Peacemonger Posted October 30, 2023 Clone Share Posted October 30, 2023 Modri Hill Dwarf Outlander Wild Magic Barbarian AC: 17 (+1Dex + 4Con + 2Shield ) | HP: 52/61 (4d12+16Con Modifier 4*Level+8Tough Feat: 2*Level+1Dwarven Toughness: 1*Level) | Speed: 25' Senses: passive Perception 11, Insight 11, Investigation 10 Str: 16Save: +5 Athletics: +5 (+3) | Dex: 13Save: +1 Acrobatics: +1 Slight-of-Hand: +1 Stealth: +1 (+1) | Con: 18Save: +6 (+4) | Int: 10Save: +0 Arcana: +0 History: +0 Investigation: +0 Nature: +2 Religion: +0 (+0) | Wis: 12Save: +1 Animal Handling: +3 Insight: +1 Medicine: +1 Perception: +1 Survival: +3 (+1) | Cha: 8Save: -1 Deception: -1 Intimidation: +1 Performance: -1 Persuasion: -1 (-1) Languages: You can speak, read, and write Common, Dwarvish, Elvish Rages: 2/3 | Magic Awareness: 2/2 Folketh Barony Modri looks on with approval as Michelle finds enough of her strength to accept the situation and stand up to the other knight. As far as the Dwarf is concerned, it's a job well done and further proves his point that he made a decent choice. Still, he can't help but feel a bit at odds with the noble title, less because he has a personal issue with nobility, just simply that it's another world than the one he knows. Something to ponder. Though there's still continuing important talks to be had, Modri finds himself drawn more to help the refugees settle, mostly using his strength and tenacity to do some extra lifting to those too tired to keep going. It's his way of doing his part, while staving off the worry that things will only grow more complicated soon. OOC Action: - Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
PhoenixSlayer Posted October 30, 2023 Clone Share Posted October 30, 2023 Merituuli Kaiutin Level 4 Sea Elf Far Traveler Beast Master Ranger AC: 18 (Scale Mail, +2 Shield) | HP: 48/48 (4d10+8+8) | Speed: 30 ft., Swim 30 ft. Senses: passive Perception 18 (Expertise, Darkvision 60 ft.), Insight 16, Investigation 10 Str:Save: +3 Athletics: +3 Carrying Capacity: 180 lb. Lift/Push/Drag: 360 lb. 12 (+1) | Dex:Initiative: +7 (Alert) Save: +4 Acrobatics: +2 Sleight of Hand: +2 Stealth: +2☆ ☆Disadvantage on Dexterity (Stealth) checks from Scale Mail Armor. 14 (+2) | Con:Save: +2 14 (+2) | Int:Save: +0 Arcana: +0 History: +0 Investigation: +0 Nature: +2 Religion: +0 10 (+0) | Wis:Save: +4 Animal Handling: +6 Insight: +6 Medicine: +4 Perception: +8★ Survival: +6 ★Expertise in Perception (Deft Explorer - Canny) 18 (+4) | Cha:Save: -1 Deception: -1 Intimidation: -1 Performance: -1 Persuasion: -1 8 (-1) Languages: Common, Elvish, Kenderspeak, Kharolian, Khur “My words” | ‘My thoughts’ | My actions . . . The Barony While some of the others go off to do some shopping, Merituuli decides to stay behind in the Folketh Barony. He assists a bit with helping the refugees settle in along with Modri, but also peels off to speak with Decimus and Hunni about their initiations. "So, maybe an odd question... but can you give me a rundown of what the robes mean? I know some of the basics, like there are white, red, and black robes, but what's the difference? If I were to join, what robe would I be?" OOC Action: — Bonus Action: — Movement: — Reaction: — Actions & Resources Actions: Baculite Shell (Shillelagh). Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 1d8+4 bludgeoning damage. Thorn Whip. Melee Spell Attack: +6 to hit, range 30 ft., one target. Hit: 1d6 piercing damage. Heavy Crossbow (heavy, loading, two-handed). Ranged Weapon Attack: +4 to hit, range 100/400 ft., one target. Hit: 1d10+2 piercing damage. Dagger (finesse, light, thrown). Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 1d4+2 piercing damage. Baculite Shell (Quarterstaff) (versatile). Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 1d6+1 bludgeoning damage. Versatile damage: 1d8+1 bludgeoning damage. Net (thrown, special). Ranged Weapon Attack: +4 to hit, range 5/15 ft., one target. Hit: A Large or smaller creature hit by a net is restrained until it is freed. A net has no effect on creatures that are formless, or creatures that are Huge or larger. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the net (AC 10) also frees the creature without harming it, ending the effect and destroying the net. Bonus Actions: Primal Companion: Take Action. As a bonus action on your turn you command your Primal Companion to take another action. That action can be one in its stat block or some other action. You can also sacrifice one of your attacks when you take the Attack action to command the beast to take the Attack action. If you are incapacitated, the beast can take any action of its choice, not just Dodge. Other: Favored Foe. When you hit a creature with an attack roll, you can call on your mystical bond with nature to mark the target as your favored enemy for 1 minute or until you lose your concentration (as if you were concentrating on a spell). The first time on each of your turns that you hit the favored enemy and deal damage to it, including when you mark it, you can increase that damage by 1d4. You can use this feature to mark a favored enemy a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. This feature’s extra damage increases when you reach certain levels in this class: to 1d6 at 6th level and to 1d8 at 14th level. Friend of the Sea. You can communicate simple ideas to any Beast with a swimming speed. It can understand your words but you cannot understand it in return. Ammunition: 20/20 Crossbow Bolts Class Features: 2/2 Favored Foe Marks 3/3 1st Level Spells Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
KingGoblin Posted November 1, 2023 Clone Share Posted November 1, 2023 Hunni Ravenwing, of clan Collic Gully Dwarf Mage of High Sorcery Hexblade Warlock AC: 18 (Scale Mail+2 Shield +2 Dex) | HP: 33/33(hd 4d8) | Speed: 30 ft. Senses: Darkvision, passive Perception 11, Insight 11, Investigation 9 StrSave: -1 Athletics: -1 Carrying Capacity: 120 lb. Lift/Push/Drag: 240 lb.: 8 (-1) | DexSave: +2 Acrobatics: +2 Slight-of-Hand: +2 Stealth: +2☆ ☆ disadvantage on Dexterity (Stealth) checks from Scale Mail Armor. Initiative: +2: 14 (+2) | ConSave: +2: 15 (+2) | IntSave: -1 Arcana: +1 History: +1 Investigation: -1 Nature: +1 Religion: -1: 8 (-1) | WisSave: +3 Animal Handling: +1 Insight: +1 Medicine: +1 Perception: +1 Survival: +3: 12 (+1) | ChaSave: +6 Deception: +6 Intimidation: +4 Performance: +4 Persuasion: +4: 19 (+4) Languages: You can speak, read, and write Common, Gullytalk, Elven, and Dwarven Hunni looks at Merituuli thoughtfully. "The robes symbolize the moons. The three moons that are the symbols of the three gods of magic. The white robes follow Solinari, and practice protection magic. They believe that magic is only to be used for the greater good, and generally don't do much of anything. Although Decimus probably could tell you more about them," she admits, with a shrug. She smiles happily. "Us black robes follow Nuitari, son of Takhisis and Sargonnas. He is the god of ambition, who decided to become a god of magic. We have real power, usually enchantments and, uh, necromancy. We believe magic should be used as a tool for greater glory and to achieve our goals. So we don't always work together, but we do more than the white robes. Um, the red robes follow Lunitari, specialize in illusion, and pretty much do whatever they want, although they try to at least act respectably. " "All three orders are part of the Wizards of High Sorcery, and follow the conclave, and the Highmage. So, we all work together, but just generally have different philosophies, and the individual gods teach different types of magic, which flavors the spells we know. If you aren't a mage, though, you might not want to join. No offense, but the tests are literally deadly, and they weed out people who aren't serious mages by killing them. It takes years to get ready for the tests, and you are probably a bit too old to start now," she says, "And if you don't intend to become a mage, it probably isn't in your best interests. If you become magically powerful enough to get the conclave's attention, they'll come to you and demand you join or stop using magic, but unless you are planning on being a mage, that isn't likely to happen." OOC Action:— Bonus Action: — Movement: — Reaction: — Actions and Resources Actions Eldritch Blast (cantrip). Ranged Spell Attack: + 6 to hit, range 120 ft, one target. Hit: (1d10 + cha) force damage. Infestation (cantrip). Spell: Constitution Save DC 14, range 30 ft, one target. On failed save: (1d6) poison damage, and target must move 5' in a random direction (d4; 1-North, 2-South, 3-East, 4-West). ☆ Improved Pact Weapon varies, usually whip (+1 to hit, damage, spell focus) ☆Whip (finesse, reach). Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: (1d4 + 4) slashing damage. Battleaxe (versatile). Melee Weapon Attack: reach 5 ft., one target. Hit: (1d8 - 1) slashing damage. Versatile: (1d10 - 1) slashing damage. ☆Staff of the Python (versatile). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (1d6 +4) bludgeoning damage. Versatile: (1d8 +4) bludgeoning damage. ☆ Note: With Hex Warrior, can set one weapon to use Charisma instead of Strength or Dexterity for to-hit and damage. Normally Staff of the Python, but also always Pact Weapon. Bonus Actions Hexblade's Curse. Starting at 1st level, you gain the ability to place a baleful curse on someone. As a bonus action, choose one creature you can see within 30 feet of you. The target is cursed for 1 minute. The curse ends early if the target dies, you die, or you are incapacitated. Until the curse ends, you gain the following benefits: You gain a bonus to damage rolls against the cursed target. The bonus equals your proficiency bonus. Any attack roll you make against the cursed target is a critical hit on a roll of 19 or 20 on the d20. If the cursed target dies, you regain hit points equal to your warlock level + your Charisma modifier (minimum of 1 hit point). You can’t use this feature again until you finish a short or long rest. Grovel, Cower, and Beg (Reskinned Draconic Cry). As a bonus action, you let out a cry at your enemies within 10 feet of you. Until the start of your next turn, you and your allies have advantage on attack rolls against any of those enemies who could hear you. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. Spellcasting Spell Slots: 2 / 2, cast at 2nd level, refreshed at short rest Free Spells from Feats: 1/long rest - Hex, Dissonant Whispers, Suggestion Hunni is a spellcaster. Her spell slots are at 2nd level. She has 2 spell slots. Her spellcasting attribute is Charisma. Spell Save DC 14. Spell Attack Modifier +6. She can use an arcane focus as a spellcasting focus. Cantrips: Eldritch Blast, Infestation, Prestidigitation, Minor Illusion Spells Known: Armor of Agathys, Wrathful Smite, Hex (feat), Dissonant Whispers (feat), Unseen Servant, Blur, Misty Step, Suggestion (feat) Invocations: Improved Pact Weapon, Agonizing Blast Life Channel. You can channel your life force into the power of your magic. When a creature you can see within 60 feet of you fails a saving throw against a spell that deals damage that you cast, you can expend a number of Hit Dice equal to the level of the spell. Roll the expended Hit Dice and add them together. The damage that the creature takes increases by an amount equal to that total. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
tyrtaeus Posted November 2, 2023 Clone Share Posted November 2, 2023 Decimus - Initiate of High Sorcery | Bladesinger Wizard | Human AC: 13 [+4 Bladesong] [+5 Shield/Absorb Elements] | HP: 18/21 | Speed: 40 ft | Spell-casting: +6 / DC 14 Senses: Passive Perception 12, Insight 12, Investigation 16 STR: Score: -1 Athletics: -1 8 | DEXScore: +3 Acrobatics: +3 Stealth: +3 Sleight of Hand: +3: 16 | CONScore: 2: 14 | INTScore: +4 Arcana: +6 History: +6 Investigation: +6 Nature: +4 Religion: +6: 18 | WISScore: 0 Animal Handling: 0 Insight: +2 Medicine: 0 Perception: +2 Survival: 0: 10 | CHAScore: -1 Deception: -1 Intimidation: -1 Performance: -1 Persuasion: -1: 8 Languages: Common, Abyssal, Celestial, Primordial FeatsWar CasterPrerequisite: The ability to cast at least one spell You have practiced casting Spells in the midst of Combat, learning Techniques that grant you the following benefits: You have advantage on Constitution Saving Throws that you make to maintain your Concentration on a spell when you take damage. You can perform the somatic Components of Spells even when you have Weapons or a Shield in one or both hands. When a Hostile creature’s Movement provokes an opportunity Attack from you, you can use your Reaction to Cast a Spell at the creature, rather than making an opportunity Attack. The spell must have a Casting Time of 1 Action and must target only that creature. Initiate of High SorceryPrerequisite: Dragonlance Campaign, plus Sorcerer, Wizard, or Mage of High Sorcery You’ve received training from magic-users affiliated with the Mages of High Sorcery. Choose one of the three moons of Krynn to influence your magic: the black moon, Nuitari; the red moon, Lunitari; or the white moon, Solinari. You learn one cantrip of your choice from the wizard spell list and two 1st-level spells based on the moon you choose, as specified in the Lunar Spells table. Lunar Spells Moon 1st-Level Spell Solinari Comprehend Languages | Shield You can cast each of the chosen 1st-level spells without a spell slot, and you must finish a long rest before you can cast them in this way again. You can also cast the spells using any spell slots you have. Your spellcasting ability for this feat’s spells is Intelligence, Wisdom, or Charisma (choose when you select this feat). Source: DSotDQ, page 32 Adept of White RobesPrerequisite: 4th level, initiate of high sorcery (solinari) feat You chose the moon Solinari to influence your magic, and your oath to use magic to make the world a better place has been recognized by the Order of the White Robes, granting you these benefits: Protective Magic. You learn one 2nd-level spell of your choice. The 2nd-level spell must be from the abjuration or divination school of magic. You can cast this feat’s 2nd-level spell without a spell slot, and you must finish a long rest before you can cast it in this way again. You can also cast this spell using spell slots you have of the appropriate level. The spell’s spellcasting ability is the one chosen when you gained the Initiate of High Sorcery feat. [Aid] Protective Ward. When you or a creature you can see within 30 feet of you takes damage, you can use your reaction to expend a spell slot and weave protective magic around the target. Roll a number of d6s equal to the level of the spell slot expended and reduce the damage the target takes by the total rolled on those dice + your spellcasting ability modifier. | FeaturesRitual CastingYou can cast a wizard spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don’t need to have the spell prepared. Arcane RecoverYou have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher. For example, if you’re a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots. BladesongYou can invoke an elven magic called the Bladesong, provided that you aren't wearing medium or heavy armor or using a shield. It graces you with supernatural speed, agility, and focus. You can use a bonus action to start the Bladesong, which lasts for 1 minute. It ends early if you are incapacitated, if you don medium or heavy armor or a shield, or if you use two hands to make an attack with a weapon. You can also dismiss the Bladesong at any time (no action required). While your Bladesong is active, you gain the following benefits: You gain a bonus to your AC equal to your Intelligence modifier (minimum of +1). Your walking speed increases by 10 feet. You have advantage on Dexterity (Acrobatics) checks. You gain a bonus to any Constitution saving throw you make to maintain your concentration on a spell. The bonus equals your Intelligence modifier (minimum of +1). You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest. Protective WardWhen you or a creature you can see within 30 feet of you takes damage, you can use your reaction to expend a spell slot and weave protective magic around the target. Roll a number of d6s equal to the level of the spell slot expended and reduce the damage the target takes by the total rolled on those dice + your spellcasting ability modifier. | ActionsRapierATTACK: DEX [3]+ Proficiency [2] RANGE: 5ft MAGIC BONUS: 0 CRIT RANGE: 20 DAMAGE: 1d8 + DEX [3] TYPE: Piercing DESCRIPTION: melee weapon (martial, sword) Bladesinging Rapier StrikeATTACK: DEX [3]+ Proficiency [2] RANGE: 5ft MAGIC BONUS: 0 CRIT RANGE: 20 DAMAGE: 1d8 + DEX [3] TYPE: Piercing DESCRIPTION: melee weapon (martial, sword) | SpellsCantrips Blade WardBlade Ward Abjuration cantrip Casting Time:1 action Range: Self Target: Self Components: V S Duration: 1 round Description:You extend your hand and trace a sigil of warding in the air. Until the end of your next turn, you have resistance against bludgeoning, piercing, and slashing damage dealt by weapon attacks. Booming BladeBooming Blade Evocation cantrip Casting Time:1 action Range: Self (5ft radius) Target: One creature within the spell’s range Components: V, M (a melee weapon worth at least 1 sp) Duration: 1 round Description:You brandish the weapon used in the spell's casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack’s normal effects and then becomes sheathed in booming energy until the start of your next turn. If the target willingly moves 5 feet or more before then, it immediately takes 1d8 thunder damage, and the spell ends. This spell’s damage increases when you reach certain levels. At 5th level, the melee attack deals an extra 1d8 thunder damage to the target on a hit, and the damage the target takes for moving increases to 2d8. Both damage rolls increase by 1d8 at 11th level (2d8 and 3d8) and again at 17th level (3d8 and 4d8). Green Flame Blade1st Level Evocation Casting Time: 1 action Range: Self (5-foot radius) Target: One creature within the spell’s range Components: V, M (a melee weapon worth at least 1 sp) Duration: Instantaneous Classes: Sorcerer, Warlock, Wizard Description: You brandish the weapon used in the spell's casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack’s normal effects, and you can cause green fire to leap from the target to a different creature of your choice that you can see within 5 feet of it. The second creature takes fire damage equal to your spellcasting ability modifier. This spell’s damage increases when you reach certain levels. At 5th level, the melee attack deals an extra 1d8 fire damage to the target on a hit, and the fire damage to the second creature increases to 1d8 + your spellcasting ability modifier. Both damage rolls increase by 1d8 at 11th level (2d8 and 2d8) and 17th level (3d8 and 3d8). PrestidigitationPrestidigitation Transmutation cantrip Casting Time:1 action Range: 10 feet Components: V S Duration: 1 Hour Description: This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range: • You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor. • You instantaneously light or snuff out a candle, a torch, or a small campfire. • You instantaneously clean or soil an object no larger than 1 cubic foot. • You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour. • You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour. • You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn. If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action. 1st-Level <2/4> Expeditious Retreat1st Level Transmutation Casting Time: 1 bonus action Range: Self Target: Self Components: V S Duration: Concentration, up to 10 minutes Classes: Artificer, Sorcerer, Warlock, Wizard Description: This spell allows you to move at an incredible pace. When you cast this spell, and then as a bonus action on each of your turns until the spell ends, you can take the Dash action. Magic Missile1st Level Evocation Casting Time: 1 action Range: 120ft Target: A creature of your choice that you can see within range Components: V S Duration: Instantaneous Classes: Sorcerer, Wizard Description: You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4 + 1 force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several. At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart for each slot level above 1st. Tensors Floating Disk1st Level Conjuration Casting Time: 1 Action Range: 30 Feet Target: An unoccupied space of your choice that you can see within range Components: V S M (A drop of mercury) Duration: 1 Hour Classes: Wizard Description: This spell creates a circular, horizontal plane of force, 3 feet in diameter and 1 inch thick, that floats 3 feet above the ground in an unoccupied space of your choice that you can see within range. The disk remains for the duration, and can hold up to 500 pounds. If more weight is placed on it, the spell ends, and everything on the disk falls to the ground. The disk is immobile while you are within 20 feet of it. If you move more than 20 feet away from it, the disk follows you so that it remains within 20 feet of you. It can move across uneven terrain, up or down stairs, slopes and the like, but it can’t cross an elevation change of 10 feet or more. For example, the disk can’t move across a 10-foot-deep pit, nor could it leave such a pit if it was created at the bottom. If you move more than 100 feet from the disk (typically because it can’t move around an obstacle to follow you), the spell ends. Tash's Hideous Laughter1st Level Enchantment Casting Time: 1 Action Range: 30 Feet Target: A creature of your choice that you can see within range Components: V S M (Tiny tarts and a feather that is waved in the air) Duration: Concentration, up to 1 minute Classes: Bard, Wizard Description: A creature of your choice that you can see within range perceives everything as hilariously funny and falls into fits of laughter if this spell affects it. The target must succeed on a Wisdom saving throw or fall prone, becoming incapacitated and unable to stand up for the duration. A creature with an Intelligence score of 4 or less isn’t affected. At the end of each of its turns, and each time it takes damage, the target can make another Wisdom saving throw. The target has advantage on the saving throw if it’s triggered by damage. On a success, the spell ends. Identify1st Level Divination [Ritual] Casting Time: 1 Minute Range: Touch Target: One object that you must touch throughout the casting of the spell Components: V S M (A pearl worth at least 100 gp and an owl feather) Duration: Instantaneous Classes: Artificer, Bard, Wizard Description: You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it. If you instead touch a creature throughout the casting, you learn what spells, if any, are currently affecting it. Detect Magic1st Level Divination Casting Time: 1 Action Range: Self Target: Self Components: V S Duration: Concentration, up to 10 minutes Classes: Artificer, Bard, Cleric, Druid, Paladin, Ranger, Sorcerer, Wizard Description: For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any. The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt. Absorb Elements1st Level Abjuration Casting Time: 1 Reaction, which you take when you take acid, cold, fire, lightning, or thunder damage Range: Self Target: Self Components: S Duration: Instantaneous Classes: Artificer, Druid, Ranger, Sorcerer, Wizard Description: The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends. At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st. Charm Person1st Level Enchantment Casting Time: 1 Action Range: 30 Feet Target: A humanoid you can see within range Components: V S Duration: 1 Hour Classes: Bard, Druid, Sorcerer, Warlock, Wizard Description: You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was charmed by you. At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them. Comprehend Languages1st Level Divination [Ritual] Casting Time: 1 Action Range: Self Target: Self Components: V S M (A pinch of soot and salt) Duration: 1 Hour Classes: Bard, Sorcerer, Warlock, Wizard Description: For the duration, you understand the literal meaning of any spoken language that you hear. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text. This spell doesn’t decode secret messages in a text or a glyph, such as an arcane sigil, that isn’t part of a written language. [Initiate of High Sorcery Feat] Shield1st Level Abjuration Casting Time: 1 reaction, which you take when you are hit by an attack or targeted by the magic missile spell Range: Self Target: Self Components: V S Duration: 1 Round Classes: Sorcerer, Wizard Description: An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile. [Initiate of High Sorcery Feat] 2nd-Level <2/2> Misty Step2nd Level Conjuration Casting Time: 1 Bonus Action Range: Self Target: Self Components: V Duration: Instantaneous Classes: Sorcerer, Wizard Description: Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see. Shadow Blade2nd Level Illusion Casting Time: 1 Bonus Action Range: Self Target: Self Components: V, S Duration: ConcentrationUp to 1 minute/em> Classes: Sorcerer, Wizard Description: You weave together threads of shadow to create a sword of solidified gloom in your hand. This magic sword lasts until the spell ends. It counts as a simple melee weapon with which you are proficient. It deals 2d8 psychic damage on a hit and has the finesse, light, and thrown properties (range 20/60). In addition, when you use the sword to attack a target that is in dim light or darkness, you make the attack roll with advantage. If you drop the weapon or throw it, it dissipates at the end of the turn. Thereafter, while the spell persists, you can use a bonus action to cause the sword to reappear in your hand. At Higher Levels When you cast this spell using a 3rd- or 4th-level spell slot, the damage increases to 3d8. When you cast it using a 5th- or 6th-level spell slot, the damage increases to 4d8. When you cast it using a spell slot of 7th level or higher, the damage increases to 5d8. Aid Aid 2nd Level Abjuration Casting Time:1 action Range: 30 feet Components: V S, M Duration: 8 hours Description:Your spell bolsters your allies with toughness and resolve. Choose up to three creatures within range. Each target’s hit point maximum and current hit points increase by 5 for the duration. At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, a target’s hit points increase by an additional 5 for each slot level above 2nd.[Adept of the White Robes] Mirror ImageMirror Image 2nd Level Illusion Casting Time:1 action Range: Self Components: V S Duration: 1 Minute Description: Three illusory duplicates of yourself appear in your space. Until the spell ends, the duplicates move with you and mimic your actions, shifting position so it’s impossible to track which image is real. You can use your action to dismiss the illusory duplicates. Each time a creature targets you with an attack during the spell’s duration, roll a d20 to determine whether the attack instead targets one of your duplicates. If you have three duplicates, you must roll a 6 or higher to change the attack’s target to a duplicate. With two duplicates, you must roll an 8 or higher. With one duplicate, you must roll an 11 or higher. A duplicate’s AC equals 10 + your Dexterity modifier. If an attack hits a duplicate, the duplicate is destroyed. A duplicate can be destroyed only by an attack that hits it. It ignores all other damage and effects. The spell ends when all three duplicates are destroyed. A creature is unaffected by this spell if it can’t see, if it relies on senses other than sight, such as blindsight, or if it can perceive illusions as false, as with truesight. On the ship deck Decimus is none to pleased at the volume of soldiers and officials surrounding his mount. The others had managed to wrangle themselves horses while he had been unable to do so, and for a while, he had been jealous, but for the short time he rode atop the machine before them all, he felt quite pleased with himself. They had decided to turn the weapon over the officials of Kalaman, and as such, they were inspecting it. He had felt as though he could not allow them to take it without saying goodbye, so he stuck around to help them decipher the controls and get it moving. It is a mournful affair for the wizard, especially as he watches it slowly trundle off of the boat and away into the city. Alas Decidrak. We barely knew thee. At the Barony It is becoming apparent to Decimus that maybe Lady Michelle is not quite who he had thought her to be, but the pomp and circumstance of her newfound nobility does nothing to soften the dislike he feels towards her. They had travelled a long way in a short time to forget what she was responsible for. It is such feelings that prevent him from desiring any sort of accommodation from the woman or her staff. Instead, he decides that heading into Kalaman once more is more desirable. With a few coins now, finding a berth in some disreputable establishment where he can immerse himself in the local culture is well within his reach. Just like old times. As he is about to follow the others back into the city, though with his own goal in mind, he stays behind to speak with Hunni and Merituuli about their places in the Order. He smiles ruefully at the insulting, yet accurate description of the White Robes, and nods along to the rest of her descriptions of the Robes, though he finds himself frowning in the manner of her concise explanation, feeling as though Jezebel may be participating in the conversation in some way. "There is a joke among the other Robes I believe... 'White Robes stay white because they never get their hands dirty'... I'm afraid we've developed a... Reputation... For preferring academics over action... Though Hunni is correct... Solinari does indeed impress upon her faithful that protection is... paramount..." There is more to it, but the explanation is long, and quite boring, the lethargic wizard much prefers Hunni's condensed version of the Order and its functions. "If you excuse me... I don't think I can stomach the thought... Of staying in the company of our newest member of the peerage... I'm off to follow the others for some shopping... In the meantime..." He would keep an eye out for a place to rest, though if there were anything else for the group to meet about, he would begrudgingly return before once more leaving the grounds. It had been a considerable while since he had enjoyed an inn proper without the looming weight of a funeral upon his shoulders. Action: Bonus Action: Movement: Reaction: Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Kamishiro_Rin Posted November 4, 2023 Author Clone Share Posted November 4, 2023 Date On This Kirinor, the 24rd Day of Brookgreen, in the 351st Year After the Cataclysm (Wednesday, March 24, 351 AC) ★The 4th Day of the Campaign - Mid-Afternoon★ In Kalaman (Coltan, Mery, and Decimus(?)) The crowd around the busker are at first rather confused by the dwarf in priestly attire laughing like a crazy man at the performer. Then Mery comes up and explains the problem. The crowd goes from cheerful, to confused, to frowning and jeering fairly quickly. “You’re peddling horse manure!?” one man angrily shouts at the busker. “How dare you!?” shouts another. Mery and Coltan go to the bard college and complain. The receptionist has you meet with a very distinguished poet-looking fellow if a poet could be so stereotypically type-cast. He takes your complaints and information, sure to begin an investigation. He thanks you and bids you farewell. Mery goes shopping, and although she finds the vast majority of what she’s looking for, when she looks for thieves’ tools, she has to interact with a number of ne’er-do-wells who look just as soon as rob her and Coltan as give her the goods. Ultimately, they’re more interested in earning a pretty hefty sum—25 gp is nothing to laugh at for little more than a small file, a set of lock picks, a small mirror mounted on a metal handle, a set of narrow-bladed scissors, and a pair of pliers. They’re happy to part with the tools and happier to obtain the coin. When Mery, with Coltan’s help, lifts the flagstones in front of Telwyn’s—they’re much bigger than she anticipated and she’s glad the dwarf was there to do the heavy lifting!—she finds an ornate platinum, gold, silver, and electrum tube decorated with heroic designs and the Folketh’s heraldry. A similar box, big enough for a ring is next to it, as is a larger box. When she opens the smaller of the two boxes, inside, she finds the Folketh ring of office, and in the large box, she finds a solid silver seal about two inches around and four inches tall. It’s decorated with three-dimensional versions of the Folketh heraldry as a handle. Unable to stomach being at the barony any longer than he has to, Decimus catches up to his friends. Eventually, he finds an inn of his choice in the city. The Barony Folketh When Artanis suggests that the Order of the Rose had some higher, loftier purpose in their rulings in the past, Stebson shakes his head. “Ah, youth,” he muses. “Sure, Marbleheart’s alright. But Marbleheart ain’t all 13 of the judges—just the chief justice of Kalaman’s branch of the Rose. Half of them at least, I wouldn’t piss on if they were in flames, and half of those, I’d set on fire myself—and the Gods would return just to grant me a medal for it, too, before sodding off back under the rocks they’ve been cowering under for the last 300 years.” “They were in the pockets of the Ferroes, and half the rest of the nobles in this city. They definitely know more than us—they know whose bank accounts butter their bread!” “That said, I agree with you, in this instance,” he acquiesces. He calls for a young man. “Ser Artanis, this Fred Farrier. He’s young, but he’s head of the stables since his Da’ got kicked in the head by a horse last year. He knows what he’s doing.” He turns to the youth—maybe 15 at best—and says, “Fred, show Ser Artanis around and get his and his companions’ horses stabled, fed, and watered.” Fred gives you a tour of the community part of the barony—the manor house, the stables, as well as the small village of peasants who, for tens of generations have called the Barony Folketh, “home”. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Kamishiro_Rin Posted November 6, 2023 Author Clone Share Posted November 6, 2023 Much like Coltan, who had been a smith first and a cleric of Reorx only later, most of the shop-keeps and merchants he meets are not particularly, or are outright not at all believers in anything—except maybe coin. The simple fact of the matter is that three and a half centuries years ago, the gods saw fit to abandon the people of Krynn during the Cataclysm, and the people of Krynn—especially the more urbane—saw fit to invite them not to let the sacred door hit them in the divine ass on the way out. Coltan do find a few somewhat religious amongst them all, though, and they’re in awe of Coltan’s flaming hammer if he does display it. Business owners, inform Coltan and Mery that however much they’d like to help, talking to the guilds that control their businesses in the city is the only avenue. Until the guilds allow it, they can’t sell at wholesale. A couple of business owners who are a little more charitably minded do inform you that they are perfectly capable of privately donating whatever they wish—they just can’t run their business differently. They tell you to finish your shopping and stop by after business hours before you head back to the barony. When you get back ’round to them, weaver you visited hands you two heavy bolts of cloth. “It’s not a lot,” she says, “but I’d like to donate this cloth for them to make clothes. I’m sure, from the sounds of things, they probably don’t have none but the shirts on their backs.” Another just hands you a sack of gold. “For the people of Vogler. I grew up there. I’m just glad my parents died last year and didn’t have to suffer watching their home burned down around them,” he explains. “I can’t imagine what state I’d be in right now if I knew they could be dead or could be starving and cold on the banks of the Vingaard . . .” Finally, the book merchant donates a stack of storybooks. “Maybe someone who can read can read them aloud to the children,” he explains. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
tbgg Posted November 9, 2023 Clone Share Posted November 9, 2023 (edited) Meryelle "Mery" Keryndon Level 4 Half-Elf Sage College of Lore Bard AC: 13 (Leather Armor) | HP: 30/30 | Speed: 30 ft. Senses: Darkvision 60 ft; Passive Perception 11, Passive Insight 11, Passive Investigation 14 Str:Save: -1 Athletics: +0 Carrying Capacity: 120 lb. Lift/Push/Drag: 240 lb. 8 (-1) | Dex:Initiative: +2 Save: +4 Acrobatics: +3 Slight-of-Hand: +3 Stealth: +4 . 14 (+4) | Con:Save: +2 14 (+2) | Int:Save: +2 Arcana: +4 History: +4 Investigation: +4 Nature: +4 Religion: +4 14 (+2) | Wis:Save: +0 Animal Handling: +1 Insight: +1 Medicine: +1 Perception: +1 Survival: +1 11 (+0) | Cha:Save: +6 Deception: +8 Intimidation: +8 Performance: +6 Persuasion: +8 18 (+6) Languages: Common, Elven, Solamnic, Kharolian, and Draconic Spell-casting: +6 or DC 14 | 1st 4/4 2nd 3/3 | Bardic Inspiration: 4/4 “My words,” | ‘My thoughts,’ | My actions In Kalaman Mery makes it a point to thank each of the merchants who offers up a donation with a warm smile. "On behalf of the residents of Vogler, we thank you for this. While I do not know when their next gold might be coming, I will make it a point to speak to the elders of the village of your generosity." She then repeats the name and shop name of the donating merchant. With a wink she adds, "I am a merchant's daughter myself - I know well the value of word-of-mouth advertising." When they are out of earshot of the shop, Mery, feeling sure these donations aren't quite what the Dwarven smith had been hoping for, says to Coltan, "Given your particular talents, it seems like we need to speak to the guild leader or leaders in charge of the various smithing disciplines. We could either head back to the Hammerstrike Forges and ask or else, since we've already worked pretty hard today and it will be nearing sunset by the time we get back to the Folketh Barony, ask at tomorrow's meeting with the city's leaders." If Coltan shows any inclination toward wanting to stay in the city for the night, she will hand him her magic pipes and lute. "For when you identify them," she clarifies. Otherwise, she will wait to hand the two magical instruments over until their arrival back at the Folketh Barony. At the Folketh Barony Mery glances up at the sky upon arriving back at the Folketh Barony. 'So much done, and so much still to do. Better be getting started, I guess.' She first heads to her room and drops off the two drums she purchased. Next, she finds Stebson and pulls out the silver seal and the ring of office she and Coltan had found near Telwyn's Tailorie. She tells him, "I am going to need to show these to the Marquess tomorrow after lunch, but since you indicated earlier that you could identify them, I wanted to ask you to do so before I hand them over for the night. I should like to be certain that these are in fact the correct items and not ...erm... clever copies." Not wanting to even think about the possibilities related to false proof of lineage, she offers them to the steward. Once Stebson has responded and taken the items related to the proof of lineage into custody for the night, she asks where Lady Michelle is being kept and heads that way. When she arrives, she pulls out the outfit she purchased, the handkerchief she had confiscated and damaged at Lady Michelle's capture, and the weaver's tools. She says to the nearest guard, "I have brought these items for Lady Michelle. You are welcome to search all of it, but I do wish to give them to her personally and to speak with her." She submits to the items being searched and allows her visit to be catalogued by whatever means the knights guarding the door deem necessary. She debates asking about Lady Michelle's frame of mind, but discards the idea, deciding that unless the noblewoman's mood is particularly foul, the knights are unlikely to be aware of it. 'Men,' she thinks ruefully. 'Lady Michelle needs a female servant or companion who will be aware of her moods, but I don't think a lady's maid is the right choice for her, given her past. Perhaps Stebson and that woman who told me about the colors in the Folketh coat of arms can help me figure out a good option.' Once the guards give permission to enter, she knocks on the door, calling, "Lady Michelle, it is I, Mery. I have come to see how you are doing and to bring you a few things." OOC Action: Bonus Action: Reaction: Movement: Object Interaction: Mount Action: ' Actions & Resources Actions: Shortbow (simple, ranged, ammunition, two-handed). Ranged Weapon Attack: +4 to hit, ranged 80/320 ft., one target. Hit: (1d6 + 2) piercing damage. Dagger (light, ranged or melee). Ranged Weapon Attack: +4 to hit, ranged 20/80 ft., one target. Hit: (1d4 + 2) piercing damage. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (1d4+2) piercing damage. Bonus Actions: Healing Word A creature of your choice that you can see within range regains hit points equal to 1d4 + 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 1d4 for each slot level above 1st. Bardic Inspiration (3 per long rest, for 1d6) As a bonus action, a creature (other than yourself) within 60 ft. that can hear you gains an inspiration die (1d6). For 10 minutes, the creature can add it to one ability check, attack roll, or saving throw. This can be added after seeing the roll, but before knowing the outcome. Heat Metal Until the spell ends (up to 1 minute), you can use a bonus action on each of your subsequent turns to cause this damage (1d8 fire damage for each level the spell is cast at, minimum 2nd level) again. Ammunition: 14 arrows in quiver, 0 arrow bundles in backpack. Spellcasting: Mery is a 2nd-level spellcaster. Her spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). She has the following bard spells available for spontaneous casting: Cantrips (3/3 slots): prestidigitation, vicious mockery, message 1st level (4/4 slots): healing word, hideous laughter, cure wounds, unseen servant 2nd (3/3 slots): invisibility, heat metal, enhance ability Class Features: 3/3 Bardic Inspiration, recovered after a long rest Song of Rest (Use on any short rest - anyone who hears her performance and chooses to regain a hit die gains an extra 1d6 of HP.) Jack of All Trades (add 1/2 proficiency bonus, rounded down, to any ability check you make that doesn't already include your proficiency bonus.) Bardic College = College of Lore. Gain expertise in 2 skills you already have proficiency in, and proficiency in 3 new skills. (Choosing Persuasion and Deception for Expertise, adding Nature, Stealth, and Religion for Proficiency.) OOC OOC comments, if I have them, go here. Edited November 10, 2023 by tbgg (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
JubalBreakbottle Posted November 10, 2023 Clone Share Posted November 10, 2023 Coltan Bluetemper Level 4 Neidar Folk Hero Forge Cleric AC: 19 (Splint armor +2 Shield) | HP: 42/42 (4d8+12+4) | Speed: 25 ft. Senses: Darkvision 60 ft., Passive Perception 15, Insight 13, Investigation 12
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