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Chapter 1


SithShrink

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spacer.png                       Liene (pronounced Lahn)

Level 1 Centaur Bereaved Twilight Cleric of Ilmater


AC: 16 (Chain Mail) +2 (Shield) | HP: 11/11 | Speed: 40 ft. | Height: 6'4" | Weight: 716 lbs
Age: 24 | Alignment: NG | Type: Fey
Senses: Darkvision 300 ft; Passive Perception 15, Passive Insight 15, Passive Investigation 9
Str: 15 (+2) | Dex: 8 (-1) | Con: 16 (+3) | Int: 8 (-1) | Wis: 17 (+3) | Cha: 8 (+1)
Languages:  Common and Sylvan
Spell-casting: +5 or DC 13 Cantrips Known: (3) | Spells Known: (4)
Spell Slots: 1st (2/2)


 “My words,” | ‘My thoughts,’ | My actions


 

Liene nodded to Chut and then proceeded to climb up, using the hand- and footholds to aid her. As she had said, she wasn't the fastest, but she did make it up, and upon reaching the top, proceeded to look around for any dangers or anything otherwise interesting. She was, however, a bit distracted still from the climb and didn't notice much.

 

 

Combat

Action:

Bonus Action:

Reaction:

Movement:

Object Interaction:

Actions & Resources

Actions:

   Spear (simple, thrown, versatile).  Thrown Weapon Attack: +4 to hit, ranged 20/60 ft., one target.
                                                                                   Hit:  (1d6 + 2) piercing damage. 

Melee Weapon Attack: +4 to hit, reach 5 ft., one target.

Hit:

  (1d6 + 2) piercing damage if one-handed (1d8 + 2) piercing damage if two-handed

   

Warhammer (martial, melee, versatile).  Melee Weapon Attack: +4 to hit, reach 5 ft., one target.

                                                  Hit: (1d8+2) bludgeoning damage if used one-handed.

>(1d10+2) bludgeoning damage if used two-handed

 

Eyes of Night

Liene can see through the deepest gloom. She has darkvision out to a range of 300 feet. In that radius, she can see in dim light as if it were bright light and in darkness as if it were dim light. (1 use per long rest)

As an action, she can magically share the darkvision of this feature with willing creatures she can see within 10 feet of her, up to a number of creatures equal to her Wisdom modifier (minimum of one creature). The shared darkvision lasts for 1 hour. Once she shares it, she can’t do so again until she finishes a long rest, unless she expends a spell slot of any level to share it again.

Vigilant Blessing

As an action, Liene can give one creature she touches (including possibly herself) advantage on the next initiative roll the creature makes. This benefit ends immediately after the roll or if she uses this feature again.

 

Bonus Actions:

  Charge Attack

If Liene moves at least 30 feet straight toward a target and then hits it with a melee weapon attack on the same turn, she can immediately follow that attack with a bonus action, making one attack against the target with her hooves.

Spellcasting:

   Liene is a 1st-level spellcaster. Her spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). She has the following cleric spells prepared: 

  • Cantrips (3/3 slots): light, guidance, sacred flame
  • 1st level (2/2 slots): cure wounds, guiding bolt
  • 1st level domain spells (always prepared): faerie fire, sleep

Class Features:

  • Bonus Proficiencies: Liene gains proficiency with martial weapons and heavy armor.
  • Eyes of Night: Liene can see through the deepest gloom. She has darkvision out to a range of 300 feet. In that radius, she can see in dim light as if it were bright light and in darkness as if it were dim light.

    As an action, she can magically share the darkvision of this feature with willing creatures she can see within 10 feet of her, up to a number of creatures equal to her Wisdom modifier (minimum of one creature). The shared darkvision lasts for 1 hour. Once she shares it, she can’t do so again until she finishes a long rest, unless she expends a spell slot of any level to share it again.

  • Vigilant Blessing: As an action, Liene can give one creature she touches (including possibly herself) advantage on the next initiative roll the creature makes. This benefit ends immediately after the roll or if she uses this feature again.


OOC

OOC comments, if I have them, go here.

Edited by tbgg (see edit history)
Name
perception check - dangers/anything interesting?
8
1d20+5 3
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image.png.9d450ff5e764c124b782c13fd0ba55cc.pngName - Wyrd'Grrl Morkdaugter

Class - Wizard | Level - 1 | Prof. Bonus - +2

Str - 11(0) | Dex - 12(+1) | Con- 14(+2)

Int - 18(+4)* | Wis - 9(-1)* | Cha - 14(+2)

Skill Profs : History, Perception, Arcana, Investigation

Rune : Frost (Armor of Agathys)

Wyrd's shoulders fell, though under layers it would be bairly visible. She pulled out her spellbook and made a marginal note for later. This was followed by a quick addition to the main section on a different page. She put the book and quill away and moved to climb the handholds.

 

OOC: She will carry a rope up for others if someone hands it to her.

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Tulik pulls out a rope and stows his weapon. He says, " stay here and let me go up first. You earlier told of being a person of books and knowledge. Probably did not do too much climbing when you were younger. Let me go up and take a look. " Tulik instead makes the climb

 

(OOC figure this is an athletics check)

Edited by dtspurrier (see edit history)
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  • 2 weeks later...

You choose to climb the southern wall, even as the footprints continue on to the cavern further south. Thinking it could be an enemy who has abducted the sailors, you decide the climb might get you closer faster with less chance of runnung into anyone.
 

the climb is easy, even for a centaur. Footholds and handholds are abundant. You enter the cave, you see a dark passageway. Even those with dark vision cannot see far due to the serpentine nature of the path.

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Iolanthe Xanthe

Iolanthe ‘Io’ Xanthe

Level 1 Half-Elf Entertainer Lore Bard

AC: 13 (Dex 2 + Leather 11); HP: 9/9 (1d8 + 1); Speed: 30 ft.; Proficiency Bonus: +2

STR: 8 (–1); DEX: 14 (+2); CON: 12 (+1); INT: 14 (+2); WIS: 12 (+1); CHA: 17 (+3)

Bardic Inspiration (d6): 2/3

Spell Save DC: 13; Spell Attack: +5; Cantrips Known (2); Spells Known (4)

Spell Slots: 1st; 2nd; 3rd; 4th; 5th; 6th; 7th; 8th; 9th

Senses: darkvision 60 ft., passive Perception 11, passive Insight 13, passive Investigation 12; Tools: disguise kit, guitar, violin, lute, her own voice; Armor: light armor; Weapons: simple weapons, hand crossbows, longswords, rapiers, shortswords; Languages: Common, Elven, Dwarven; Size: Medium; Age: 23; Height: 5′–3″ (159 cm); Weight: 106 lb. (48.18 kg); Hair: Blonde; Eyes: Lavender

Inventory

Inventory

   With the exception of starting equipment, all items are in the order that they were acquired. Starting equipment is ordered either by layers from inside-out, or in alphabetical order.

Money

pp gp ep sp cp
0 5 0 13 13
  • Spent 8 gp, 5 sp, and 7 cp on extra gear with starting gold from Entertainer background. Remaining: 6 gp, 4 sp, 3 cp.
    • Converted 1 gp into 9 sp and 10 cp
  •  

Worn, Carried, or Otherwise Readily at Hand

   Any item on this list is readily at hand, and either requires nothing to access (such as pulling out a weapon), or no more than an interact-with-object to access.

  • 1 clothing, cold weather (free from DM); Adventuring gear; 10 gp, 5 lb.; This outfit consists of a heavy fur coat or cloak over layers of wool clothing, as well as a fur-lined hat or hood, goggles, and fur-lined leather boots and gloves. As long as cold weather clothing remains dry, its wearer automatically succeeds on saving throws against the effects of extreme cold.; Source: IDRotF, page 20
  • 1 costume clothes (from Entertainer background); Adventuring gear; 5 gp, 4 lb.; Source: PHB, page 150. Available in the SRD and the Basic Rules.
  • 1 leather armor (from Bard class); Light armor; 10 gp, 10 lb.; AC 11 + Dex; The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by being boiled in oil. The rest of the armor is made of softer and more flexible materials.; Source: PHB, page 144. Available in the SRD and the Basic Rules.
  • 1 rapier (from Bard class); Weapon; Martial weapon, melee weapon; 25 gp, 2 lb.; 1d8 piercing - finesse; Source: PHB, page 149. Available in the SRD and the Basic Rules.
    • Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.
  • 1 dagger (from Bard class); Weapon; Simple weapon, melee weapon; 2 gp, 1 lb.; 1d4 piercing - finesse, light, thrown (20/60 ft.); Source: PHB, page 149. Available in the SRD and the Basic Rules.
    • Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.
    • Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.
    • Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property.
  • 1 backpack (from entertainer’s pack via Bard class); Adventuring gear; 2 gp, 5 lb.; A backpack can hold one cubic foot or 30 pounds of gear. You can also strap items, such as a bedroll or a coil of rope, to the outside of a backpack.; Source: PHB, page 153. Available in the SRD and the Basic Rules.
  • 1 bedroll (from entertainer’s pack via Bard class); Adventuring gear; 1 gp, 7 lb.; Source: PHB, page 150. Available in the SRD and the Basic Rules.
  • 1 guitar—actually a “yarting” (from Entertainer background); Instrument; A southern instrument from Amn and Calimshan that is a Faerûnian analog to the guitar. Numerous variations have spread across the continent. If you have proficiency with a given musical instrument, you can add your proficiency bonus to any ability checks you make to play music with the instrument. A bard can use a musical instrument as a spellcasting focus. Each type of musical instrument requires a separate proficiency.; Proficiency with a musical instrument indicates you are familiar with the techniques used to play it. You also have knowledge of some songs commonly performed with that instrument.; Source: SCAG, page 124. Additional information from XGE, page 83.
    • History. Your expertise aids you in recalling lore related to your instrument.
    • Performance. Your ability to put on a good show is improved when you incorporate an instrument into your act.
    • Compose a Tune. As part of a long rest, you can compose a new tune and lyrics for your instrument. You might use this ability to impress a noble or spread scandalous rumors with a catchy tune.
    • Musical Instrument Activity :: DC
      • Identify a tune :: 10
      • Improvise a tune :: 20
  • 1 waterskin (from entertainer’s pack via Bard class); Adventuring gear; 2 sp, 5 lb. (full); A waterskin can hold up to 4 pints of liquid.; Source: PHB, page 153. Available in the SRD and the Basic Rules.
  • 1 hempen rope (50 feet) (bought with starting gold from Entertainer background); Adventuring gear; 1 gp, 10 lb.; Rope, whether made of hemp or silk, has 2 hit points and can be burst with a DC 17 Strength check.; Source: PHB, page 153. Available in the SRD and the Basic Rules.
  • 1 signal whistle (bought with starting gold from Entertainer background); Adventuring gear; 5 cp; Source: PHB, page 150. Available in the SRD and the Basic Rules.

In Containers

   Any item on this list is carried in a container such as a backpack, bag, chest, or something else. At the very least, it requires an action to retrieve.

  • 2 costumes (from entertainer’s pack via Bard class); Adventuring gear; 5 gp, 4 lb.; Source: PHB, page 150. Available in the SRD and the Basic Rules.
  • 5 rations (day’s worth) (from entertainer’s pack via Bard class); Adventuring gear; 5 sp, 2 lb.; Rations consist of dry foods suitable for extended travel, including jerky, dried fruit, hardtack, and nuts.; Source: PHB, page 153. Available in the SRD and the Basic Rules.
  • 1 disguise kit (from Bard class); Tools; 25 gp, 3 lb.; This pouch of cosmetics, hair dye, and small props lets you create disguises that change your physical appearance. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to create a visual disguise. The perfect tool for anyone who wants to engage in trickery, a disguise kit enables its owner to adopt a false identity.; Source: PHB, page 154. Additional information from XGE, page 81. Available in the SRD and the Basic Rules.
    • Components. A disguise kit includes cosmetics, hair dye, small props, and a few pieces of clothing.
    • Deception. In certain cases, a disguise can improve your ability to weave convincing lies.
    • Intimidation. The right disguise can make you look more fearsome, whether you want to scare someone away by posing as a plague victim or intimidate a gang of thugs by taking the appearance of a bully.
    • Performance. A cunning disguise can enhance an audience’s enjoyment of a performance, provided the disguise is properly designed to evoke the desired reaction.
    • Persuasion. Folk tend to trust a person in uniform. If you disguise yourself as an authority figure, your efforts to persuade others are often more effective.
    • Create Disguise. As part of a long rest, you can create a disguise. It takes you 1 minute to don such a disguise once you have created it. You can carry only one such disguise on you at a time without drawing undue attention, unless you have a bag of holding or a similar method to keep them hidden. Each disguise weighs 1 pound. At other times, it takes 10 minutes to craft a disguise that involves moderate changes to your appearance, and 30 minutes for one that requires more extensive changes.
    • Disguise Kit Activity :: DC
      • Cover injuries or distinguishing marks :: 10
      • Spot a disguise being used by someone else :: 15
      • Copy a humanoid’s appearance :: 20
  • 1 violin (from Bard class); Instrument; 30 gp, 1 lb.; If you have proficiency with a given musical instrument, you can add your proficiency bonus to any ability checks you make to play music with the instrument. A bard can use a musical instrument as a spellcasting focus. Each type of musical instrument requires a separate proficiency. Proficiency with a musical instrument indicates you are familiar with the techniques used to play it. You also have knowledge of some songs commonly performed with that instrument.; Source: PHB, page 154. Additional information from XGE, page 83. Available in the SRD and the Basic Rules.
    • History. Your expertise aids you in recalling lore related to your instrument.
    • Performance. Your ability to put on a good show is improved when you incorporate an instrument into your act.
    • Compose a Tune. As part of a long rest, you can compose a new tune and lyrics for your instrument. You might use this ability to impress a noble or spread scandalous rumors with a catchy tune.
    • Musical Instrument Activity :: DC
      • Identify a tune :: 10
      • Improvise a tune :: 20
  • 1 the favor of an admirer (A cloak pin made from enamel in the shape of a butterfly; when you take the pin off, it turns into a real butterfly, and returns when you are ready to put your cloak back on again) (from Entertainer background)
  • 5 candles (from entertainer’s pack via Bard class); Adventuring gear; 1 cp; For 1 hour, a candle sheds bright light in a 5-foot radius and dim light for an additional 5 feet.; Source: PHB, page 151. Available in the SRD and the Basic Rules.
  • 1 bell (bought with starting gold from Entertainer background); Adventuring gear; 1 gp; Source: PHB, page 150. Available in the SRD and the Basic Rules.
  • 1 blanket (bought with starting gold from Entertainer background); Adventuring gear; 5 sp, 3 lb.; Source: PHB, page 150. Available in the SRD and the Basic Rules.
  • 1 crampons, set of (bought with starting gold from Entertainer background); Adventuring gear; 2 gp, ¼ lb.; A crampon is a metal plate with spikes that is strapped to the sole of a boot. A creature wearing crampons can’t fall prone while moving across slippery ice.; Source: IDRotF, page 20
  • 1 snowshoes, set of (bought with starting gold from Entertainer background); Adventuring gear; 2 gp, 4 lb.; ; Snowshoes reduce the likelihood of their wearer getting stuck in the deep snow.; Source: IDRotF, page 20
  • 1 soap (bought with starting gold from Entertainer background); Adventuring gear; 2 cp; Source: PHB, page 150. Available in the SRD and the Basic Rules.
  • 1 two-person tent (bought with starting gold from Entertainer background); Adventuring gear; 2 gp, 20 lb.; A simple and portable canvas shelter, a tent sleeps two.; Source: PHB, page 153. Available in the SRD and the Basic Rules.

Trinket

d100 Trinket
76 A four-leaf clover pressed inside a book discussing manners and etiquette
IC (My thoughts . . .; “My words . . .”; My actions . . .)

   Iolanthe takes position 2 in the rank as they make their way forward. She moves 30 feet forward, and then makes a Wisdom (Perception) check.

(OOC)

Movement: 30 ft.

Action: Wisdom (Perception) check (disadvantage due to dim light—darkvision)

Bonus Action: —

Reaction: —

Interact-with-Object:

(To Whom It May Concern . . .)

Edited by Kamishiro_Rin (see edit history)
Name
roll
15
keep(2d20,lowest,1)+1 14,18
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Jinabi

image.png.1b5b2743e4453776de0e75af4bc945d1.pngJinabi shuffles deferentially to the back, and keeps watch for their exposed rear.

'I'm not much for a frontal assault, so I'll keep an eye out behind us.'

 

 

 

 

 

 

 

 

 


Level 1 Druid | AC 19 | HP 10/10 | Walk 25ft Climb 15ft | Darkvision 60ft | Passive: Perception 16 Insight 16 | Saves STR 1 DEX 2 CON 2 INT 2 WIS 6 CHA -1 | Stealth 4 Survival 6 | Sheet |

 

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spacer.pngChut Migo (Bugbear Ranger) App


AC: 15 | HP: 12/12 | Initiative: +3 | Passive Perception: 15 | Features


Once everyone is at the top, Chut takes the lead, scouting ahead to look for danger or tracks. He keeps the group close together.

"Let's see what's in here. I'll take the lead."

 


Mechanics

Main Hand: sword
Off Hand: sword


Action: stealth and perception
Bonus Action: none
Move: Your movement goes here.
Manipulate: Your one free object interaction goes here.

Notes

Nymestra - dragonborn inkeeper at the Wet Trout

Scython - tiefling leader of bandits in

In Bremen, fishers are being terrorized by a monster that lives in Maer Dualdon. Strange that none of the other towns on that lake have been harangued by the monster. Also great irony the monsters bringing in the fishermen!

In Good Mead, the town speaker was recently killed by a nine-foot-tall giant. Rumor has it the giant stole a shipment of honey mead, without which a handful of taverns in Ten-Towns might go dry! Might even need to change the name of the town, to my way of thinking.

In Targos, a band of adventurers is planning an expedition up the side of Kelvin’s Cairn, hoping to find Oyaminartok, a goliath lycanthrope who can transform into a polar bear. If you hurry, you might be able to join the expedition! Might be a bit of a bear, though.

Imdra Alaggath, captain of the militia

 

     

 

Name
stealth
6
1d20+5 1
perception
13
1d20+5 8
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IMG_1789.jpeg.c848ea2ad413152eccae032a3fbd0dad.jpeg

You wind your way through the dark tunnel. You notice a foul stench. Those who have particularly good noses recognize the putrid smell of rotting meat mixed with the coppery tang of fresh blood. All the rest can smell is death.
 

Chut, doing his best to be quiet, proves more bear than bug and sends small stones skittering just as you reach a cavern at the end of the tunnel. You hear a deep growl. Then you see it, a direwolf, face covered in the gore of the harpy he was eating. He looks at you and you are pretty sure he thinks you might taste better.IMG_1790.jpeg.fddc412651cb75389864364da1b2657e.jpeg

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image.png.5bcd5581d22a8aa9db6c4f70f2f925c5.png

Tulik Thaertard, UthGardt human Barbarian (elk tribe)


AC: 15 | HP: 15/15 | Initiative: +2 | Passive Perception: 13

 

Tulik will charge forward and attack the wolf with his great axe

 

 

Name
roll init
18
1d20+2 16
attack wolf with great axe
14
1d20+5 9
damage if axe hits
14
1d12+3 11
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spacer.pngChut Migo (Bugbear Ranger) App


AC: 15 | HP: 12/12 | Initiative: +3 | Passive Perception: 15 | Features


Chut's first thought was to step back and make the wolf come to us, forcing it to choose between its current meal and the possibility of another one. But when Tulik charges in, he knows there's no use trying to sneak anymore.

"Let's go."

Chut runs just behind the barbarian, jumping out from behind at the last minute to try to surprise the dire wolf.


Mechanics

Main Hand: sword
Off Hand: sword


Action: stealth and perception
Bonus Action: none
Move: Your movement goes here.
Manipulate: Your one free object interaction goes here.

Notes

Nymestra - dragonborn inkeeper at the Wet Trout

Scython - tiefling leader of bandits in

In Bremen, fishers are being terrorized by a monster that lives in Maer Dualdon. Strange that none of the other towns on that lake have been harangued by the monster. Also great irony the monsters bringing in the fishermen!

In Good Mead, the town speaker was recently killed by a nine-foot-tall giant. Rumor has it the giant stole a shipment of honey mead, without which a handful of taverns in Ten-Towns might go dry! Might even need to change the name of the town, to my way of thinking.

In Targos, a band of adventurers is planning an expedition up the side of Kelvin’s Cairn, hoping to find Oyaminartok, a goliath lycanthrope who can transform into a polar bear. If you hurry, you might be able to join the expedition! Might be a bit of a bear, though.

Imdra Alaggath, captain of the militia

 

     

 

Edited by BobtheWizard (see edit history)
Name
Initiative
4
1d20+3 1
Shortsword
9; 6
1d20+5;1d6+3 [4]; [4,3]
Offhand shortsword
15; 6
1d20+5;1d6 [10]; [10,6]
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spacer.png Rodrick Taliesin

HP: 10/10
AC: 16 | P.Perception: 13

Saves
+0 STR | +2 CON
+2 DEX | +0 INT
+5 WIS | +3 CHA

Rodrick silently wonders if the wolf could simply be persuaded to leave us alone... but it seems the others have chosen violence. So the dragonborn shrugs and slowly lifts his crossbow to take a shot at the beast.
Edited by Eagleheart (see edit history)
Name
Initiative
5
1d20+2 3
Light Crossbow
10; 4
1d20+4;1d8+2 [6]; [6,2]
Bardic Inspiration
5
1d6 5
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Jinabi

image.png.1b5b2743e4453776de0e75af4bc945d1.pngJinabi hangs back to see if there are any more wolves living in the chamber, looking for prints, dung, and other signs.

'There might be more, I just need a moment to find out.'

 

 

 

 

 

 

 

 

 


Level 1 Druid | AC 19 | HP 10/10 | Walk 25ft Climb 15ft | Darkvision 60ft | Passive: Perception 16 Insight 16 | Saves STR 1 DEX 2 CON 2 INT 2 WIS 6 CHA -1 | Stealth 4 Survival 6 | Sheet |

 

Name
Nature (about direwolves and pack behavior)
11
1d20+2 9
Survival (for direwolf traces in the cave)
22
1d20+6 16
Perception (for anything else suspicious)
22
1d20+6 16
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spacer.png                       Liene (pronounced Lahn)

Level 1 Centaur Bereaved Twilight Cleric of Ilmater


AC: 16 (Chain Mail) +2 (Shield) | HP: 11/11 | Speed: 40 ft. | Height: 6'4" | Weight: 716 lbs.
Age: 24 | Alignment: NG | Type: Fey
Senses: Darkvision 300 ft; Passive Perception 15, Passive Insight 15, Passive Investigation 9
Str: 15 (+2) | Dex: 8 (-1) | Con: 16 (+3) | Int: 8 (-1) | Wis: 17 (+3) | Cha: 8 (+1)
Languages:  Common and Sylvan
Spell-casting: +5 or DC 13 Cantrips Known: (3) | Spells Known: (4)
Spell Slots: 1st (1/2)


 “My words,” | ‘My thoughts,’ | My actions


 

Upon seeing her companions race to attack the dire wolf, Liene moved forward, staying between Tulik and Chut and the squishier members of the group. She then began the incantation for Guiding Bolt, pointing at the dire wolf.

A flash of light sped toward the wolf, striking it solidly, but didn't appear to do much damage. Following the hit, a dim light glittered around the wolf, making it easier to see.

Combat

Action: Cast Guilding Bolt against dire wolf.

Bonus Action:

Reaction:

Movement:

Object Interaction:

Actions & Resources

Actions:

   Spear (simple, thrown, versatile).  Thrown Weapon Attack: +4 to hit, ranged 20/60 ft., one target.
                                                                                   Hit:  (1d6 + 2) piercing damage. 

Melee Weapon Attack: +4 to hit, reach 5 ft., one target.

Hit:

  (1d6 + 2) piercing damage if one-handed (1d8 + 2) piercing damage if two-handed

   

Warhammer (martial, melee, versatile).  Melee Weapon Attack: +4 to hit, reach 5 ft., one target.

                                                  Hit: (1d8+2) bludgeoning damage if used one-handed.

>(1d10+2) bludgeoning damage if used two-handed

 

Eyes of Night

Liene can see through the deepest gloom. She has darkvision out to a range of 300 feet. In that radius, she can see in dim light as if it were bright light and in darkness as if it were dim light. (1 use per long rest)

As an action, she can magically share the darkvision of this feature with willing creatures she can see within 10 feet of her, up to a number of creatures equal to her Wisdom modifier (minimum of one creature). The shared darkvision lasts for 1 hour. Once she shares it, she can’t do so again until she finishes a long rest, unless she expends a spell slot of any level to share it again.

Vigilant Blessing

As an action, Liene can give one creature she touches (including possibly herself) advantage on the next initiative roll the creature makes. This benefit ends immediately after the roll or if she uses this feature again.

 

Bonus Actions:

  Charge Attack

If Liene moves at least 30 feet straight toward a target and then hits it with a melee weapon attack on the same turn, she can immediately follow that attack with a bonus action, making one attack against the target with her hooves.

Spellcasting:

   Liene is a 1st-level spellcaster. Her spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). She has the following cleric spells prepared: 

  • Cantrips (3/3 slots): light, guidance, sacred flame
  • 1st level (2/2 slots): cure wounds, guiding bolt
  • 1st level domain spells (always prepared): faerie fire, sleep

Class Features:

  • Bonus Proficiencies: Liene gains proficiency with martial weapons and heavy armor.
  • Eyes of Night: Liene can see through the deepest gloom. She has darkvision out to a range of 300 feet. In that radius, she can see in dim light as if it were bright light and in darkness as if it were dim light.

    As an action, she can magically share the darkvision of this feature with willing creatures she can see within 10 feet of her, up to a number of creatures equal to her Wisdom modifier (minimum of one creature). The shared darkvision lasts for 1 hour. Once she shares it, she can’t do so again until she finishes a long rest, unless she expends a spell slot of any level to share it again.

  • Vigilant Blessing: As an action, Liene can give one creature she touches (including possibly herself) advantage on the next initiative roll the creature makes. This benefit ends immediately after the roll or if she uses this feature again.


OOC

Whoever attacks the dire wolf next gets advantage on their attack roll from Liene's successful cast of Guiding Bolt.

Edited by tbgg (see edit history)
Name
initiative
14
1d20-1 15
Spell attack for Guiding Bolt
23
1d20+5 18
GB damage
6
4d6 1,1,2,2
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