Wis 0 • Item 0
    Nature +0 • Untrained 0 • Wis 0 • Item 0
    Occultism +6 • Trained 4 • Int 2 • Item 0
    Performance +0 • Untrained 0 • Cha 0 • Item 0
    Religion +0 • Untrained 0 • Wis 0 • Item 0
    Society +6 • Trained 4 • Int 2 • Item 0
    Stealth +7 • Trained 4 • Dex 3 • Item 0 • Armor -0
    Survival +0 • Untrained 0 • Wis 0 • Item 0
    Thievery +7 • Trained 4 • Dex 3 • Item 0

    Languages: Common, Elven, Azlanti, Necril


    Heritage • DarkvisionA creature with darkvision or greater darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level darkness spell, block normal darkvision. A creature with greater darkvision, however, can see through even these forms of magical darkness.
    Bloodline AberrantSomething speaks to you from beyond the stars or below the earth. Ancient and unknowable, this alien infiuence presses against your mind.

    Spell List occult
    Bloodline Skills Intimidation, Occultism
    Granted Spells cantrip daze, 1st: spider sting, 2nd: touch of idiocy, 3rd: vampiric touch, 4th: confusion, 5th: black tentacles, 6th: feeblemind, 7th: warp mind, 8th: uncontrollable dance, 9th: unfathomable song
    Bloodline Spells initial: tentacular limbs, advanced: aberrant whispers, greater: unusual anatomy
    Blood Magic Aberrant whispers shield one target's mind or your own, granting a +2 status bonus to Will saving throws for 1 round.

    Conscious Mind The Tangible DreamArchetype Conscious Mind
    You don't gain any other abilities from your Conscious Mind, and it is listed here for information purposes.

    You pull colors and shapes from the depth of your mind, projecting impossible creations into the world as tapestries of astral thread or sculptures of force and light.
    Granted Spells 1st: color spray; 2nd: mirror image; 3rd: sea of thought; 4th: resilient sphere; 5th: etheric shards; 6th: blade barrier; 7th: project image; 8th: scintillating pattern; 9th: prismatic sphere
    Standard Psi Cantrips dancing lights and shield
    Unique Psi Cantrips surface: imaginary weapon; deeper: astral rain; deepest: hologram cage.

    Dancing Lights
    Your dancing lights can float wherever you like. After creating the lights, they can move more than 10 feet from the other lights, and more than 120 feet from you. Your dancing lights also gain the following amp.
    Amp Your lights whirl together, dazzlingly and hypnotically. When you amp the spell, you create a flashing display comprised of all four lights in an unoccupied 5-foot square. If you move the lights when you Sustain the Spell, the lights must remain together. The spell gains the visual trait. Each creature in a 5-foot emanation around the lights when you Cast the Spell must attempt a Fortitude save.
    Success The creature is dazzled until the start of your next turn and then becomes temporarily immune for 1 minute.
    Failure The creature is dazzled until the start of your next turn and must attempt a new save against the spell whenever it starts its turn adjacent to the lights.
    Critical Failure As failure, but the creature is also fascinated by the lights until the start of your next turn.

    Shield
    Your shield spell can be deployed on behalf of others. When you cast shield, you can choose a target ally within 30 feet to gain the benefits of the spell instead of you. The option to Shield Block with the spell is up to you and uses your reaction, not the target's. Your shield also gains the following amp.
    Amp You create a layered barrier of three shields to improve your defenses. The duration increases to sustained up to 1 minute. The shield still lowers at the start of each of your turns, but you can raise it again when you Sustain the Spell. When you Shield Block with this spell, one of the three layers breaks and you cease to gain the bonus to AC, but the spell doesn't end. You can keep using the spell until the final layer breaks; once it does, the spell ends and you can't cast shield or amped shield again for 10 minutes. You can choose to break additional layers when you Shield Block with this spell to improve your defenses. If you break two layers instead of one, increase the Hardness to 1-1/2 × the normal amount. If you break all three layers, increase the Hardness to double the normal amount.
    DA

    Free Archetype • Basic Undead BenefitsNecril: You know the Necril language.

    Undead Vision: You gain low-light vision, or you gain darkvision if your ancestry already has low-light vision.

    Negative Healing: You are damaged by positive
    damage and aren't healed by positive healing effects. You don't take negative damage and are healed by negative effects that heal undead.

    Negative Survival: Unlike normal undead, you aren't destroyed when reduced to 0 Hit Points. Instead, powerful negative energy attempts to keep you from being destroyed even in dire straits. You are knocked out and begin dying when reduced to 0 Hit Points. Because you're undead, many methods of bringing someone back from dying, such as stabilize, don't benefit you. When you would die, you're destroyed rather than dead, just like other undead.

    Immunity to Death Effects: You're immune to death effects. This keeps you from being automatically killed or from having your dying value automatically increase, but it doesn't make you immune to other parts of the spell or effect. For example, you can still take mental damage and become frightened by a phantasmal killer, you just don't instantly die from it.

    Disease and Poison Protection: You gain a +1 circumstance bonus to saving throws (or any other defense) against disease and poison.

    Undead Hunger: While you don't eat or drink the same food as humanoids do, you usually have thirsts and hungers related to your undead state, such as a ghoul's hunger for humanoid flesh, a zombie's craving for brains, and a vampire's desire for blood. Additionally, while you don't sleep, you enter a state of quiescence for at least 4 hours a day to recuperate, which lets your undead flesh reknit and recover naturally. Many undead choose to rest when the sun is at its highest.

    Ghost Archetype • IncorporealAn incorporeal creature or object has no physical form.

    An incorporeal creature can’t attempt Strength-based checks against physical creatures or objects—only against incorporeal ones—unless those objects have the ghost touch property rune. Likewise, a corporeal creature can’t attempt Strength-based checks against incorporeal creatures or objects.

    Incorporeal creatures usually have immunity to effects or conditions that require a physical body, like disease, poison, and precision damage.


    Free FeatPickpocketPrerequisites trained in Thievery

    You can Steal or Palm an Object that’s closely guarded, such as in a pocket, without taking the –5 penalty. You can’t steal objects that would be extremely noticeable or time consuming to remove (like worn shoes or armor or actively wielded objects). If you’re a master in Thievery, you can attempt to Steal from a creature in combat or otherwise on guard. When doing so, Stealing requires 2 manipulate actions instead of 1, and you take a –5 penalty.

    Dedication Feat • Psychic DedicationPrerequisites Intelligence 14 or Charisma 14

    You feel something awaken within your mind. You become trained in Occultism; if you were already trained in Occultism, you become trained in a skill of your choice. You cast spells like a psychic and gain the Cast a Spell activity; as you don't have a subconscious mind, your thought components are simple intentions. Choose a conscious mind. You gain a spell repertoire with one standard psi cantrip of your choice from your conscious mind, which you cast as a psi cantrip. You gain the normal benefits and the amp for this psi cantrip, but not any other benefits from the conscious mind. If you don't have one, you gain a focus pool of 1 Focus Point, which you can use to amp your psi cantrips, and you can Refocus by meditating on your new powers. If you already have a focus pool, increase the number of points in your pool by 1. You're trained in occult spell attack rolls and occult spell DCs. Your key spellcasting ability for psychic archetype spells is the ability you used to qualify for the archetype, and they are occult psychic spells.

    Special You can't select another dedication feat until you have gained two other feats from the psychic archetype.
    DA

    Ancestry Feat Ancestral LinguisticsPrerequisites at least 100 years old

    Over your extensive lifespan, you've studied many languages. During your daily preparations, you can recede into old memories to become fluent in one common language or one other language you have access to. You know this language until you prepare again. Since this knowledge is temporary, you can't use it as a prerequisite for a permanent character option.

    Class Feat • Dangerous SorceryYour legacy grants you great destructive power. When you Cast a Spell from your spell slots, if the spell deals damage and doesn’t have a duration, you gain a status bonus to that spell’s damage equal to the spell’s level.
    Skill Feat Read Psychometric ResonancePrerequisites trained in Occultism

    With a touch, you can read the psychic impressions left on objects by their previous owners. This exploration activity functions similarly to Detect Magic in that you move at half your travel speed or slower while looking for psychometric resonance. You must brush your bare hands over any objects you pass while you do this. This detects objects with significant emotional resonance attached to them, such as the joy from a child's beloved teddy bear, the sorrow from a widower's wedding ring, or the fear from a victim's murder weapon. If you're looking for a particular type of emotional resonance, you can choose to ignore other emotions. If you find an item with that resonance, you can explore that resonance with the following action.

    Psychometric Assessment (concentrate, divination, emotion, exploration, mental, occult) Requirements Your bare hands are touching an object in which you detected psychometric resonance; Effect You spend 1 minute concentrating on the object to get a vision of the face of the person who imbued the item with such emotion in the first place. If the associated emotion is painfully negative, you might take 1d6 psychic damage, as determined by the GM.

    Free Archetype • Ghost DedicationPrerequisites You died and returned as a ghost.

    You have risen as a shell of your former self, a spirit of mist and anguish. You gain the ghost, spirit, and undead traits, and the basic undead benefits. Your undead craving is to settle your unfinished business. You also gain the incorporeal trait, as described in the Glossary and Index, except you can’t pass through solid objects unless you select the Pass Through feat. Being a ghost has the following major effects.

    Floating You can float but are still tethered to the ground. Replace your land Speed with an equal fly Speed. You can’t rise more than a few inches above the ground when you Fly. This means you can move above many types of difficult or hazardous terrain without moving slowly or being damaged, even though you can’t fly without limit. You can Leap, High Jump, Long Jump, and take similar actions, and use your fly Speed for any calculations that would normally require your land Speed.

    Items You can transmute physical items to make them part of your incorporeal form. This requires spending 10 minutes with the items within reach, during which you transform the items into part of your form; you can return items you already have incorporated to a corporeal state at the same time. The items retain all their runes and other abilities, need to be invested normally if they have the invested trait, and need to be worn, held, or stowed appropriately. Once you’ve incorporated the items, you and other incorporeal creatures can use them normally—you can Interact with them, Release them, and so on. Your incorporated weapons gain the benefits of the ghost touch property rune, allowing you to use them normally against both corporeal and incorporeal creatures. Incorporated items become corporeal again only if you transmute them back or are destroyed, in which case, they drop to the ground under you.

    Attacks Your unarmed attacks become magical and deal negative damage instead of their normal type.

    Strength Unlike most incorporeal creatures, your Strength modifier is not –5; you keep the same Strength score you had before you became a ghost, though you can only attempt Strength-based skill checks—typically Athletics checks—against other incorporeal creatures, as normal for an incorporeal creature. Against incorporeal creatures, use your Strength normally to determine the results of Athletics checks, Strikes with melee weapons, and any other checks or damage rolls dependent on Strength.

    Ties that Bind When you become a ghost, work with your GM to choose a bound site and unfinished business, both of which matter for your character’s story, as well as some ghost archetype feats. Your bound site tethers you to the physical world and is typically either a location important to you in life or the place where you died. Unfinished business keeps you from passing to the afterlife. If someone resolves your unfinished business, you decide whether to accept the change and pass on, or to fight it. If you pass on, you get a few minutes to say your goodbyes, and then move into the River of Souls and the afterlife. Your character ceases to be. If you fight the change, you remain, though you and the GM might determine a new unfinished business. If you are physically destroyed, you cease your existence as a ghost but still might not be able to pass on to the afterlife if your unfinished business is incomplete. In this liminal state, you might come across strange energies and become another sort of creature, or anchor to a summoner and become an eidolon.


    Spells & Powers
    Spell Attack +8 • Trained 4 • Cha 4
    Spell DC 18 • Trained 4 • Base 10 • Cha 4
    Focus Points 2/2
    Spells/Day: 0: 5 • 1st: 4

     

    Prepared Spells
    Spell 0 —

     

    Focus Spells
     


    Inventory
    Money: 19 GP • 9 SP
    Bulk 0/5 • Enc 15 (5 + Str 10) • Max 20 (10 + Str 10)

    Backpack • Spellbook, Writing Set

    Tattoo • Bulk 0 • Eye SlashDivination, Invested, Magical, Tattoo

    PRICE: 20gp; USAGE: tattooed on the body

    Small scars or marks around your eye improve your distant vision. These scars are especially common among orc scouts, who favor scars shaped like eagle talons. You can see four times farther than normal. If you have darkvision, you can see blood in color. Higher-level versions of an eye slash are larger and more elaborate scars or marks, radiating out around the eye.


    Arms and Armor
    Item • Bulk 0 • Notes


    Appearance

    Personality

     


    History

     

  19. token_1(5).png.2b95751388080bca58e2ac5ed304bf2d.pngKatya 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
    | DEXScore: +2
    Acrobatics: +2
    Stealth: +2
    Sleight of Hand: +2
    :
     14 | CONScore: -19 | 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



     

     

    As the creature descends from the ceiling in a goopy mass, pseudopods striking out at Vala, its writhing body an everchanging monstrous mass of mucosal madness, Katya feels her heart racing, even as far back and safe as she currently is, the thought of combat quickens her pulse and brings panic to her mind. It is not like when they had fought the chimeric beast outside of the windmill though, she feels the same biting panic and anxiety, but she does not react without thought like last time. Taking a moment to breath, she looks around to see if there is anything of use to her, but without any offensive spells or weapons, her presence is useless. Having already cast Guidance upon Vadania to assist her, she is unable to do so for any others in her party. Her eyes scan the copious amounts of rocks littering the floor of the temple, if the others are unable to continue, she could likely turn into a powerful beast and throw those rocks, but she does not act just yet, having faith in the others, ready to heal them if needed.

    spacer.png

    OOC: Cast Guidance on Vadania

  20. On 9/30/2023 at 1:38 PM, JubalBreakbottle said:

    spacer.pngGilavar Oakhallow | High Elven Rogue | HP 10/10

    Saves & Abilities

    AC (Leather) 14 | Initiative +3 | Darkvision 60 ft | Perception +5 | Investigation +4 | Insight +1

    Speed: 30 ft | Saves: Str +0 | Dex +5 | Con +2 | Int +4 | Wis +1 | Cha +0

    Attacks: Shortsword +5, Piercing 1d6+3 | Shortbow +5, (80/320) Piercing 1d6+3 | Sneak Attack +1d6

    Stealth +7 | Acrobatics +5 | Sleight of Hand +5 | Survival +3 | Athletics +2


    Gilavar smiles and nods, "Alright, let me see. How about this one."

    The elf proceeds to tell Katya the story about the elven high mages of Nikerymath who conjured an enormous tidal wave to wash over the twelve cities of Jhaamdath, essentially leveling the empire in one fell swoop in the Year of Furious Waves, −255 DR. The tremendous magical feat reshaped the face of Faerûn, transforming the Bay of Jhaamdath into the the much larger Vilhon Reach as it later came to be known.

    @tyrtaeus

     

    token_1(5).png.2b95751388080bca58e2ac5ed304bf2d.pngKatya 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
    | DEXScore: +2
    Acrobatics: +2
    Stealth: +2
    Sleight of Hand: +2
    :
     14 | CONScore: -19 | 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



     

     

    As Gilavar begins his story, Katya gets comfortable, listening to the tale he weaves. Stories had always been an escape of hers as a child, and now, lost in the wildlands, on the other side of the most tragic experience she could have ever imagined, she feels the nostalgia wash over her. The story was just as outlandish and marvelous as any she had heard as a child, and by the end of the tale, she is both overjoyed at magnificence of the tale, and sad that it had come to an end.

    "Fascinating! I have never heard of the Twelve Cities, nor the Nikerymath, the ruins must be a remarkable place to visit, I'm sure there is much to learn from the past"

    spacer.png

     

  21. token_1(5).png.2b95751388080bca58e2ac5ed304bf2d.pngKatya 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
    | DEXScore: +2
    Acrobatics: +2
    Stealth: +2
    Sleight of Hand: +2
    :
     14 | CONScore: -19 | 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



     

     

    Arm in arm with the monk, Katya feels much more confident about walking into the darkness, knowing that she is not alone, but even that is washed away under the strange spell cast by Reitan as they enter the chamber, and his magic enhances the torches, even the one in her hand, which becomes so bright she is forced to hold it slightly off to the side so as to not blind herself. While the strong illumination lasts, she gets a good look at the room and tries to imagine what the ruin could have looked like in the prime of its existence. For it to have fallen into such disrepair and to still hold such precise stonemasonry, she thinks it is not such a wonder that the Dwarves were interested in the ruins. Her reverie of golden history is broken when Gilavar calls out the sighting of the ooze, his bow readied and firing mere moments after his shout. Reitan is quick on the draw as well, and yet another source of light bursts forth from his shield, a marvelous spell bursts forth from the holy symbol emblazed upon it. Katya, unequipped and not able to cast any spells that will do the team any good, does the only thing that she knows will be useful to the team, takes her arm from her friend and nods at her, a determined look upon her face.

    "Vadania, I'm here with you, Tal e Tel' keth"

    Knowing she cannot do much here, she casts guidance upon Vadania, knowing that the swift Elf would put to good use a small helping hand. The ooze seeps from the ceiling, it's thick, viscous psuedopods squelching and writhing in a manner that made Katya's inside churn, it's color and consistency reminiscent of mucus. Holding back a shiver of disgust, she keeps her eyes on her friends, ready to heal anyone at any moment.

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    OOC: Cast Guidance on Vadania

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