wapsii Posted September 23, 2023 Clone Share Posted September 23, 2023 (edited) Active in CCC-GHC-BK2-7 Ian the Freckled Class & Level: Monk 1 Race: Human Variant Gender: Male Age: 17 Height: 5'9” Alignment: Chaotic Good Background: Acolyte Proficiency Bonus: +2 INIT: +3 HD: 1d8 AC: 16 HP: 8 STR: 12/+1 DEX: 16/+3 CON: 10/+0 INT: 12/+1 WIS: 16/+3 CHA: 8/-1 Saves: STR, DEX and Wis Speed: 30 ft Passive Perception: 13 Languages: Common, Elvish, Goblin, Sylvan Skills +5 Acrobatics (Dex) +3 Animal Handling (Wis) +1 Arcana (Int) +3 Athletics (Str) -1 Deception (Cha) +1 History (Int) +5 Insight (Wis) -1 Intimidation (Cha) +1 Investigation (Int) +5 Medicine (Wis) +1 Nature (Int) +3 Perception (Wis) -1 Performance (Cha) -1 Persuasion (Cha) +3 Religion (Int) +3 Sleight of Hand (Dex) +5 Stealth (Dex) +3 Survival (Wis) Racial Features Languages: Common and Goblin Roleplay Personality:In the end all will turn out for the better. Ideal: Self-knowledge If you know yourself, there's nothing left to know Bond: I would die to recover an ancient relic of my faith that was lost long ago. Flaw: I like keeping secrets and won't share them with anyone. Background Traits Acolyte" Skill Proficiencies: Insight and Religion Languages: Elvish and Sylvan Equipment: Dungeoneer's Pack, holy Symbol, prayer book, 5 sticks of incense, vestmetns, common clothes Backstory Ian withdrew into himself after his parents drowned in a spring flood when he was seven. He was rescued by a priest of Jascar and brought to live in his temple. Ian devoted himself to Father Jenkins beliefs as he grew up in the temple, but never felt the calling to the priesthood. Instead he was able to detect and study the ki and martial training. . Class Features and Proficiencies Armor Proficiencies: Light armor. Weapon Proficiencies: Simple weapons, shortswords. Tool Proficiencies: one type of artisan's tools or one musical instrument: cartography Skill Proficiencies: Athletics, Acrobatics Unarmored Defense AC=10+Dex mod + Wis mod Martial Art- Dex instead of Str for attack & damage rolls of unarmed strike and monk weapons roll d4 for unarmed strike or monk weapon When use attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action. Gear 1x Short Sword 1x scroll case 1x winter blanket 1x Herbalism 1x Common Clothes Gear Money: 15 GP Dungeoneer's Pack Dungeoneer's Pack Stat Block Ian the Freckled Human Monk (way of open hand)/Rogue 6/1 Good AC 17 HP 0 Speed 45ft Str 19 (4) Dex 18 (4) Con 10 (0) Wis 16 (3) Int 12 (1) Cha 8 (-1) Ki: 6/6 Wholeness of body 1/1 Attacks short sword +1 +8 1d6+5 dart +7 1d4+4 Unarmed strike +7 1d6+4 sneak attack - 1d6 Magic Items +1 short sword, Gauntlets of Ogre Power, Potion of Greater Healing Unarmored Defense: AC=10+Dex+Wis Martial Arts:Use Dex for attack and damage rolls of unarmed strikes and monk weapons Unarmed strike damage:1d4 When use Attack with unarmed strike or monk weapon can make unarmed strike as bonus action. Ki: 2/3 points: Flurry of Blows, Patient Defense, and Step of the Wind, When you spend a ki point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 30 minutes of the rest meditating to regain your ki points, Some of your ki features require your target to make a saving throw to resist the feature's effects. The saving throw DC is calculated as follows: Ki save DC = 8 + your proficiency bonus + your Wisdom modifier Flurry of Blows :Immediately after you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action. Patient Defense : You can spend 1 ki point to take the Dodge action as a bonus action on your turn. Step of the Wind :You can spend 1 ki point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn. Unarmored Movement: Starting at 2nd level, your speed increases by 10 feet while you are not wearing armor or wielding a shield. This bonus increases when you reach certain monk levels, as shown in the Monk table. (Lvl 2 +10, Lvl 6 +15, Lvl 10 +20, Lvl 14 +25, and Lvl 18 +30) Shelter of the Faithful:Can perform the religious ceremonies of your deity. You and your adventuring companions can expect to receive free healing and care at a temple, shrine or other established presence of you faith, though you need to provide any material components needed for spells.Those who share your religion will support you (but only you)at a modest lifestyle. Deflect Missiles: Can use reaction to deflect or catch the missile when you are hit by a ranged weapon. When you do so damaged reduced by 1d10 +Dex (3) +Monk Level (3), If reduce damage to 0 can catch missile if it is small enough for you to hold in one hand and have free had.Can spend one Ki point to make ranged attack. Counts as monk weapon, range 20/60 Slow Fall: Use reaction when fall to reduce fall damage equal five times monk level Extra Attack: Can attack twice when take attack action. Stunning Strike: spend 1 Ki, target make Con Saving throw or be stunned until end of next turn. Ki-Empowered strikes: Your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage Expertise: Stealth and Perception proficiency bonus is doubled. Sneak Attack: Once per turn you deal extra 1d6 damage to one creature you hit with an attack if you have advantage on attack roll. Or if another enemy of target is within 5 feet of it, that enemy is not incapacitated, and don't have disadvantage on attack rolls. Thieves Cant: learn thieves cant. Way of Open Hand Open had technique: If hit with one of flurry of blows can impose one effects: Succeed on Dex save or be knocked prone; Make Str save or be pushed up to 15'; can't take reactions Wholeness of Body: gain ability to heal yourself. As an action, you can regain hit points equal to 3xmonk level. Regain on long rest. Ian the Freckled adventure league log Monk/Rouge 6/1 HP 38/38 AC 17 PP 17 Init +4 Ki 5/6 S 12 (+1) D 18 (+4) C 10 () I 12 (+1) W 16 (+3) Ch 8 (-1) Saving Throws: Str,+6 Dex,+7 Con - Int +1 Wis +6 Cha -1 Edited September 23, 2023 by wapsii (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
wapsii Posted September 23, 2023 Author Clone Share Posted September 23, 2023 (edited) Active in HR-CR-EGtW Eddy Green adventure log Class & Level: Druid 1 Race: Genasi, water Gender: Male Age: 15 Height: 5” Alignment: Chaotic Good Background: Acolyte Proficiency Bonus: +2 INIT: +1 HD: 1d8 AC: 14 HP: 11 STR: 8/-1 DEX: 13/+1 CON: 116/+3 INT: 11/+1 WIS: 16/+3 CHA: 10/0 Saves: Int, Wis Speed: 30 ft Passive Perception: 15 Languages: Common,Primordial, Zemnain, Orc Skills +1 Acrobatics (Dex) +3 Animal Handling (Wis) +1 Arcana (Int) -1 Athletics (Str) - Deception (Cha) +1 History (Int) +5 Insight (Wis) - Intimidation (Cha) +1 Investigation (Int) ++ Medicine (Wis) +3 Nature (Int) +5 Perception (Wis) - Performance (Cha) - Persuasion (Cha) +3 Religion (Int) +1 Sleight of Hand (Dex) +1 Stealth(Dex) +3 Survival (Wis) Racial Features Acid Resistance- you have resistance to acid damage Amphibious. You breath air and water. Swim- you have a swimming speed of 30 Call to the Wave- You have shape water cantrip. When reach 3rd level can case create or destroy water once per day, regain on long rest. spell ability- Con Roleplay Personality:I can find common ground between the fiercest enemies, empathizing with them and always working towards peace. Nothing can shake my optimistic attitude. Ideal: Charity I always try to help those in need, no matter the personal cost Bond: I would die to recover a beacon. Flaw: I judge others harshly, and myself even more severely. Class Features and Proficiencies Armor Proficiencies: light, medium, shields (not made of metal) Weapon Proficiencies: Clubs, daggers, dart, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears Tool Proficiencies: Herbalism kit Skill Proficiencies:Nature, Perception,Druidicsecret language of druids. Can speak and use to leave hidden messages. Automatically spot messages, others spot on DC 15 but can't decipher without magic Spellcastingregain spells after long rest Prepared spells = Wis + druid level Can cast spell as ritual if prepared and ritual tag Wisdom is spellcasting ability. Spell save DC = 8 + prof + Wis Spell attack = Prof + Wis Spellcasting focus - druidic focus Gear 1x backpack 1x bedroll 1x mess kit 10x torches 1x tinderbox 10x day of ration 1x waterskin Explorer's Pack1x backpack 1x bedroll 1x mess kit 10x torches 1x tinderbox 10x day of ration 1x waterskin 1x 50' hemp rope on side of pack 1xsprig of seaweed 1x vestments 5x stick of incense 1xprayer book 1x small, hollow dodecahedron 1x Common Clothes Gear Money: 15 GP Edited September 23, 2023 by wapsii (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
wapsii Posted September 23, 2023 Author Clone Share Posted September 23, 2023 In-Active CCC-NBD01 - LtPowers Alsonton Folkor, gnome warlock Alsonton Folkor, gnome warlock gnome, rock Warlock 5 CG AC HP 11 Speed 25ft Str 10 (0) Dex 10 (0) Con 16 (3) Wis 8 (-1) Int 15 (2) Cha 15 (2) Attacks light crossbow +2 hand axe +2 Dagger x2 +2 Darkvision: see in dim light within 60 feet. Gnome Cunning: you have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic. Artificer's Lore: Whenever you make an Intelligence(History) check related to magic items, alchemical objects, or technological devices, you can add twice your proficiency bonus. Tinker: you have proficiency with artisan's tools (Tinker's tools) using those tools you can spend 1 hour and 10 gp worth of materials to construct a tine clockwork device (ac 5, 1hp) The device ceases to function after 24 hours (unless spend 1 hour repairing it to keep the device functioning), or when you use your action to dismantle it: at that time you can reclaim the materials used to create it. You can have up to three devices active at a time:Clockwork ToyThis toy is a clockwork animal, monster, or person, such as a frog, mouse, bird, dragon or soldier. When placed on the ground, the toy moves 5 feet across the ground on each of your turns in a random direction. It makes noises as appropriate to the creature it represents.Fire StarterThe device produces a miniature flame, which you can use to light a candle, torch or campfire. Using the device requires your action Music BoxWhen opened, the music box plays a single sound at a moderate volume. The box stops playing when it reaches the song's end or when it is closed. Otherworldly Patron: The Fiend Dark one's Blessing, when reduce a hostile creature to 0 hit points, gain temporary hit points equal to you Cha modifier + warlock level Pact Magic: regain spells on rest Researcher: When you attempt to learn or recall a piece of lore, if you do not know that information, you often know where and from whom you can obtain it. Usually, this information comes from a library, scriptorium, university, or a sage or other learned person. Eldritch Invocations:Book of Ancient Secrets, Eyes of the Rune Keeper Pact of the Tome: Your patron gives you a grimoire called a Book of Shadows. You can choose three cantrips from any class's spell list. While the book is one your person you can cast those cantrips at will. If you lose your Book of Shadows, you can perform a 1-hour ceremony to receive a replacement from your patron. Can be preformed during a short or long rest and it destroys the the previous book. The book turns to ash when you die. Spells: Cantrips Eldritch BlastCasting time: 1 action Range: 120 feet Components: V,S Duration: Instantaneous Make ranged spell attack against the target: on a hit take 1d10(+2, agonizing blast) force damage. 2 beams at 5th; 3 at 11th and 4 at 17th Mage HandCasting time: 1 action Range: 30 feet Components: V,S Duration: 1 minute A spectral floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The had vanishes if it is ever more than 30 feet away from you or if you cast this spell again. you can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. you can move the hand up to 30 feet each time you use it. The hand can't attack, activate magic items, or carry more than 10 pounds. create bonfireCasting time: 1 action Range: 60 feet Components: V, S Duration: Concentration, up to 1 minute You create a bonfire on ground that you can see within range. Until the spell ends, the magic bonfire fills a 5 foot cube. Any creature in the bonfire's space when you cast the spell must succeed on a Dexterity saving throw or take 1d8 fire damage. A creature must also make the saving throw when it moves into the bonfire's space for the first time on a turn or ends its turn there. The bonfire ignites flammable objects in its area that aren't being worn or carried. The spell's damage increased by 1d8 when you reach 5th level (2d8) Book of Shadows GuidanceCasting time: 1 action Range: touch Compnents: V,S Duration: concentration, up to 1 minute You touch one wiling 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 Produce Flameasting time: 1 action Range: Self Components: V,S Duration: 10 minutes A flickering flame appears in your hand. The flame remains there for the duration and harms neither you nor your equipment. The flame sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The spell ends if you dismiss it as an action or if you cast it again. You can also attack with the flame, although doing so ends the spell. When you cast this spell, or as an action on a later turn, you can hurl the flame at a creature within 30 feet of you. Make a ranged spell attack. On a hit, the target takes 1d8 fire damage. (5th 2d8, 11th 3d8 and 17th 4d8 ) Vicious MockeryCasting time: 1 action Range 60 feet Components: V Duration: Instantaneous You unleash a string of insults with subtle enchantments at a creature you can see within range. If the target can hear you (though it need not understand you), it must succeed on a Wisdom saving throw or take 1d4 psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn. (5th 2d4, 11th 3d4, 17th 4d4) 1st Level Command Hex 2nd level Hold Person Shatter 3rd level Fireball Vampiric Touch Adventure League log for Alsonton Folkor Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
wapsii Posted May 2 Author Clone Share Posted May 2 Greybitt Harpax Half-Orc Artificer Adventure Log Greybitt Harpax Adventure Log half-orc Artificer 2 lawful AC HP 17 Speed 30ft Str 14 (2) Dex 10 (0) Con 15 (2) Wis 10 (0) Int 17 (3) Cha 8 (-1) Attacks Battleaxe +4 1d8+2 Longbow +3 1d8+1 Trident +4 1d6+2 Darkvision: see in dim light within 60' and in darkness as if dim light. Menacing: you gain proficiency in the intimidation. Relentless Endurance: When reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can't use this feature again until you finish a long rest. Savage Attack: When score critical hit with a melee weapon attack, you can roll one of the weapon's damage dice one additional time and add it to the extra damage of the critical hit Ship's Passage: When you need to, you can secure free passage on a sailing ship for yourself and your adventuring companions. Magical Tinkering: Can invest a spark of magic into mundane objects. To use must have thieves' tools or artisan tools in hand. You then touch a tiny nonmagical item and give it one of the following magical properties of your choice -The object sheds bright light in a 5-foot radious and dim light for an additional 5 feet. -Whenever tapped by a creature, the object emits a recorded message that can be heard up to 10 feet away. You utter the message when you bestow this property on the object, and the recording can be no mare than 6 seconds long. -The object continuously emits your choice of an odor or a nonverbal sound (wind, waves, chirping or the like). The chosen phenomenon is perceivable up to 10 feet away. - A static visual effect appears on one of the object's surfaces. This effect can be a picture, up to 25 words of text, lines and shapes, or a mixture of these elements, as you like. The chosen property lasts indefinitely. As an action, you can touch the object and end the property early. You can bestow magic on multiple objects, touching one object each time you use this feature, though a single object can only bear one property at a time. The maximum number of objects you can affect with this feature at one time is equal to your Intelligence mod. If you exceed your maximum, the oldest property immediately ends, and then the new property applies Greybitt Harpax (Character Sheet) (AL Logsheet) Lawful, Male half-orc Artificer HP: 17/17| HD:2/2 d8| Death Saves: [][][] [][][] | AC: 17 | Initiative: 0 | PP: 12 | Speed: 30 ft. | Spellcasting | Spell Slots Available 2/2 Stat Block Greybitt Harpax half-orc Artificer (battle smith) 2 lawful AC 17 HP 17 Speed 30ft Str 14 (2) Dex 14 (2) Con 15 (2) Wis 11 (0) Int 17 (4) Cha 8 (-1) Attacks greatclub +5 1d8+3 Light crossbow +4 1d8+1 Belay PIn +4 1d6+2 Spear +4 1d6+2 Features & Traits DarkvisionSee in dim light within 60' and in darkness as if dim light. MenacingYou gain proficiency in the intimidation Relentless EnduranceWhen reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can't use this feature again until you finish a long rest. Savage AttackWhen score critical hit with a melee weapon attack, you can roll one of the weapon's damage dice one additional time and add it to the extra damage of the critical hit Ship's PassageWhen you need to, you can secure free passage on a sailing ship for yourself and your adventuring companions. Magical TinkeringCan invest a spark of magic into mundane objects. To use must have thieves' tools or artisan tools in hand. You then touch a tiny nonmagical item and give it one of the following magical properties of your choice -The object sheds bright light in a 5-foot radious and dim light for an additional 5 feet. -Whenever tapped by a creature, the object emits a recorded message that can be heard up to 10 feet away. You utter the message when you bestow this property on the object, and the recording can be no mare than 6 seconds long. -The object continuously emits your choice of an odor or a nonverbal sound (wind, waves, chirping or the like). The chosen phenomenon is perceivable up to 10 feet away. - A static visual effect appears on one of the object's surfaces. This effect can be a picture, up to 25 words of text, lines and shapes, or a mixture of these elements, as you like. The chosen property lasts indefinitely. As an action, you can touch the object and end the property early. You can bestow magic on multiple objects, touching one object each time you use this feature, though a single object can only bear one property at a time. The maximum number of objects you can affect with this feature at one time is equal to your Intelligence mod. If you exceed your maximum, the oldest property immediately ends, and then the new property applies. 1. skipping rock with light; 2. barnacle wrapped in seaweed that omits decaying; 3. carved stick with light SpellcastingYou must have a spellcasting focus- specifically thieves' tools or some kind of artisan's tool- in hand when you cast any spell with this spellcasting. Infuse ItemKnow 4 infusions, can infuse 2 items. Great Club ; Scale Armor Spells Cantrips: Green-Flamed blade; Sword burst 1st: Cure wounds,Detect Magic(ritual) Faerie fire, Grease Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
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