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Chapter 2: Better heroes (IC)


Shocker

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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



 

fScreenshot_20231102_001716_Tachiyomi.jpg.af3271780f86b63b2360cb1abaa8c434.jpg

Katya yawns and stretches lazily as she wakes, her eyes bleary and her hair disheveled and tangled in every which direction to her frustration. Travelling rough was certainly a challenge, and although she had managed to maintain her appearance thus far, after this length of time in the wilds, under the stars, it had become more difficult to keep her well maintained hair, well, maintained. She smiles softly and waves goodbye to the Dwarves as Gilavar, stoic as ever, marches onward, leaving the rest to catch up as usual. As Vala gets the cart moving, Katya joins the two women in the back of the cart, looking up to the cloudless sky above, wishing that she had the mastery over her Druidic powers she knew would allow her to soar above the rest of the world. Brushing her hair while the cart trundles along, she winces more than once as her fingers discover knots that have no right being there.

"Ouch..."

The bumps in the road don't do her any favours.

Screenshot_20231108_094301_Tachiyomi.jpg.9c0f9832728cbdeb6b8e99c484d7efe0.jpg"There won't be any raids, we'll make sure of that. We must get them to ally with us, Cryovain will not be defeated by a fractured land fighting amongst itself"

Her words are more for herself than an answer to Makaria. The determination upon her soft features is a rare look, but her confidence in her nobility seems to grow with each day of adventure.

"I don't know much about Gnomes, but I have seen their trinkets and inventions, fantastic things, schemes or not, I'm excited to meet some and see their civilization, it is surely imaginative"

The determined features soften to a look of whimsy as her fingers continue threading through her long orange locks, a soft smile playing on her lips thinking of all the Gnomish magic she has dreamed of since she was a child reading the stories of tricky little Gnomish adventures.

 

 

 

spacer.png

Movement:

Attack:

Bonus:

OOC: Nature check with advantage for being Circle of the Moon?

 

Edited by tyrtaeus (see edit history)
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So you are traveling in the sunshine, the cart rocking underneath you. What route are you taking? You have only a vague idea where Gnomengard may be. Are you heading back towards Phandalin, Umbrage hills or trying to navigate more direct course?

Edited by Shocker (see edit history)
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 spacer.pngGilavar Oakhallow | High Elven Hunter | HP 20/20 | HD 2/2

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 remembers the map that he saw in the office and tries to chart the best course toward the gnomes.

He tries to notice any tracks made by the orcs wondering where they came from.

Survival check

Name
Survival
22
1d20+3 19
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Gilavar's skill as tracker serve him well again. The path he finds is passable for the cart, but not particularly comfortable so it is 6 hours later on the afternoon of the 3rd day of Eleasis, 24 days till the day Katya has identified as the fatal moon constellation, as you think you have reached your destination

You follow a stream uphill to the base of the mountain, where waterfall erosion has carved out a natural concavity. The roaring waterfall creates a cloud of mist as it plunges into a shallow pool of water, within which rise two small islands covered with two-foot-tall red, green, and purple mushrooms. Several cave openings overlook the pool from rocky ledges twenty to thirty feet above. The mountain blocks any sunlight from reaching this place.

It is a pretty sight but nowhere do you see a portal or sign "Guests please ring here"

 

---

What do you want to do?

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Sviga lævi - Vala Hel | ᚢᚨᛚᚨ∶ᚺᛖᛚ spacer.png

token_1b.png.4530f4bc21e540d5ea426dbf32b613bc.png
ᚺᛖᛚ - Paladin II (Vengeance)
"The starving raven tells of Hel"
checked-shield.svg AC (18) sprint.svg Initiative (+2) Speed (30 ft.)
health-normal.svg HP (22/22) awareness.svg PP (9) dodging.svg LH (10/10)

invisible.svg Status: Normal
Saves & Abilities
Vala
Saving throws: Str
(3) Dex (-1) Con (2) Int (-1) Wis (1) Cha (5).
Unarmed attack: 1d20+5, (4).
Abilities: Divine sense, divine smite, dueling fighting style (+2 to damage), lay on hands, spell-casting (DC 15) or (+7), spell-casting focus (decade/valknut).

Mule & Cart
Saving throws: AC (10) HP (11) Str (2) Dex (0) Con (1) Int (-4) Wis (0) Cha (-3).
Attack (hooves): 1d20+2, (1d4+2).
Abilities: Speed (40 ft. | 4.5 mph | 7.2 kph) Capacity (300 lbs. + 1900 lbs.)

Well, that doesn’t look like a natural formation, said Vala. I suggest we scout a bit. The paladin suggested the party to look for desire paths. If there’s people here, we might easily spot a path of sorts…

Using perception, looking for paths.
Name
Perception
14
1d20+1 13
Perception (extra roll, if others assist)
14
1d20+1 13
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 spacer.pngGilavar Oakhallow | High Elven Hunter | HP 20/20 | HD 2/2

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 looks around the potential gnome garden and listens to Vala. "Good idea. Let's have a look around. If they're vigilant, we might be observed anyway." He shoulders his bow and carefully looks around for tracks or clues to inhabitants.

What would you like me to roll? Investigation, Perception, Survival?

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You search the area for about 3 hours, and nobody challenges you. You spot 5 large openings, between 20 to 30 feet above ground. there is a hanging bridge spanning the fiver connecting two of those furthest south. A small waterfall plunging feeding the river is right behind it. But finally on the eastern bank of the river you spot a path leading upwards. It has been crafted so skillfully that it blends almost seamlessly with the surrounding rock face. This might be your way in.

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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



 

f

The young Druid does nothing to contain her admiration of the beautiful countryside that theybfind themselves in when they come across the fascinating glade and waterfall. Unable to contain her 'Ooo's and 'Aah's, Katya spends more time inspecting the natural geography and flora of the area than for any Gnomes, but as they eventually discover an artisannaly camouflaged path, her excitement grows, hesitating only once at thr firs steps of the hanging bridge. Before they venture further, she clasps her hands together and pauses.

"Wait one moment please, if you'd allow me pause for a few minutes, I would like to cast a ritual to allow me to Detect Magic, that way I can save my magic for healing if we find ourselves in trouble later down the line"

They had spent much of the day walking and searching. Another ten minutes to ensure they were not taken in by Gnomish illusions would be no sacrifice.

 

 

 

spacer.png

Movement:

Attack:Cast Detect Magic as a ritual [10 minutes]

Bonus:

OOC:

 

Edited by tyrtaeus (see edit history)
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Sviga lævi - Vala Hel | ᚢᚨᛚᚨ∶ᚺᛖᛚ spacer.png

token_1b.png.4530f4bc21e540d5ea426dbf32b613bc.png
ᚺᛖᛚ - Paladin II (Vengeance)
"The starving raven tells of Hel"
checked-shield.svg AC (18) sprint.svg Initiative (+2) Speed (30 ft.)
health-normal.svg HP (22/22) awareness.svg PP (9) dodging.svg LH (10/10)

invisible.svg Status: Normal
Saves & Abilities
Vala
Saving throws: Str
(3) Dex (-1) Con (2) Int (-1) Wis (1) Cha (5).
Unarmed attack: 1d20+5, (4).
Abilities: Divine sense, divine smite, dueling fighting style (+2 to damage), lay on hands, spell-casting (DC 15) or (+7), spell-casting focus (decade/valknut).

Mule & Cart
Saving throws: AC (10) HP (11) Str (2) Dex (0) Con (1) Int (-4) Wis (0) Cha (-3).
Attack (hooves): 1d20+2, (1d4+2).
Abilities: Speed (40 ft. | 4.5 mph | 7.2 kph) Capacity (300 lbs. + 1900 lbs.)

Is this the first time you find yourselves at a place like this? She was talking to Katya and Makaria, for Vala thought they could have a stronger connection to such (rocky) places enveloped by nature. Vala enjoyed the scenery, and considering it was the best path so far, she said: let’s see what lies ahead.

No OOC comments.
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 spacer.pngGilavar Oakhallow | High Elven Hunter | HP 20/20 | HD 2/2

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 nods and replies to Katya, "good idea. Some gnome are natural illusionists, so detecting magic would be extremely helpful. The ten minute wait would be well worth it."

"Once Katya casts her spell, we can follow the path. I can take point and search for mundane traps along the way. Vala, you want to follow me? With Katya and Makaria after you? Vadania can rearguard. Good?"

After Katya casts her spell, Gilavar will slowly move up the path checking for traps and allowing Katya time to detect magic.

What would you like me to roll? Investigation, Perception, Survival?

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As Katya casts her ritual she is hit by a massive wave of magical resonance. There is magic here, the very rock of Gnomengard is infused with magic, a wild magic lashing out to the stranger.

 

All of the sudden you hear a ripping sound, and two colorfully patterned membranes extend from Katyas back, expanding and spreading out until you see her set of Butterfly wings. with their intricate pattern of black, red and white.

Edited by Shocker (see edit history)
Name
Wild magic effect
15
1d20 15
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 spacer.pngGilavar Oakhallow | High Elven Hunter | HP 20/20 | HD 2/2

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


Ignorant of the wild magic stuff, Gilavar simply reacts rather dumbfounded to the known shapechanger, "Wow Katya. Your wings. They look beautiful."

 

What would you like me to roll? Investigation, Perception, Survival?

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Teifling2.jpg.d54b380ccfae97832b78ba22e3a0234a.jpg


MAKARIA : 

The Sorceress of Hlal

AC: 13* | Hp: 13* Speed: 30 ft. Level: 2 Sorcery points: 2* (equal's one 1st level spell slot replenish after long rest)

Draconic ancestry: Brass & Fire resistance. *Draconic resilience trait's. read/write/speak Draconic.

Asmodeous bloodline: *Intelligence increase & Thaumaturgy cantrip. read/write/speak infernal.

https://www.myth-weavers.com/sheets/?id=2814689


"Well that was quite unexpected Katya; obviously there is magic already at work here but what,"? Makaria asked trying to discern what happened to her? and why? She has a closer look around now in the area.

Name
Arcana
14
1d20+6 8
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Sviga lævi - Vala Hel | ᚢᚨᛚᚨ∶ᚺᛖᛚ spacer.png

token_1b.png.4530f4bc21e540d5ea426dbf32b613bc.png
ᚺᛖᛚ - Paladin II (Vengeance)
"The starving raven tells of Hel"
checked-shield.svg AC (18) sprint.svg Initiative (+2) Speed (30 ft.)
health-normal.svg HP (22/22) awareness.svg PP (9) dodging.svg LH (10/10)

invisible.svg Status: Normal
Saves & Abilities
Vala
Saving throws: Str
(3) Dex (-1) Con (2) Int (-1) Wis (1) Cha (5).
Unarmed attack: 1d20+5, (4).
Abilities: Divine sense, divine smite, dueling fighting style (+2 to damage), lay on hands, spell-casting (DC 15) or (+7), spell-casting focus (decade/valknut).

Mule & Cart
Saving throws: AC (10) HP (11) Str (2) Dex (0) Con (1) Int (-4) Wis (0) Cha (-3).
Attack (hooves): 1d20+2, (1d4+2).
Abilities: Speed (40 ft. | 4.5 mph | 7.2 kph) Capacity (300 lbs. + 1900 lbs.)

Vala nodded at Gilavar and confirmed she was OK with the marching order, sure, in case combat ensues take cover behind the cart. When Katya grew her wings, the Paladin looked at her in awe: Wow! Katya, Queen of the Fairy Gnomes! Can you fly? She would later add, is this the result of a trap of sorts? Perhaps we should take a more defensive stance, she concluded. She then awaited the comments of the magic savants.

No OOC comments.
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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: -
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 | SpellsCantrips
GuidanceGuidance
Divination Cantrip
Casting Time: 1 action
Range: Touch
Target: One willing creature
Components: V, S
Duration: Concentration, up to 1 minute
Description:You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.

DruidcraftDruidcraft
Transmutation Cantrip
Casting Time: 1 action
Range: 30 feet
Target: See text
Components: V,S
Duration: Instantaneous
Description: Whispering to the spirits of nature, you create one of the following effects within range: You create a tiny, harmless sensory effect that predicts what the weather will be at your location for the next 24 hours. The effect might manifest as a golden orb for clear skies, a cloud for rain, falling snowflakes for snow, and so on. This effect persists for 1 round. You instantly make a flower blossom, a seed pod open, or a leaf bud bloom. You create an instantaneous, harmless sensory effect, such as falling leaves, a puff of wind, the sound of a small animal, or the faint odor of skunk. The effect must fit in a 5-foot cube. You instantly light or snuff out a candle, a torch, or a small campfire.

Level 1 <3/3>
Speak with Animals
Cure Wounds
Entangle
Detect Magic



 

 

Pleased the others are agreeable to her plan, Katya prepares herself for the task at hand. While clearing a patch of soft loam of small stones ready for sitting, she turns to face Vala with a warm smile, responding to her question.

"No, in fact, this reminds me of the Druids Grove I used to frequent back near my home, but even if things are similar, nature has so many secrets I can never see the same thing twice. And after the ruins, this feels quite refreshing"

Deciding that she has made a comfortable spot, the Druid sits calmly in the clearing, before nodding at Gilavar and his plan, before placing a finger over her lips and closing her eyes with the rest of her companions around her while she focuses her magic on the spell. Tuning into natural energies that surround them, listening to the voices of the trees and animals, and even hearing the spirits of nature in the surging roars of the waterfalls. The Princess frowns, feeling powerful energies very soon after focusing her magick, knowing that this feeling should take longer, but the sheer intensity of the magicks here are overwhelmingly intense, and as the energy within her body is molded just enough to cast the spell, she is overcome with the wild, barbaric nature of the magicks that surround them and her eyes open wide in shock as the world shimmers around her.

"Goodness!?"

FZKdnEoXwAEyWTr.png.6f42c4ec30d043c44336f6ba90798a64.pngIt is not the same feeling as a Druidic transformation. In fact, if it were not for the ripping of the fabric of her clothing and the shock of the others, she may have even deceived herself into believing she had worn the magnificent pair of butterfly wings all of her life with how natural it felt to have them. Her honey brown eyes wide with shock, she stares at one of the wings over her shoulder for a moment before slowly prodding the new extremity with confusion and wonder. She looks to Makaria, the other spellcaster in her group to see if she has insight, but the Tiefling seems to be as unaware as herself.

"This... This is not any of my own powers, but this place is absolutely drowning in magic, so much so that any spells performed here seem to be interfered with... They are truly beautiful, I wonder how long they will last?"

tc220rqbu3l71.jpg.e09a2b085c1c16e1315e6b22490abb19.jpgThe confused look on her face gives way to one of excited wonder at the suggestion from the warrior, her eyes seemingly glimmering like the surface of the waterfall in the sun.

"You think I can fly?!"

 

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Movement:

Attack:

Bonus:

OOC:

 

Name
Nature [Does Katya know about wild magic?]
6
1d20+4 2
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