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ArtamenaV

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  1. What is the attack for Guiding Bolt if not the 4d6 radiant damage? Is there another attack roll I need to add in order to add the d4?
  2. I think I did my attack right? not sure as it is officially my first ever attack (YAY :D) How do we know when the wolves are dead?
  3. AelysĂ»ne Teuvel - “My words,” AelysĂ»ne said. | ‘My thoughts,’ AelysĂ»ne thought. | My actions . . . Strength: 8 (-1) Dexterity: 11 (+0) Constitution: 17 (+3) Intelligence: 12 (+1) Wisdom: 14 (+2) Charisma: 14 (+2) AC: 13 HP: 11/11 PPPassive Perception: 14 AelysĂ»ne sees Kresh next to two hideous looking wolves. She sweeps her left hand from her side, rising it high, while uttering the incantation,"Kaharenharik Ket." At once, a bright and warn light illuminates her eyes like a divine flame, a scorching beam of pure light envelops her hand. With a resounding cry of "FLAGRA!" she unleashes the luminous beam, directing its formidable power towards the wolf positioned to Kresh's right. OOC Movement: N16 Action: Casts guiding bolt on W4; A flash of light streaks toward a creature of your choice within range. Make a ranged spell attack against the target. On a hit, the target takes 4d6 radiant damage, and the next attack roll made against this target before the end of your next turn has advantage, thanks to the mystical dim light glittering on the target until then. Casting Time: 1 action Range/Area: 120ft. Components: V, S Duration: 1 round Bonus Action: Reaction: Interact-with-Object: — Concentration: Spells Spellcasting Hit Dice: 1d8 per cleric level Hit Points at 1st Level: (8) + (CMConstitution Modifier 3) = 11 Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per cleric level after 1st Spell Save DC = 8 + PBProficiency Bonus: 2 + WMWisdom Modifier: 2 = 12 Spell attack modifier = PBProficiency Bonus: 2 + WMWisdom Modifier: 2 = 4 Cantrips [XCAST: At Will Casting Time: 1 action Range/Area: Touch Components: V, S Duration: Concentration, up to 1 minute Source: PHB, pg. 248 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.] Guidance [XCAST: At Will Casting Time: 1 action Range/Area: Touch/20ft. Components: V, M(a firefly or phosphorescent moss) Duration: 1 hour Attack/Save: DEX 12 Source: PHB, pg. 255 You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action. If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell.] Light [XCAST: At Will Casting Time: 1 action Range/Area: 30ft. Components: V Duration: 1 minute Source: PHB, pg. 282 You manifest a minor wonder, a sign of supernatural power, within range. You create one of the following magical effects within range: Your voice booms up to three times as loud as normal for 1 minute. You cause flames to flicker, brighten, dim, or change color for 1 minute. You cause harmless tremors in the ground for 1 minute. You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers. You instantaneously cause an unlocked door or window to fly open or slam shut. You alter the appearance of your eyes for 1 minute. If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time, and you can dismiss such an effect as an action.] Thaumaturgy 1st LevelThe Cleric table shows how many spell slots you have to cast your cleric spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. You prepare the list of cleric spells that are available for you to cast, choosing from the cleric spell list. When you do so, choose a number of cleric spells equal to your Wisdom modifier (+2) + your cleric level (+1)(minimum of one spell). = 3 The spells must be of a level for which you have spell slots. [X][] Slots [XCAST: Spell Slot Regain 1d8+5 Hit Points Casting Time: 1 action Range/Area: Touch Components: V, S Duration: Instantaneous Source: PHB, pg. 230 A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.] Cure Wounds [XCast: Spell Slot Casting Time: 1 action Range/Area: 30ft. Components: V, S, M(a sprinkling of holy water) Duration: Concentration, up to 1 minute Source: PHB, pg. 219 You bless up to three creatures of your choice within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw. 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.] Bless [XCAST: Spell Slot 4d6 Radiant Casting Time: 1 action Range/Area: 120ft. Components: V, S Duration: 1 round Source: PHB, pg. 248 A flash of light streaks toward a creature of your choice within range. Make a ranged spell attack against the target. On a hit, the target takes 4d6 radiant damage, and the next attack roll made against this target before the end of your next turn has advantage, thanks to the mystical dim light glittering on the target until then. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.] Guiding Bolt Stat Block AelysĂ»ne Teuvel Cleric of SelĂ»ne - Life Domain Deity: SelĂ»ne, Goddess of the Moon Medium Humanoid, Chaotic Good AC 13 / HP 11 / Speed 30 ft / Initiative +0/ Proficiency Bonus +2 Str 8 (-1) Dex 11 (+0) Con 17 (+3) Wis 14 (+2) Int 12 (+1) Cha 14 (+2) SensesPassive Perception: 14 Passive Investigation: 11 Passive Insight: 12 Darkvision: 60ft. Saving ThrowsStr -1 Dex +0 Con +3 Int +1 Wis +4 Cha +4 Advantage against being charmed, Immune to Magical Sleep Skill ProficienciesAnimal Handling +2 Arcana +3 Athletics +1 Deception +2 History +1 Insight +2 Intimidation +2 Investigation +1 Medicine +4 Nature +3 Perception +4 Performance +2 Persuasion +2 Religion +3 Survival +2 Tool ProficienciesNavigator's Tools, Vehicles (Water) Attacks Crossbow, light: 80(320), HIT/DC +2 Damage 1d8 piercing Guiding Bolt: 120ft., HIT/DC +4, 4d6 Radiant, Duration 1Rnd Mace 5ft. reach, HIT/DC +1, 1d6-1 Bludgeoning ActionsAttack, Cast a Spell, Dash, Disengage, Dodge, Grapple, Help, Hide, Improvise, Ready, Search, Shove, Use an Object, Unarmed Strike Bonus Action: Two-Weapon Fighting Racial TraitsDarkvision: Sight in dim light within 60ft. Fey Ancestry: Advantage vs. charmed, immune to Magic Sleep Skill Versatility: Arcana, Nature Ability Score Increase: Cha +2, Int +1, Dex +1 Languages: Common, Dwarvish, Elvish Cleric TraitsArmor: Heavy Armor, Light Armor, Medium Armor, Shields Weapons: Simple weapons Saving Throws: Strength, Dexterity Proficiencies: Medicine, Religion Spellcasting Divine Domain: Life Bonus Proficiency: Heavy Armor Disciple of Life: Whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2 + the spell’s level. BackgroundSailor Tools: Navigator's Tools, Vehicles (Water) (Sailor) Feature: Ship’s Passage When you need to, you can secure free passage on a sailing ship for yourself and your adventuring companions. You might sail on the ship you served on, or another ship you have good relations with (perhaps one captained by a former crewmate). Because you’re calling in a favor, you can’t be certain of a schedule or route that will meet your every need. Your Dungeon Master will determine how long it takes to get where you need to go. In return for your free passage, you and your companions are expected to assist the crew during the voyage. Inventory Gp: 3 Sp: - Cp: - Equipped Clothes, Common Crossbow Bolts (x20) Crossbow, light Holy Symbol of SelĂ»ne Leather, Light Armor (AC 11) Mace Rope, Silk (50 ft) Shield (+2 AC) Backpack Blanket (3 lb.) Block of Incense (x2) Candle (x10) Censer (x1) Rations (1 day) (4 lb.) (5x) Tinderbox (1 lb.) Vestments (x1) Waterskin (5 lb.) Two-person tent (20 lb.) Alms Box Pouch (3x) Bag of Caltrops (qty. 20)
  4. Don't we go in later being lower on the initiative roll? I'm so confused...?
  5. AelysĂ»ne Teuvel - “My words,” AelysĂ»ne said. | ‘My thoughts,’ AelysĂ»ne thought. | My actions . . . Strength: 8 (-1) Dexterity: 11 (+0) Constitution: 17 (+3) Intelligence: 12 (+1) Wisdom: 14 (+2) Charisma: 14 (+2) AC: 13 HP: 11/11 PPPassive Perception: 14 AelysĂ»ne was awake in a split second. She arms herself and creeps out of her tent cautiously. She can hear the snapping of twigs getting closer, and she covers her nose to try and block a strange and sickening odor. "Ugh! What is that!?" She whispers loudly to avoid being heard by whatever approaches. OOC I rollled higher on perception than Ultonius and Kresh, so I'm assuming AelysĂ»ne catches on as well Spells Spellcasting Hit Dice: 1d8 per cleric level Hit Points at 1st Level: (8) + (CMConstitution Modifier 3) = 11 Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per cleric level after 1st Spell Save DC = 8 + PBProficiency Bonus: 2 + WMWisdom Modifier: 2 = 12 Spell attack modifier = PBProficiency Bonus: 2 + WMWisdom Modifier: 2 = 4 Cantrips [XCAST: At Will Casting Time: 1 action Range/Area: Touch Components: V, S Duration: Concentration, up to 1 minute Source: PHB, pg. 248 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.] Guidance [XCAST: At Will Casting Time: 1 action Range/Area: Touch/20ft. Components: V, M(a firefly or phosphorescent moss) Duration: 1 hour Attack/Save: DEX 12 Source: PHB, pg. 255 You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action. If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell.] Light [XCAST: At Will Casting Time: 1 action Range/Area: 30ft. Components: V Duration: 1 minute Source: PHB, pg. 282 You manifest a minor wonder, a sign of supernatural power, within range. You create one of the following magical effects within range: Your voice booms up to three times as loud as normal for 1 minute. You cause flames to flicker, brighten, dim, or change color for 1 minute. You cause harmless tremors in the ground for 1 minute. You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers. You instantaneously cause an unlocked door or window to fly open or slam shut. You alter the appearance of your eyes for 1 minute. If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time, and you can dismiss such an effect as an action.] Thaumaturgy 1st LevelThe Cleric table shows how many spell slots you have to cast your cleric spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. You prepare the list of cleric spells that are available for you to cast, choosing from the cleric spell list. When you do so, choose a number of cleric spells equal to your Wisdom modifier (+2) + your cleric level (+1)(minimum of one spell). = 3 The spells must be of a level for which you have spell slots. [][] Slots [XCAST: Spell Slot Regain 1d8+5 Hit Points Casting Time: 1 action Range/Area: Touch Components: V, S Duration: Instantaneous Source: PHB, pg. 230 A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.] Cure Wounds [XCast: Spell Slot Casting Time: 1 action Range/Area: 30ft. Components: V, S, M(a sprinkling of holy water) Duration: Concentration, up to 1 minute Source: PHB, pg. 219 You bless up to three creatures of your choice within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw. 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.] Bless [XCAST: Spell Slot 4d6 Radiant Casting Time: 1 action Range/Area: 120ft. Components: V, S Duration: 1 round Source: PHB, pg. 248 A flash of light streaks toward a creature of your choice within range. Make a ranged spell attack against the target. On a hit, the target takes 4d6 radiant damage, and the next attack roll made against this target before the end of your next turn has advantage, thanks to the mystical dim light glittering on the target until then. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.] Guiding Bolt Stat Block AelysĂ»ne Teuvel Cleric of SelĂ»ne - Life Domain Deity: SelĂ»ne, Goddess of the Moon Medium Humanoid, Chaotic Good AC 13 / HP 11 / Speed 30 ft / Initiative +0/ Proficiency Bonus +2 Str 8 (-1) Dex 11 (+0) Con 17 (+3) Wis 14 (+2) Int 12 (+1) Cha 14 (+2) SensesPassive Perception: 14 Passive Investigation: 11 Passive Insight: 12 Darkvision: 60ft. Saving ThrowsStr -1 Dex +0 Con +3 Int +1 Wis +4 Cha +4 Advantage against being charmed, Immune to Magical Sleep Skill ProficienciesAnimal Handling +2 Arcana +3 Athletics +1 Deception +2 History +1 Insight +2 Intimidation +2 Investigation +1 Medicine +4 Nature +3 Perception +4 Performance +2 Persuasion +2 Religion +3 Survival +2 Tool ProficienciesNavigator's Tools, Vehicles (Water) Attacks Crossbow, light: 80(320), HIT/DC +2 Damage 1d8 piercing Guiding Bolt: 120ft., HIT/DC +4, 4d6 Radiant, Duration 1Rnd Mace 5ft. reach, HIT/DC +1, 1d6-1 Bludgeoning ActionsAttack, Cast a Spell, Dash, Disengage, Dodge, Grapple, Help, Hide, Improvise, Ready, Search, Shove, Use an Object, Unarmed Strike Bonus Action: Two-Weapon Fighting Racial TraitsDarkvision: Sight in dim light within 60ft. Fey Ancestry: Advantage vs. charmed, immune to Magic Sleep Skill Versatility: Arcana, Nature Ability Score Increase: Cha +2, Int +1, Dex +1 Languages: Common, Dwarvish, Elvish Cleric TraitsArmor: Heavy Armor, Light Armor, Medium Armor, Shields Weapons: Simple weapons Saving Throws: Strength, Dexterity Proficiencies: Medicine, Religion Spellcasting Divine Domain: Life Bonus Proficiency: Heavy Armor Disciple of Life: Whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2 + the spell’s level. BackgroundSailor Tools: Navigator's Tools, Vehicles (Water) (Sailor) Feature: Ship’s Passage When you need to, you can secure free passage on a sailing ship for yourself and your adventuring companions. You might sail on the ship you served on, or another ship you have good relations with (perhaps one captained by a former crewmate). Because you’re calling in a favor, you can’t be certain of a schedule or route that will meet your every need. Your Dungeon Master will determine how long it takes to get where you need to go. In return for your free passage, you and your companions are expected to assist the crew during the voyage. Inventory Gp: 3 Sp: - Cp: - Equipped Clothes, Common Crossbow Bolts (x20) Crossbow, light Holy Symbol of SelĂ»ne Leather, Light Armor (AC 11) Mace Rope, Silk (50 ft) Shield (+2 AC) Backpack Blanket (3 lb.) Block of Incense (x2) Candle (x10) Censer (x1) Rations (1 day) (4 lb.) (5x) Tinderbox (1 lb.) Vestments (x1) Waterskin (5 lb.) Two-person tent (20 lb.) Alms Box Pouch (3x) Bag of Caltrops (qty. 20)
  6. AelysĂ»ne Teuvel - “My words,” AelysĂ»ne said. | ‘My thoughts,’ AelysĂ»ne thought. | My actions . . . Strength: 8 (-1) Dexterity: 11 (+0) Constitution: 17 (+3) Intelligence: 12 (+1) Wisdom: 14 (+2) Charisma: 14 (+2) AC: 13 HP: 11/11 PPPassive Perception: 14 OOC Finals T_T If anything I can at least roll for perception Spells Spellcasting Hit Dice: 1d8 per cleric level Hit Points at 1st Level: (8) + (CMConstitution Modifier 3) = 11 Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per cleric level after 1st Spell Save DC = 8 + PBProficiency Bonus: 2 + WMWisdom Modifier: 2 = 12 Spell attack modifier = PBProficiency Bonus: 2 + WMWisdom Modifier: 2 = 4 Cantrips [XCAST: At Will Casting Time: 1 action Range/Area: Touch Components: V, S Duration: Concentration, up to 1 minute Source: PHB, pg. 248 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.] Guidance [XCAST: At Will Casting Time: 1 action Range/Area: Touch/20ft. Components: V, M(a firefly or phosphorescent moss) Duration: 1 hour Attack/Save: DEX 12 Source: PHB, pg. 255 You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action. If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell.] Light [XCAST: At Will Casting Time: 1 action Range/Area: 30ft. Components: V Duration: 1 minute Source: PHB, pg. 282 You manifest a minor wonder, a sign of supernatural power, within range. You create one of the following magical effects within range: Your voice booms up to three times as loud as normal for 1 minute. You cause flames to flicker, brighten, dim, or change color for 1 minute. You cause harmless tremors in the ground for 1 minute. You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers. You instantaneously cause an unlocked door or window to fly open or slam shut. You alter the appearance of your eyes for 1 minute. If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time, and you can dismiss such an effect as an action.] Thaumaturgy 1st LevelThe Cleric table shows how many spell slots you have to cast your cleric spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. You prepare the list of cleric spells that are available for you to cast, choosing from the cleric spell list. When you do so, choose a number of cleric spells equal to your Wisdom modifier (+2) + your cleric level (+1)(minimum of one spell). = 3 The spells must be of a level for which you have spell slots. [][] Slots [XCAST: Spell Slot Regain 1d8+5 Hit Points Casting Time: 1 action Range/Area: Touch Components: V, S Duration: Instantaneous Source: PHB, pg. 230 A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.] Cure Wounds [XCast: Spell Slot Casting Time: 1 action Range/Area: 30ft. Components: V, S, M(a sprinkling of holy water) Duration: Concentration, up to 1 minute Source: PHB, pg. 219 You bless up to three creatures of your choice within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw. 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.] Bless [XCAST: Spell Slot 4d6 Radiant Casting Time: 1 action Range/Area: 120ft. Components: V, S Duration: 1 round Source: PHB, pg. 248 A flash of light streaks toward a creature of your choice within range. Make a ranged spell attack against the target. On a hit, the target takes 4d6 radiant damage, and the next attack roll made against this target before the end of your next turn has advantage, thanks to the mystical dim light glittering on the target until then. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.] Guiding Bolt Stat Block AelysĂ»ne Teuvel Cleric of SelĂ»ne - Life Domain Deity: SelĂ»ne, Goddess of the Moon Medium Humanoid, Chaotic Good AC 13 / HP 11 / Speed 30 ft / Initiative +0/ Proficiency Bonus +2 Str 8 (-1) Dex 11 (+0) Con 17 (+3) Wis 14 (+2) Int 12 (+1) Cha 14 (+2) SensesPassive Perception: 14 Passive Investigation: 11 Passive Insight: 12 Darkvision: 60ft. Saving ThrowsStr -1 Dex +0 Con +3 Int +1 Wis +4 Cha +4 Advantage against being charmed, Immune to Magical Sleep Skill ProficienciesAnimal Handling +2 Arcana +3 Athletics +1 Deception +2 History +1 Insight +2 Intimidation +2 Investigation +1 Medicine +4 Nature +3 Perception +4 Performance +2 Persuasion +2 Religion +3 Survival +2 Tool ProficienciesNavigator's Tools, Vehicles (Water) Attacks Crossbow, light: 80(320), HIT/DC +2 Damage 1d8 piercing Guiding Bolt: 120ft., HIT/DC +4, 4d6 Radiant, Duration 1Rnd Mace 5ft. reach, HIT/DC +1, 1d6-1 Bludgeoning ActionsAttack, Cast a Spell, Dash, Disengage, Dodge, Grapple, Help, Hide, Improvise, Ready, Search, Shove, Use an Object, Unarmed Strike Bonus Action: Two-Weapon Fighting Racial TraitsDarkvision: Sight in dim light within 60ft. Fey Ancestry: Advantage vs. charmed, immune to Magic Sleep Skill Versatility: Arcana, Nature Ability Score Increase: Cha +2, Int +1, Dex +1 Languages: Common, Dwarvish, Elvish Cleric TraitsArmor: Heavy Armor, Light Armor, Medium Armor, Shields Weapons: Simple weapons Saving Throws: Strength, Dexterity Proficiencies: Medicine, Religion Spellcasting Divine Domain: Life Bonus Proficiency: Heavy Armor Disciple of Life: Whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2 + the spell’s level. BackgroundSailor Tools: Navigator's Tools, Vehicles (Water) (Sailor) Feature: Ship’s Passage When you need to, you can secure free passage on a sailing ship for yourself and your adventuring companions. You might sail on the ship you served on, or another ship you have good relations with (perhaps one captained by a former crewmate). Because you’re calling in a favor, you can’t be certain of a schedule or route that will meet your every need. Your Dungeon Master will determine how long it takes to get where you need to go. In return for your free passage, you and your companions are expected to assist the crew during the voyage. Inventory Gp: 3 Sp: - Cp: - Equipped Clothes, Common Crossbow Bolts (x20) Crossbow, light Holy Symbol of SelĂ»ne Leather, Light Armor (AC 11) Mace Rope, Silk (50 ft) Shield (+2 AC) Backpack Blanket (3 lb.) Block of Incense (x2) Candle (x10) Censer (x1) Rations (1 day) (4 lb.) (5x) Tinderbox (1 lb.) Vestments (x1) Waterskin (5 lb.) Two-person tent (20 lb.) Alms Box Pouch (3x) Bag of Caltrops (qty. 20)
  7. We will certainly see! XD I've been a teeny bit absent, but I got finals, I'll try to dish out an entry this evening after my assignments are done
  8. I'll go ahead and take second watch then
  9. how many "watches" are there in a given evening?
  10. do I need to add my Proficiency bonus to my perception check? I am proficient in Perception amongst other things, but I'm still pretty new XD
  11. AelysĂ»ne Teuvel - “My words,” AelysĂ»ne said. | ‘My thoughts,’ AelysĂ»ne thought. | My actions . . . Strength: 8 (-1) Dexterity: 11 (+0) Constitution: 17 (+3) Intelligence: 12 (+1) Wisdom: 14 (+2) Charisma: 14 (+2) AC: 13 HP: 11/11 PPPassive Perception: 14 As AelysĂ»ne proceeds back into The Hall of Echoed Wisdom and buys her supplies, Durin passes her, creeping his way out, breakfast in hand. His eyes are down so as to not meet the eyes of others. She feels a pull at her heart, and she clutches her holy symbol of SelĂ»ne. 'Does he know?' She shakes her uneasiness out of her head. Here she is, having made a grand speech about ignoring Lady Elowen's warning, but doing exactly that. 'My path is lit by moonlight,' AelysĂ»ne thinks to herself, 'The Moonmaiden will guide me to where I need to go, I don't need to fret about it.' Steeling herself and standing up straight, she decided that she is going to be the best Half-Elven Cleric on this journey, looming threats notwithstanding. She bounds up to the breakfast table, "Good Morning, everyone!" She greets a bit overexcitedly as she gathers up some food for her plate, surprised that it is still warm, "May the seven stars bless you!" After they eat, they determine that is time to leave. AelysĂ»ne hugs her father one last time before they set out on their way, and he heads west on the path when they venture northeast. She looks back at him as long as she can before she ushers herself along. The sunlight filters through the dense foliage above, casting a warm and gentle glow on everything it touches. The leaves of the trees shimmer in shades of green, their vibrant colors bright and inviting. Rays of sunlight create intricate patterns on the forest floor, illuminating patches of moss and wildflowers. Squirrels scamper among the branches, and birds sing their melodious songs from the treetops, their voices blending harmoniously with the gentle rustling of leaves in the breeze. The magical energy that permeates the forest is palpable, and she can sense the presence of SelĂ»ne even in the daylight. It's as if her divine touch blesses every leaf, every flower, and every creature that calls this forest home. Despite the dangers of the journey, AelysĂ»ne cannot help but have a spring in her step. She had traveled the seas for 31 years, but this is the first time she is travelling as a free woman. She is tempted to to dance, spinning and weaving through the trees and singing one of her father's Druidic songs, but she decides that this would not make her appear mature in any way. "So, Durin, was it?" AelysĂ»ne chooses, hopefully being perceived as random, "Where are you from?" OOC Perception Check (d20+4+2): 16 Spells Spellcasting Hit Dice: 1d8 per cleric level Hit Points at 1st Level: (8) + (CMConstitution Modifier 3) = 11 Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per cleric level after 1st Spell Save DC = 8 + PBProficiency Bonus: 2 + WMWisdom Modifier: 2 = 12 Spell attack modifier = PBProficiency Bonus: 2 + WMWisdom Modifier: 2 = 4 Cantrips [XCAST: At Will Casting Time: 1 action Range/Area: Touch Components: V, S Duration: Concentration, up to 1 minute Source: PHB, pg. 248 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.] Guidance [XCAST: At Will Casting Time: 1 action Range/Area: Touch/20ft. Components: V, M(a firefly or phosphorescent moss) Duration: 1 hour Attack/Save: DEX 12 Source: PHB, pg. 255 You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action. If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell.] Light [XCAST: At Will Casting Time: 1 action Range/Area: 30ft. Components: V Duration: 1 minute Source: PHB, pg. 282 You manifest a minor wonder, a sign of supernatural power, within range. You create one of the following magical effects within range: Your voice booms up to three times as loud as normal for 1 minute. You cause flames to flicker, brighten, dim, or change color for 1 minute. You cause harmless tremors in the ground for 1 minute. You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers. You instantaneously cause an unlocked door or window to fly open or slam shut. You alter the appearance of your eyes for 1 minute. If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time, and you can dismiss such an effect as an action.] Thaumaturgy 1st LevelThe Cleric table shows how many spell slots you have to cast your cleric spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. You prepare the list of cleric spells that are available for you to cast, choosing from the cleric spell list. When you do so, choose a number of cleric spells equal to your Wisdom modifier (+2) + your cleric level (+1)(minimum of one spell). = 3 The spells must be of a level for which you have spell slots. [][] Slots [XCAST: Spell Slot Regain 1d8+5 Hit Points Casting Time: 1 action Range/Area: Touch Components: V, S Duration: Instantaneous Source: PHB, pg. 230 A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.] Cure Wounds [XCast: Spell Slot Casting Time: 1 action Range/Area: 30ft. Components: V, S, M(a sprinkling of holy water) Duration: Concentration, up to 1 minute Source: PHB, pg. 219 You bless up to three creatures of your choice within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw. 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.] Bless [XCAST: Spell Slot 4d6 Radiant Casting Time: 1 action Range/Area: 120ft. Components: V, S Duration: 1 round Source: PHB, pg. 248 A flash of light streaks toward a creature of your choice within range. Make a ranged spell attack against the target. On a hit, the target takes 4d6 radiant damage, and the next attack roll made against this target before the end of your next turn has advantage, thanks to the mystical dim light glittering on the target until then. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.] Guiding Bolt Stat Block AelysĂ»ne Teuvel Cleric of SelĂ»ne - Life Domain Deity: SelĂ»ne, Goddess of the Moon Medium Humanoid, Chaotic Good AC 13 / HP 11 / Speed 30 ft / Initiative +0/ Proficiency Bonus +2 Str 8 (-1) Dex 11 (+0) Con 17 (+3) Wis 14 (+2) Int 12 (+1) Cha 14 (+2) SensesPassive Perception: 14 Passive Investigation: 11 Passive Insight: 12 Darkvision: 60ft. Saving ThrowsStr -1 Dex +0 Con +3 Int +1 Wis +4 Cha +4 Advantage against being charmed, Immune to Magical Sleep Skill ProficienciesAnimal Handling +2 Arcana +3 Athletics +1 Deception +2 History +1 Insight +2 Intimidation +2 Investigation +1 Medicine +4 Nature +3 Perception +4 Performance +2 Persuasion +2 Religion +3 Survival +2 Tool ProficienciesNavigator's Tools, Vehicles (Water) Attacks Crossbow, light: 80(320), HIT/DC +2 Damage 1d8 piercing Guiding Bolt: 120ft., HIT/DC +4, 4d6 Radiant, Duration 1Rnd Mace 5ft. reach, HIT/DC +1, 1d6-1 Bludgeoning ActionsAttack, Cast a Spell, Dash, Disengage, Dodge, Grapple, Help, Hide, Improvise, Ready, Search, Shove, Use an Object, Unarmed Strike Bonus Action: Two-Weapon Fighting Racial TraitsDarkvision: Sight in dim light within 60ft. Fey Ancestry: Advantage vs. charmed, immune to Magic Sleep Skill Versatility: Arcana, Nature Ability Score Increase: Cha +2, Int +1, Dex +1 Languages: Common, Dwarvish, Elvish Cleric TraitsArmor: Heavy Armor, Light Armor, Medium Armor, Shields Weapons: Simple weapons Saving Throws: Strength, Dexterity Proficiencies: Medicine, Religion Spellcasting Divine Domain: Life Bonus Proficiency: Heavy Armor Disciple of Life: Whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2 + the spell’s level. BackgroundSailor Tools: Navigator's Tools, Vehicles (Water) (Sailor) Feature: Ship’s Passage When you need to, you can secure free passage on a sailing ship for yourself and your adventuring companions. You might sail on the ship you served on, or another ship you have good relations with (perhaps one captained by a former crewmate). Because you’re calling in a favor, you can’t be certain of a schedule or route that will meet your every need. Your Dungeon Master will determine how long it takes to get where you need to go. In return for your free passage, you and your companions are expected to assist the crew during the voyage. Inventory Gp: 3 Sp: - Cp: - Equipped Clothes, Common Crossbow Bolts (x20) Crossbow, light Holy Symbol of SelĂ»ne Leather, Light Armor (AC 11) Mace Rope, Silk (50 ft) Shield (+2 AC) Backpack Blanket (3 lb.) Block of Incense (x2) Candle (x10) Censer (x1) Rations (1 day) (4 lb.) (5x) Tinderbox (1 lb.) Vestments (x1) Waterskin (5 lb.) Two-person tent (20 lb.) Alms Box Pouch (3x) Bag of Caltrops (qty. 20)
  12. AelysĂ»ne Teuvel - “My words,” AelysĂ»ne said. | ‘My thoughts,’ AelysĂ»ne thought. | My actions . . . Strength: 8 (-1) Dexterity: 11 (+0) Constitution: 17 (+3) Intelligence: 12 (+1) Wisdom: 14 (+2) Charisma: 14 (+2) AC: 13 HP: 11/11 PPPassive Perception: 14 AelysĂ»ne tossed and turned for quite some time before eventually drifting off to sleep. She awakes to the sound of inland birds, singing an unfamiliar tune. She had heard the gulls of her coastal hometown so often that she could practically understand their regular morning gossip. She had considered going to eat with the others, but it seemed as if they had other things they would be doing in preparation for the trip, and her father had told her that he would see her off. Outside, Aelyshelm sits cross-legged at his campsite with his eyes closed. Time seems to slow in his presence, as if the very essence of nature flows about him. The rustling of leaves in the wind becomes a soft whisper, as if the trees themselves breathe with him. He seems attuned to every passing wind, every flutter of a butterfly's wings. His senses dance in harmony with the world around him. She would have retreated back inside so as to not interrupt him, but he had long been aware of her presence. "I sense a heaviness about you, Ai DaoinMy Star." AelysĂ»ne sits in front of him. "My night was restless, filled with uncertainty and confusion." "The path ahead may be more complicated than you anticipate," Aelyshelm sighs, "The High Council's quests are rarely straightforward; you are delving into the depths of mysteries; secrets that lie hidden within the realms, ones that even The High Council do not know the answers to." AelysĂ»ne nodded, her eyes gazing into the depths of her father's golden eyes. "I can feel it, Father. There is a weight to this journey, a sense of responsibility that rests upon my shoulders. I fear that my powers and devotion may not be enough to navigate the shadows that await me, and...I may be gone longer than I originally thought." She wanted to tell him all that had happened the night before, but she would not allow herself, and knew that he would not allow her either if she tried. His eyes opened, and he places a hand upon hers. "No matter how far you go, trust that SelĂ»ne's light will guide you through the darkest of times. With the Moonmaiden at your side, you are never lost, you are never alone." "Of course, O'SuFather." She stands. "Please convey my love to Mindrellias and...'Astra." Aelyshelm laughs. "You can manage to finally send your cousins your love in a letter, or in person when you return. I am certain they would appreciate it. " "Not that Astra would respond if I did...she refused to speak to me when I returned." "Mindastra is like all others: complicated. Your...disappearance all those years ago was very difficult for her, it changed her, and not entirely for the better. Let her forgiveness take time, and it will come. Now go, you must make your final preparations, and I may never let you leave my side if you stay any longer." AelysĂ»ne mirrors his warm, albeit sad smile, and proceeds back into The Hall of Echoed Wisdom, it would likely be some time before they see each other again. She has her breakfast in silence, and then purchases a Two-Person Tent (2 gp), 4 1-day Rations (2gp total), and 3 20-count bags of caltrops (3gp total), for a total of 7gp. OOC Spells Spellcasting Hit Dice: 1d8 per cleric level Hit Points at 1st Level: (8) + (CMConstitution Modifier 3) = 11 Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per cleric level after 1st Spell Save DC = 8 + PBProficiency Bonus: 2 + WMWisdom Modifier: 2 = 12 Spell attack modifier = PBProficiency Bonus: 2 + WMWisdom Modifier: 2 = 4 Cantrips [XCAST: At Will Casting Time: 1 action Range/Area: Touch Components: V, S Duration: Concentration, up to 1 minute Source: PHB, pg. 248 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.] Guidance [XCAST: At Will Casting Time: 1 action Range/Area: Touch/20ft. Components: V, M(a firefly or phosphorescent moss) Duration: 1 hour Attack/Save: DEX 12 Source: PHB, pg. 255 You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action. If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell.] Light [XCAST: At Will Casting Time: 1 action Range/Area: 30ft. Components: V Duration: 1 minute Source: PHB, pg. 282 You manifest a minor wonder, a sign of supernatural power, within range. You create one of the following magical effects within range: Your voice booms up to three times as loud as normal for 1 minute. You cause flames to flicker, brighten, dim, or change color for 1 minute. You cause harmless tremors in the ground for 1 minute. You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers. You instantaneously cause an unlocked door or window to fly open or slam shut. You alter the appearance of your eyes for 1 minute. If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time, and you can dismiss such an effect as an action.] Thaumaturgy 1st LevelThe Cleric table shows how many spell slots you have to cast your cleric spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. You prepare the list of cleric spells that are available for you to cast, choosing from the cleric spell list. When you do so, choose a number of cleric spells equal to your Wisdom modifier (+2) + your cleric level (+1)(minimum of one spell). = 3 The spells must be of a level for which you have spell slots. [][] Slots [XCAST: Spell Slot Regain 1d8+5 Hit Points Casting Time: 1 action Range/Area: Touch Components: V, S Duration: Instantaneous Source: PHB, pg. 230 A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.] Cure Wounds [XCast: Spell Slot Casting Time: 1 action Range/Area: 30ft. Components: V, S, M(a sprinkling of holy water) Duration: Concentration, up to 1 minute Source: PHB, pg. 219 You bless up to three creatures of your choice within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw. 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.] Bless [XCAST: Spell Slot 4d6 Radiant Casting Time: 1 action Range/Area: 120ft. Components: V, S Duration: 1 round Source: PHB, pg. 248 A flash of light streaks toward a creature of your choice within range. Make a ranged spell attack against the target. On a hit, the target takes 4d6 radiant damage, and the next attack roll made against this target before the end of your next turn has advantage, thanks to the mystical dim light glittering on the target until then. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.] Guiding Bolt Stat Block AelysĂ»ne Teuvel Cleric of SelĂ»ne - Life Domain Deity: SelĂ»ne, Goddess of the Moon Medium Humanoid, Chaotic Good AC 13 / HP 11 / Speed 30 ft / Initiative +0/ Proficiency Bonus +2 Str 8 (-1) Dex 11 (+0) Con 17 (+3) Wis 14 (+2) Int 12 (+1) Cha 14 (+2) SensesPassive Perception: 14 Passive Investigation: 11 Passive Insight: 12 Darkvision: 60ft. Saving ThrowsStr -1 Dex +0 Con +3 Int +1 Wis +4 Cha +4 Advantage against being charmed, Immune to Magical Sleep Skill ProficienciesAnimal Handling +2 Arcana +3 Athletics +1 Deception +2 History +1 Insight +2 Intimidation +2 Investigation +1 Medicine +4 Nature +3 Perception +4 Performance +2 Persuasion +2 Religion +3 Survival +2 Tool ProficienciesNavigator's Tools, Vehicles (Water) Attacks Crossbow, light: 80(320), HIT/DC +2 Damage 1d8 piercing Guiding Bolt: 120ft., HIT/DC +4, 4d6 Radiant, Duration 1Rnd Mace 5ft. reach, HIT/DC +1, 1d6-1 Bludgeoning ActionsAttack, Cast a Spell, Dash, Disengage, Dodge, Grapple, Help, Hide, Improvise, Ready, Search, Shove, Use an Object, Unarmed Strike Bonus Action: Two-Weapon Fighting Racial TraitsDarkvision: Sight in dim light within 60ft. Fey Ancestry: Advantage vs. charmed, immune to Magic Sleep Skill Versatility: Arcana, Nature Ability Score Increase: Cha +2, Int +1, Dex +1 Languages: Common, Dwarvish, Elvish Cleric TraitsArmor: Heavy Armor, Light Armor, Medium Armor, Shields Weapons: Simple weapons Saving Throws: Strength, Dexterity Proficiencies: Medicine, Religion Spellcasting Divine Domain: Life Bonus Proficiency: Heavy Armor Disciple of Life: Whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2 + the spell’s level. BackgroundSailor Tools: Navigator's Tools, Vehicles (Water) (Sailor) Feature: Ship’s Passage When you need to, you can secure free passage on a sailing ship for yourself and your adventuring companions. You might sail on the ship you served on, or another ship you have good relations with (perhaps one captained by a former crewmate). Because you’re calling in a favor, you can’t be certain of a schedule or route that will meet your every need. Your Dungeon Master will determine how long it takes to get where you need to go. In return for your free passage, you and your companions are expected to assist the crew during the voyage. Inventory Gp: 3 Sp: - Cp: - Equipped Clothes, Common Crossbow Bolts (x20) Crossbow, light Holy Symbol of SelĂ»ne Leather, Light Armor (AC 11) Mace Rope, Silk (50 ft) Shield (+2 AC) Backpack Blanket (3 lb.) Block of Incense (x2) Candle (x10) Censer (x1) Rations (1 day) (4 lb.) (5x) Tinderbox (1 lb.) Vestments (x1) Waterskin (5 lb.) Two-person tent (20 lb.) Alms Box Pouch (3x) Bag of Caltrops (qty. 20)
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