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Dragons of Khur 5E


Morgrym

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Captain Maquesta Kar-Thon of The Perechon

N Female Half- Elf 

(Smuggler), Rogue (Swashbuckler) 9 / Fighter (Battle Master) 4

Age 82
Background Smuggler
Guilty Pleasure the chance to deflate someone’s ego
Adversary a master spy hunting for her, seeking revenge over a past assassination
Benefactor a magistrate named Lord Swindle kept you out of jail (in Flotsam) in exchange for valuable information of a powerful underground crime lord embedded at Flotsam

Str 13 (+1) 
Dex 19 (+4)
Con 18 (+4)
Int 14 (+2)
Wis 14 (+2)
Cha 18 (+4)

Speed 30 Darkvision 60 
Languages Trade Tongue, Elvish, Kalinese, Thieves Cant, Saifhum, Kothian, Ogre
Proficiency Bonus +5
Armor light
Weapons simple, hand crossbow, longsword, short sword, rapier
Tools Thieves’ tools, vehicles (water), navigator’s tools, gemcutting tools
Initiative +9

HD 9d8+4d10+78
HP  176

AC  19  (+4 +1 studded leather, +4 dex, +1 cloak)

Saves
+3 Str
+11 Dex*
+6 Con adv vs poison.
+9 Int*
+10 Wis*  adv vs charm, magic can't put to sleep
+6 Cha

Weapons
+11/+11 +2 cutlass 1d6+6 slashing (light, finesse) and +2 vicious dagger 1d4+6 piercing (light, finesse)
+2 light crossbow 1d8+6 (80/320)

Proficient Skills
+12 Athletics* exp
+10 Acrobatics*
+10 Deception*
+8 Insight*
+8 Investigation*
+8 Nature*
+13 Perception* exp
+10 Persuasion*
+10 Sleight of Hand*
+8 Survival*

Feats/Flaws
Tough
Skilled
Phobia (thanoi)
Alert  
Linguist
Athlete stand up 5 ft, climbing costs no extra movement, jump bonus
Resilient (wis)

Features
Fey Ancestry.  Adv saves vs charm & magic can’t put to sleep
Skill Versatility.  +2 proficient skills
Even I Get Boarded Sometimes.  All Perception and Investigation checks have disadvantage aboard the Perechon.  You have advantage on Perception and Investigation to notice or find hidden contraband on other water vessels. 
Expertise. 
Sneak Attack.  +5d6
Cunning Action.  Dash, Disengage, Hide
Uncanny Dodge.  Starting at 5th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack‘s damage against you.
Evasion.  Beginning at 7th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon’s fiery breath or an ice storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Fighting Style.  Two-weapon; add ability mod to offhand attack
Second Wind.  Bonus 1d10+4 1/short or long
Action Surge.  1/short or long
Combat Superiority.  4 d8’s per short rest, 3 man; DC 17
—Precision Attack
—Feinting Attack
—Pushing Attack
Student of War.

Attuned Magic Items
Stone of Good Luck
Brooch of Shielding (force resistance, no magic missiles)
Cloak of Protection

Equipment
Bag of holding
Folding boat
Lantern of Revealing
Periapt of Proof against Poison

 

malquesta2.png.dfc1e0feea2297f4a652dfc9857ab6dc.png

Edited by Morgrym (see edit history)
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  • 3 months later...
Posted (edited)

Abraxis Stormcrown 

male Nerakan human

(Mercenary Recruit) / Warlock (Pact of the Dragon, Storm Over Ansalon) 5

image.png.1c0c2a9bc0376a349a48948e9f5dc48c.png

Alignment LE

Age 29

Personality Trait When you stop training, you sign your own death notice.

Ideal  Ambition. I will make something of myself no matter what.

Bond I will become the greatest mercenary warrior ever.

Personality Flaw I do not trust easily and question anyone who attempts to give me orders.

Initiative +7

Inspiration 3

XPs 7065 +240 +275 +725stone

Str 18 Dex 14 Con 16 Int 10 Wis 14 Cha 20

HD 5 (short rest used: 0) HP 59 / 59

AC 18

Saves +3 Str, +2 Dex, +3 Con, +0 Int, +5 Wis*, +8 Cha* 

Speed 30

Background Mercenary Recruit

Languages Trade Tongue, Nerakese

Tools game (Khas)

Weapons simple, great sword, pike, lance, great axe

Armor light (no armor worn)

Proficiency Bonus +3

 

Feats/Flaws

Piercer (human) 1/turn when you hit with attack the deals piercing damage, you can reroll one of the attack's damage dice, and you must use the new roll. When you score a critical hit that deals piercing damage to a creature, you can roll one additional damage die when determining the extra piercing damage the targets.

Tough (dl)

Clumsy (flaw)

Weapon Master

Alert  you can't be surprised while conscious. other creatures don't gain adv on attack rolls against you as a result of being unseen

Shadow Touched

 

Melee Attacks

+8 ~ +1 greataxe  1d12+5 magic slashing

+7 ~ staff of rats and moons 1d10+4 (versatile) magic bludgeoning

+7 ~ lance 1d12+4 piercing (reach, special)

+7 ~ spear 1d10+4 piercing (versatile, thrown)

 

Ranged Attacks

+5 light crossbow 1d8+2 piercing 80/320

 

Skills

+7 Athletics*, +8 Deception*, +8 Intimidation*, +5 Perception*, +8 Persuasion*

 

Features

Theoretical Experience You have an encyclopedic knowledge of stories, myths, and legends of famous soldiers, mercenaries, and generals. Telling these stories can earn you a bed and food for the evening in taverns, inns, and alehouses. Your age or inexperience is endearing, making commoners more comfortable with sharing local rumors, news, and information with you.

Pact Magic  Pact of the Dragon (The Storm Over Ansalon), embedded a blue dragon scale into my chest as armor

Otherworldly Patron  Takhisis

Dragonkind Blue, Lightning, 5 by 30 ft. line

Armor of the Wrym At 1st level you gain a gift of draconic scales from your patron. Parts of your skin are covered by a thin sheen of dragon-like scales. When you aren't wearing armor, your AC equals 13 + your Dexterity modifier.

Breath of the Wyrm   Also starting at 1st level, you can borrow your patron's breath weapon. You have a pool of d6s that you spend to exhale the breath weapon. The number of dice in the pool equals 1 + half your warlock level, rounded down (2). As a bonus action, you can exhale this breath weapon in an area, spending dice from the pool to do so. The maximum number of dice you can spend at once equals your proficiency bonus + 1, divided by two, rounded down (2). Roll the dice you spend, add them together, and deal that much damage to each creature in the area. The area and the type of damage are determined by your dragon's entry on the Dragon Kind table. Your pool regains all expended dice when you finish a long rest. At 6th level the area of cone weapons increase by 5 feet and the length of line weapons increase by 10 feet. They increase again this way at 10th and 14th levels.

Eldritch Invocations (3) 

Devil's Sight 120

Armor of Shadows can cast mage armor at will, without expending a spell slot.

Pact of the Chain you learn find familiar (pseudodragon). Additionally, when you take the Attack action, you can forgo one of your own to allow your familiar to make one of its own with its reaction.

Agonizing Blast

 

Spellcasting DC 16 spell attack +8 Slots per short rest: 2. Spells cast as 3rd level spells at 5th

Cantrips Known (3) eldritch blast, toll the dead, friends

1st-level spells known (3 known) protection from evil and good, chromatic orb, hex, find familiar (ritual), (inflict wounds)

2nd-level spells known (2 known) darkness, shatter, (invisibility)

3rd-level spells known (1 known) lightning bolt

 

Attuned Magic Items

Staff of Rats and Moons

Greataxe

Ring of Mind Shielding immune to magic that reads thoughts, determine whether you are lying, or know creature type. creatures cannot speak with you telepathically unless you allow it. the ring is invisible on Abraxis's finger. if you die while wearing this ring, your soul enters it.

 

Equipment

light crossbow, 10 bolts, spear, dagger, explorer's pack, 2 potion of healing, lance, bag of holding, 7 uses of brass brazier/incense/charcoal for summoning Storm, 90 gp, quarterstaff of dark walnut with rats and moons - staff of the rodent : strikes as magical, attune, wielder can speak with rats like speak with animals, 1/day summon a swarm of rats. 1 tiger eye worth 10 gp, 50 gp diamond for chromatic orb, 4 antitoxon, map of Taman Busuk, weird awesome greataxe, potion of supreme healing

Trinket a bag containing forty-seven humanoid teeth, one of which is rotten

 

RAT SWARM STATS Medium swarm of tiny Beasts, AC 10, HP 24, Spd 30, str 9, dex 11, con 9, int 2, wis 10, cha 3, DR bludgeoning, piercing, slashing, CI charmed, frightened, grappled, paralyzed, petrified, prone, restrain, stunned; Senses: dark vision 30, pp 10; Keen Smell: adv on Perception checks relying on smell; Swarm: the swarm can occupy another's space and vice versa, and the swarm can move through any opening large enough for a Tiny rat. The swarm can't regain hp or temp hp; Action: Bites. Melee Weapon Attack: +2 to hit, reach 0, one target in the swarm's space. Hit 2d6 piercing damage, or 1d6 if swarm is half of its hp or lower. Usage: 60 feet, c<1 hour, roll init, obey commands

Toll the Dead (necromancy) CT 1 action, R 60, VS, instant. you point and a dolorous bell tolls. Wis save or 2d8 necrotic, if injured 2d12

Eldritch Blast  (evocation) CT 1 action, R 120, VS, Instant, beam of crackling energy, ranged spell attack, 1d10+5 force damage, 2 beams

Friends (enchantment) CT 1 action, self, S, conc<1 min. advantage on all Charisma checks vs non-hostile creatures, when the spell ends the creature knows

~~~

Hex ~ (enchantment) BA, 90, VSM, c<8 h, curse targ in sight. +1d6 necrot if you hit with an attack, 1 ability score dis, B dif cre on sub turns after 0

Inflict Wounds ~ (necromancy) CT 1, VS, MSA 5d10 necrotic, 1/long rest no spell slot

Chromatic Orb ~ (evocation) CT 1, R 90, VSM, lightning, thunder, cold, poison, fire, acid. RSA 5d8 damage

Find Familiar ~ (conjuration) ritual, CT 1 hour, Storm

Invisibility ~ (illusion) 1/long rest or use spell slot, CT 1 action, 3 creatures touched, ends if attacks or casts spell, VSM, conc<1 hour

Shatter ~ (evocation) CT 1, R 60, VSM, painfully intense eruption of thunder, 10-ft-rad, Con 5d8/half, dis save creatures inorganic stone, crystal, metal

Darkness ~ (evocation) CT 1, R 60, 15-radius sphere, VM, conc<10 m, spreads around corners, if overlap with 2nd level light then dispelled

 

Material Components

eye of petrified newt, diamond, charcoal, incense (8 uses), herbs, tiny brass brazier, eyelash encased in gum arabic, chip of mica, bat fur, black pitch

 

Storm

female pseudodragon

tiny dragon

AC 13, HP 10, Spd 15, fly 60 ft., Str 6 Dex 15 Con 13 Int 10 Wis 12 Cha 10

image.jpeg.a9c0b39c1ab9af5b7c399f8a2ff65790.jpeg

 

Skills: +3 Perception (advantage), +4 Stealth, blindsight 10, darkvision 60

understands Trade Tongue and Draconic, but can't speak

Magic Resistance advantage on saves vs spells and other magical effects. Abraxis gets this if Storm is within 10 feet

Limited Telepathy 100 ft. with Abraxis. Abraxis can see through Storm's eyes as long as they are within one mile

ACTIONS

Bite. Melee Weapon Attack: +4 to hit, reach 5 feet., one target. Hit: 1d4+2 piercing damage.

Sting. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 1d4+2 piercing damage and the target must succeed on a DC 11 Con save or become poisoned for 1 hour. If the save fails by 5 for more, the target falls unconscious for the duration, or until it takes damage or another creature uses an action to shake it awake.

 

***

Torgon Stormcrown, Rogue of Eyes

younger brother of Abraxis, male Nerakan human

(Criminal), Fighter 2 / Rogue (Assassin) 3

 

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Alignment NE

Age 25

Personality Trait I am incredibly slow to trust. Those who seem the fairest often have the most to hide, four fingered hand

Ideal  Greed: I will do whatever it takes to become wealthy. (Evil)

Bond I will become the greatest thief that ever lived.

Flaw  When faced with a choice between money and my friends, I usually choose the money.

Criminal Specialty  Burglar

Proficiency Bonus +3

Initiative +7

Str 18 Dex 14 Con 16 Int 12 Wis 16 Cha 17

HD 5 (short rest HD: 3) HP 63 / 63

AC 16 (+4 starmetal scale, +2 dex); 18 w/ shield. starmetal: immune to crit

Saves +7 Str*, +2 Dex, +6 Con*, +1 Int, +3 Wis, +3 Cha (+1d4 ceremony)

Speed 30

Background Criminal

Languages Trade Tongue, Nerakese, Draconic, Thieves' Cant

Tool Proficiencies game (Khas), thieves tools, poisoner's kit, forgery kit

Weapons & Armor  All armor., shields, simple weapons, martial weapons

Inspiration 3

XPs 7065

 

Feats/Flaws

Prodigy (human) exp Perc

Tough (dl)

Abrasive Personality (flaw) You are difficult, overbearing and generally crass in social situations, causing others to dislike you. You suffer disadvantage on all Persuasion skill checks.

Poisoner creatures resistant to poison damage are not resistant to mine

Alert  you can't be surprised while conscious. other creatures don't gain adv on attack rolls against you as a result of being unseen

 

Skills

+7 Athletics*, +9 Deception*, +6 Intimidation*, +9 Perception* (exp) (advantage when relying on sight), +3 Persuasion (disadvantage), +5 Stealth* (dis), +9 Survival*; (thieves tools +5 to pick locks/disarm traps)

 

Features

Criminal Contact  You have a criminal contact who acts like liaison of you to any network of criminals, and you have trustworthy and reliable contact from them. How to get the messages from your contact and also to your contact is well known to you. Even over great distances too you can get the messages. You know the corrupt caravan masters and also the local messengers and even seedy sailors who can able to deliver messages for you. My criminal contract is Lute the Pawn Broker in City of Neraka. Tacitus the seedy sailor smuggler.

Second Wind 1d10+2 hp bonus action 1/short rest

Fighting Style  Blind-Fighting. 10 foot blindsight range including invisible creatures

Expertise prof bonus doubled for Deception and Survival.

Sneak Attack 1/turn when have adv on attack using a finesse or ranged weapon. You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll. 2d6

Thieves Cant 

Action Surge 1 / short or long rest, one your turn, you can take 1 additional action.

Darkvision 120

Cunning Action  bonus action to Dash, Disengage, Hide each turn

Steady Aim  bonus action, adv attack rolls, no move that round

Assassinate  if foe hasn't acted in init, you have adv and a hit is a crit

 

Attuned Magic Items

Robe of Eyes  you see in all directions, adv on all Perception checks that rely on sight. Darkvision 120. You can see invisible objects or creatures, as well as see into the Ethereal Plane, out to a range of 120 feet.

Ring of Warmth -50 degrees FH tolerable, cold resistance, dark red iron ring

Eyes of Charming charm person 3 charges/long rest, 1 action, Wis DC 13, humanoid <30 ft, all charges replenish at dawn

 

Equipment

thieves tools, 6 doses Con DC 14 or 2d8 poison and be poisoned until the end of your next turn, burglar's pack, poisoner's kit, shield, chain shirt, longsword, club, shortsword, spear 20/60, dart 20/60, shortbow 80/320, 20 arrows, explorer's pack, 4 antitoxins, dagger, 15 gp, 56 gp, manticore spikes, forgery kit, +1 dagger (does -1 damage), swirling gold wand of secrets, 11 doses of mushroom spore powder from barrel (potion of poison), 2 boom sticks, 4 doses of wyvern poison

Trinket a crystal knob from a door

 

Captain Lewisgilt

Lady Kafa cleric of the Dark Queen.

Adrik Greyforge of the Zhakar

 

rat stone idol worth 50 gp

64 gp, 190 sp, silver dagger, gold ring with emerald worth 310 gp. 1 tiger eye worth 10 gp

manticore treasure: 2600 cp, 60 gp, 7 gemstones translucent white and blue moonstones worth 50 gp each

locked iron chest in bag: 150 gp, 5 50 gp zircons, potion of climbing

dagger with tip maybe ancient worth 100 gp

 

1 potions of greater healing 4d4+4

2 potions of poison look/smells like potions of greater healing.

16 cp

Gessel the prisoner apothecary mage

Ratman treasure 1486 cp, 1301 sp, 85 gp, pair of dice made ivory worth 75 gp, locket made of onyx worth 25 gp, silk embroidered handkerchief worth 20 gp, couatl feather mask with 30 gp, soapstone pitcher worth 25 gp.

Cyclops treasure: 700 cp, 10000 sp, 1450 gp, 140 pp, 11 black onyx w/ 50 gp each

Hobgoblins: 187 gp, 37 sp, 17 pp, 8 onyx worth 25 gp each, 1 potions of healing

Reorx: Xankas: 2 gnomish fargabs Mishka and Lady Kava have

Flab Giants: 1400 cp, 900 sp, 70 gp, carved bone statuette of mountain lion worth 20 gp, a pair of bone dice w/ numbers engraved in onyx worth 25 gp, gold locket with w/ portrait worth 25 gp, silver ewer worth 25 gp,

Morgion temple: 600 cp, 4000 sp, 2600 gp, 120 pp, 7 silver ewers worth 25 gp each

Vatir undead Chemosh passed the test Storm: 1600 cp, 700 sp, 50 gp, 10 pink sardonyx 50 gp each, starmetal scale mail, 2500 cp, 1000 sp, 90 gp, 11 lapis lazuli 10 gp each

 

starmetal: any crit against is normal hit

 

 

 

 

 

Edited by Morgrym (see edit history)
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  • 2 weeks later...
Posted (edited)

 

Pitslang, Black Dragon

Adult black dragon (huge)

Black Dragon Personality Trait Collecting antiquates and learning why lost cultures vanished are as important to Pitslang as the call of Takhisis to fight in the War of the Lance

Ideal  Cunning. Destroying your foes without exposing yourself to danger is an art.

Innate Spellcasting save DC 16, spell attack +8

cantrips at will: vicious mockery

1st level spells (1 slot / long rest) detect magic

2nd level spells (1 slot / long rest) suggestion

3rd level spells (1 slot / long rest) plant growth

 

Appearance  Notably underweight

Mannerism  Absently chews on and picks at teeth with swords, spears, or lances

Bond  A nearby person intrigues me with fascinating questions and bizarre ideas (Mia)

Flaw / Secret  Another dragon has sworn to find and destroy me

Longterm Goal Establish a dynastic bloodline by producing young

Cross Scheme cause accidents and catastrophes

Lair Action Filth Burst

Features change shape, death throes

 

image.png.e5156c56a51c2c68e3ec6a2026780747.png

Edited by Morgrym (see edit history)
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Posted (edited)

Alhana Starbreeze, Princess of Silvanesti

LG female Silvanesti elf

(Noble), Fighter (Battle Master) 8 / Druid (Circle of Stars) 8

Alhanna_Starbreeze.webp.ece931299be9b035bff40120b6148f3f.webp

Str 14, Dex 14, Con 19, Int 14, Wis 18, Cha 18

HD 16

HP 212

AC 21 (+2 elven chain shirt, +2 shield)

Languages Elvish, Trade Tongue, Dwarven, Druidic, Sylvan

Weapons simple, martial

Armor all, all shields

Tools game (Khas), Herbalism Kit

Speed 40

Darkvision 60

Proficiency Bonus +5

Initiative +7

Saves

+7 Str*, +2 Dex, +10 Con*, +2 Int, +4 Wis, +4 Cha

Skills

+9 Animal Handling*, +7 Arcana*, +7 History*, +9 Insight*, +9 Medicine*, +9 Perception*, +9 Persuasion*, +9 Survival*

Feats

Skilled

Ritual Caster (ritual book: detect magic, identify, comprehend languages, augury, divination)

Phobia oozes

Magic Initiate (cleric) 2 cantrips, 1st heroism

Alert

Fey-Touched bless, misty step 1/day

Tough

Mobile after you attack a creature (hit or miss), you don't provoke from that creature for rest of your turn

Inspiring Leader 10 min w/ companions (<6) temp hp = 20, 1/short or long rest

 

Attacks

+10 / +10 +3 vorpal longsword 1d8+5, ignores resistance to slashing damage. nat 20 off with a head.

 

Druid Spellcasting +9, DC 17

Cantrips: true strike, spare the dying, guidance, dancing lights, produce flame, druidcraft, mending

1st (4 slots) cure wounds, healing word, absorb elements, jump, guiding bolt, (bless, heroism)

2nd (3 slots) protection from poison, gust of wind, summon beast, (misty step)

3rd (3 slots) revivify, aura of vitality, dispel magic

4th (2 slots) freedom of movement, locate creature

 

Features

Darkvision.

Keen Senses.

Fey Ancestry.

Trance.

Elf Weapon Training. 

Fighting Style.  Blind-Fighting

Second Wind.  1/short or long rest 1d10+8 hp as bonus action

Action Surge.  1/short or long, take an extra action on your turn

Combat Superiority.  5 man, d8 superiority die, DC 17

--Feinting Attack

--Evasive Footwork

--Rally

--Commanding Presence

--Ambush  spend 1 superiority die and add to Stealth or Initiative

Student of War.

Know Your Enemy.  1 minute observing: learn one: Str; Dex; Con; AC; current HP; Total class levels; Fighter levels

Cantrip.

Star Map.  can cast guiding bolt without expending a spell slot 5 times / long rest

Starry Form.  Spend use of Wild Shape. Archer: as a bonus action on subsequent turns make a ranged spell attack luminous arrow at target within 60, on a hit 1d8+4 radiant damage. Chalice: whenever you cast a spell using a slot that restores hp, you or another creature you choose within 30 feet of you regains 1d8+4 hp. Dragon: when you make an Int or Wis check or Con save to maintain concentration on a spell, you can treat a roll of 9 or lower on the d20 as a 10

Cosmic Omen.  reaction 5 times / long rest. roll a d6. Weal (even): when a creature you can see within 30 feet of you is about to make an attack roll, save, or ability check, you can use your reaction to roll a d6 and add the number rolled to the total. Woe (odd) same, but instead you can use your reaction to roll a d6 and subtract that number from the total

Attuned Magic Items

vorpal longsword

brooch of shielding  resistance to force damage, immune to magic missiles

amulet of health

Other Magic Items

Ring of Swimming (40)

Wand of Magic Detection

Wand of Secrets

Equipment

starjewel (druidic focus), diplomat's pack, longbow, quiver of 20 arrows, 3 potions of superior healing, map of Ansalon (in Elven), Khas game set, dagger, mess kit, elixir of health, FoWP silver raven, rod of lordly might

Edited by Morgrym (see edit history)
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Samar

LG male Silvanesti elf

(Soldier), Fighter (Eldritch Knight) 14

Str 18, Dex 14, Con 17, Int 19, Wis 16, Cha 10

HD 14

HP 191

AC 19 (+1 elven chain shirt, +1 shield)

Languages Elvish, Trade Tongue, Sylvan

Weapons simple, martial

Armor all, all shields

Tools cartographer's tools, smith's tools

Speed 30

Darkvision 60

Proficiency Bonus +5

Initiative +7

Saves adv vs charm

+8 Str*, +2 Dex, +8 Con*, +4 Int, +8 Wis*, +0 Cha

Skills

Acrobatics*, Athletics*, Insight*, Perception*, Survival*

Feats

Tough

Sentinel

Flaw abrasive personality

Observant

Alert

Sharpshooter

Resilient (wis)

Elven Accuracy

Slasher

 

Attacks

+11 / +11 / +11 +2 longsword 1d10+6 (two-handed), versatile, slasher, sentinel, elven accuracy

+9 / +9 / +9 +2 longbow  1d8+4, sharpshooter

 

Spellcasting (Int) +9, DC 17, spells known: 10

Cantrips: true strike, dancing lights, mage hand, message, mending

1st (4 slots) shield, absorb elements, alarm, detect magic

2nd (3 slots) hold person, arcane lock, warding wind, mind spike

3rd (2 slots) counterspell, tongues

 

Features

Darkvision.

Keen Senses.

Fey Ancestry.

Trance.

Elf Weapon Training. 

Fighting Style.  Protection

Second Wind.  1/short or long rest 1d10+14 hp as bonus action

Action Surge.  1/short or long, take an extra action on your turn

Cantrip.

Extra Attack x2.

Indomitable x2. 2 per long rest

Weapon Bond.

War Magic.  when you use your action to cast a cantrip, you can make one attack as a bonus action

Eldritch Strike.  when you hit with a weapon attack, that creature has disadvantage on the next saving throw it makes against a spell you cast before the end of your next turn

 

Spellcasting

periapt of wound closure

 

 

 

 

Edited by Morgrym (see edit history)
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Posted (edited)

Lucien of Takar, male half ogre, Black Dragonarmy Highlord

(Arena Fighter), Fighter 16 (Champion)

Str 25, Dex 14, Con 20, Int 11, Wis 14, Cha 16

Size Medium Speed 30 Languages Ogre, Trade Tongue

Initiative +7

Background Arena Fighter

Tools Herbalism kit, vehicles (water)

Proficiency Bonus +5

HP 243

HD 16 (durable)

AC 21 (+2 plate, defense)

Saves  adv vs spells

+10 Str*, +2 Dex, +10 Con*, +0 Int, +2 Wis, +3 Cha

Feats

Tough

Athlete  standing up takes 5 ft movement, climbing doesn't cost you extra movement, you can make a running long or high jump after moving only 5 feet on foot

Alert

Durable

Great Weapon Master -5/+10

Mounted Combatant

Mobile

Eldritch Adept  devilsight

 

Attacks

+9 / +9 / +9 / +9 +2 greatsword 18-20, 2d6+19

+8 / +8 / +8 / +8 +1 longbow 1d8+3 150/600

 

Skills

+12 Athletics*, +8 Deception*, +7 Insight*, +8 Intimidation*, +7 Perception*

Features

Darkvision. 60

Ogre Toughness.

Natural Athlete. You gain proficiency in the Athletics skill.

Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

Great Weapon Fighting.  when you roll a 1 or 2 on a damage die with a weapon wielded in two hands, you may reroll and must keep the reroll.

Second Wind. bonus action 1d10+16 1/short or long rest

Action Surge. on your turn, you can take one additional action

Superior Critical.  your weapon attacks critical on 18-20

Bonus Fighting Style.  Defense +1 AC

Remarkable Athlete.  add +3 to any Str, Dex, or Con check you make that doesn't already use your prof bonus. when you make a running long jump, the distance you can cover increases by a number of feet equal to your Str mod

Extra Attack x4.

Indomitable x2.

 

Attuned Magic Items

mantle of spell resistance

belt of fire giant strength  25

necklace of adaptation

Other Magic Items

potion of invulnerability

potion of speed

Black Dragon Highlord Helm immune to frightened condition, adv Intimidation checks

 

 

Edited by Morgrym (see edit history)
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  • 1 month later...
Posted (edited)

Artificer Spells

 

Cantrips

Abjuration

1 Resistance ~ VSM (a miniature cloak)

Conjuration

2 Acid splash ~ VS

3 Create bonfire ~ VS

4 Mage hand ~ VS

5 Poison spray ~ VS

6 Sword burst ~ V

Divination

7 Guidance ~ VS

Evocation

8 Booming blade  SM (a melee weapon worth at least 1 sp)

9 Dancing lights  VSM (a bit of phosphorus or wychwood, or a glow worm)

10 Fire bolt  VS

11 Frostbite  VS

12 Green-flame blade  SM (a melee weapon worth at least 1 sp)

13 Light  VM (a firefly or phosphorescent moss)

14 Lightning lure  V

15 Ray of frost VS

16 Shocking grasp  VS

17 Thunderclap  S

Necromancy

18 Spare the dying  VS

Transmutation

19 Magic stone  VS

20 Mending  VSM (two loadstones)

21 Message VSM (a short piece of copper wire)

22 Prestidigitation  VS

23 Thorn whip  VSM (the stem of a plant with thorns)

 

1st Level Artificer Spells

Abjuration

1 Absorb elements  S

2 Alarm  [ritual] VSM (a tiny bell and a piece of fine silver wire)

3 Sanctuary  VSM (a small silver mirror)

4 Snare SM (25 feet of rope, which the spell consumes)

Conjuration

5 Grease  VSM (a bit of pork rind or butter)

Divination

6 Detect magic [ritual] VS

7 Identify [ritual]  VSM (a pearl worth at least 100 gp and an owl feather)

Evocation

8 Cure wounds  VS

9 Faerie fire  V

10 Tasha's caustic brew  VSM (a bit of rotten food)

Illusion

11 Disguise self  VS

Necromancy

12 False life  VSM (a small amount of alcohol or distilled spirits)

Transmutation

13 Catapult S

14 Expeditious retreat  VS

15 Feather fall  VM (a small feather or piece of down)

16 Jump  VSM (a grasshopper's hind leg)

17 Longstrider VSM (a pinch of dirt)

18 Purify food and drink [ritual] VS

 

2nd Level Artificer Spells

Abjuration

1 Aid  VSM (a tiny strip of white cloth)

2 Arcane lock VSM (gold dust worth 25 gp, which the spell consumes)

3 Lesser restoration VS

4 Protection from poison VS

Conjuration

5 Web VSM (a bit of spiderweb)

Divination

6 See invisibility VSM (a pinch of talc and a sprinkle of powdered silver)

Evocation

7 Continual flame VSM (ruby dust worth 50 gp, which the spell consumes)

Illusion

8 Blur V

9 Invisibility VSM (an eyelash encased in gum arabic)

10 Magic mouth [ritual] VSM (honeycomb and jade dust worth 10 gp, which the spell consumes)

Transmutation

11 Alter self  VS

12 Darkvision VSM (either a pinch of dried carrot or an agate)

13 Enhance ability VSM (fur or feather from a beast)

14 Enlarge/reduce VSM (a pinch of powdered iron)

15 Heat metal VSM (a piece of iron and a flame)

16 Levitate VSM (a golden wire bent into a cup shape)

17 Magic weapon VS

18 Pyrotechnics VS

19 Rope trick VSM (powdered corn extract and a twisted loop of parchment)

20 Skywrite [ritual] VS

21 Spider climb VSM (a drop of bitumen and a spider)

 

3rd Level Artificer Spells

Abjuration

Dispel magic VS

Glyph of warding VSM (incense and 200 gp powdered diamond, which the spell consumes)

Intellect fortress V

Protection from energy VS

Conjuration

Create food and water VS

Enchantment

Catnap SM (a pinch of sand)

Illusion

Blink VS

Necromancy

Revivify VSM (diamonds worth 300 gp, which the spell consumes)

Transmutation

Elemental weapon VS

Flame arrows VS

Fly VSM (a wing feather from any bird)

Haste VSM (a shaving of licorice root)

Tiny servant VS

Water breathing [ritual] VSM (a short reed or piece of straw)

Water walk [ritual] VSM (a piece of cork)

 

 

Edited by Morgrym (see edit history)
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Posted (edited)

Wizard Spells

 

8th-level Wizard Spells

Abjuration

1 Imprisonment ~ VSM (a vel

2 Prismatic wall ~ VS

 

 

 

9th-level Wizard Spells

Abjuration

1 Imprisonment ~ VSM (a vellum depiction or a carved statuette in the likeness of the target, and a special component that varies according to the version of the spell you choose, worth at least 500 gp per Hit Die of the target)

2 Prismatic wall ~ VS

3 Invulnerability ~ VSM (a small piece of star metal worth at least 500 gp, which the spell consumes)

 

Conjuration

4 Blade of disaster ~ VS

5 Gate ~ VSM (a diamond worth at least 5000 gp)

6 Plane shift ~ VSM (a forked, metal rod worth at least 250 gp, attuned to a particular plane of existence)

7 Wish ~ V

 

Divination

8 Foresight ~ VSM (a hummingbird feather)

 

Evocation

9 Meteor swarm ~ VS

 

Illusion

10 Weird ~ VS

11 Psychic scream ~ S

 

Necromancy

12 Astral projection ~ VSM (for each creature you affect with this spell, you must provide one jacinth worth at least 1000 gp and one ornately carved bar of silver worth at least 100 gp, all of which the spell consumes)

 

Transmutation

13 Mass polymorph ~ VSM (a caterpillar cocoon)

14 Shapechange ~ VSM (a jade circlet worth at least 1500 gp, which you must place on your head before you cast the spell)

15 Time stop ~ V

16 True polymorph ~ VSM (a drop of mercury, a dollop of gum arabic, and a wisp of smoke)

Edited by Morgrym (see edit history)
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Calanthalas

image.png.e6becf328abbcf0df5bdd09dbf1d04e0.png

Calanthalas 

~ female Silvanesti dark elf ~

(Wizard of High Sorcery), Rogue (Inquisitive) 5 / Wizard (Evoker) 10

 

Medium humanoid (elf)

Languages  Elvish, Trade Tongue, Nerakese, Thieves Cant

Initiative +9, Speed 30

Str 11 Dex 18* Con 16 Int 20* Wis 16 Cha 16

AC 18 (+5 shield)

HD 15 (5d8/10d6)

HP 102

Armor Proficiency light

Weapon Proficiency simple, hand crossbows, longsword, shortsword, shortbow, longbow, rapiers

Proficiency Bonus +5

Tools  thieves tools (+9)

Saves  force/fire resistance, adv vs spells, adv vs charm, adv to conc, immune to sleep/poison

~~~ Str +1 Dex +10* Con +4 Int +11* Wis +4 Cha +4 ~~~

+10 Arcana*, +13 Deception**, +13 Insight**, +10 Nature*, +8 Perception*, +8 Persuasion*, +10 Religion*, +9 Stealth* (adv to move silently)

 

Weapons

+11 +2 vicious shortsword 1d6+6 piercing (sneak attack +3d6, +7 damage on nat 20)

+11 +2 shortbow  1d6+6 piercing (sneak attack +3d6)

 

Feats

Initiate of High Sorcery  disguise self, longstrider  (+1 cantrip)

Phobia (hags) you gain the frightened condition whenever within 30’ of the object of your phobia.

Elven Accuracy  if adv on attack roll using Dex or Int, can reroll one of the dice once

Sharpshooter  long range no disadvantage; before attack may choose -5/+10

Skilled  arcana, nature, religion

Alert 

War Caster  adv on Constitution saves to maintain Concentration, if hostile provokes AoO, may cast spell as a reaction

 

Spellcasting +10 spell attack, DC 18, prepare 15 spells per day

cantrips (7): light, chill touch, fire bolt, green flame blade, ray of frost, shocking grasp, message

1st  (4) shield, burning hands, chromatic orb, (disguise self, longstrider)

2nd (3) mind spike, invisibility, spider climb

3rd (3) flame arrows, haste, fireball

4th (3) polymorph, storm sphere, resilient sphere

5th (2) far step, immolation, enervation

scroll of darkness, scroll of ray of sickness (cast at 4th level), scroll of banishment, scroll of dimension door, scroll of see invisibility, scroll of levitate

 

Features

Dark Elf.  cast out from Silvanesti society for practicing Necromancy

Darkvision. 60

Keen Senses.  proficiency in Perception

Fey Ancestry.  advantage on saves vs charm, magic can't put you to sleep

Trance.  4 hours

Elf Weapon Training.  proficiency with longsword, shortsword, shortbow, longbow

Cantrip.

Wizard of High Sorcery. 

Expertise. Insight/Deception

Sneak Attack.  +3d6

Cunning Action.  bonus action Dash, Disengage, Hide

Uncanny Dodge.  when an attacker you can see hits with attack, use your reaction to halve the damage

Ear For Deceit.  when you make an Insight check to detect lying, treat a roll of 7 or lower as an 8.

Steady Aim.  bonus action give advantage to your next attack roll in exchange for no movement that round.

Insightful Fighting.  as a bonus action make an Insight check vs creature not incapacitated vs their Deception check. If you succeed grants Sneak Attack as long as not disadvantage lasts for 1 minute or until you use it against a different creature.

Arcane Tradition. 

Arcane Recovery.

Evocation Savant.

Sculpt Spell.

Potent Cantrip.

Empowered Evocation.

 

Attuned Magic Items

cloak of protection

brooch of shielding

mantle of spell resistance

Magic Items

+1 leather armor of fire resistance, bag of holding, boots of elvenkind, dimensional shackles, 1 dust of disappearance, red corundrum elemental gem (fire), elixir of health, ebony fly figurine, periapt of proof against poison, potion of acid resistance, 2 arrows of black dragon slaying, feather token (fall >20 feet triggers feather fall), enduring spellbook (x), 3 scrolls of rope trick, potion of healing, 2 doses serpent venom

Equipment

spellbook, spell component pouch, starmetal dagger, explorer's pack, holy symbol of the red condor, 100 pp, quiver of 20 arrows, blank spellbook, tan bag of tricks, 450 gp worth of scribing materials

Trinket

?

 

Spellbook 99 pages full

shield, burning hands, chromatic orb, identify (r), detect magic (r), comprehend languages (r), magic missile, feather fall, fog cloud, ray of sickness (10 pages)

mind spike, invisibility, spider climb, rope trick, darkness, augury (r), knock, arcane lock, levitate, see invisibility (20 pages)

flame arrows, haste, fireball, dispel magic, remove curse, feign death (r), leomund's tiny hut (r) (21 pages)

polymorph, storm sphere, resilient sphere, banishment, dimension door, charm monster, fire shield (28 pages)

far step, immolation, enervation, contact other plane (r) (20 pages)

image.jpeg.812fcaf110a6de2236dc396a01e2d45a.jpeg

 

 

 

 

 

 

 

 

 

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Posted (edited)

 

Random Spell Scrolls

 

00% for 1st-5th level spells

01-05 ~ Artificer spell list

06-15 ~ Bard spell list

16-43 ~ Cleric spell list

44-48 ~ Druid spell list

49-52 ~ Paladin spell list

53-56 ~ Ranger spell list

57-66 ~ Sorcerer spell list

67-72 ~ Warlock spell list

73-00 ~ Wizard spell list

 

00% for 6th-9th level spells

01-17 Bard spell list

18-45 Cleric spell list

46-50 Druid spell list

51-65 Sorcerer spell list

66-72 Warlock spell list

73-00 Wizard spell list

 

1st-level Artificer Spells (18)

01 ~ absorb elements

02 ~ alarm

03 ~ catapult

04 ~ cure wounds

05 ~ detect magic

06 ~ disguise self

07 ~ expeditious retreat

08 ~ faerie fire

09 ~ false life

10 ~ feather fall

11 ~ grease

12 ~ identify

13 ~ jump

14 ~ longstrider

15 ~ purify food and drink

16 ~ sanctuary

17 ~ snare

18 ~ Tasha's caustic brew

 

2nd level Artificer Spells

01 ~ aid

02 ~ alter self

03 ~ arcane lock

04 ~ blur

05 ~ continual flame

06 ~ darkvision

07 ~ enhance ability

08 ~ enlarge/reduce

09 ~ heat metal

10 ~ invisibility

11 ~ lesser restoration

12 ~ levitate

13 ~ magic mouth

14 ~ magic weapon

15 ~ protection from poison

16 ~ pyrotechnics

17 ~ rope trick

18 ~ see invisibility

19 ~ skywrite

20 ~ spider climb

21 ~ web

 

3rd level Artificer Spells

01 ~ blink

02 ~ catnap

03 ~ create food and water

04 ~ dispel magic

05 ~ elemental weapon

06 ~ flame arrows

07 ~ fly

08 ~ glyph of warding

09 ~ haste

10 ~ intellect fortress

11 ~ protection from energy

12 ~ revivify

13 ~ tiny servant

14 ~ water breathing

15 ~ water walk

 

4th level Artificer Spells

01 ~ arcane eye

02 ~ elemental bane

03 ~ fabricate

04 ~ freedom of movement

05 ~ leomund's secret chest

06 ~ mordenkainen's faithful hound

07 ~ mordenkainen's private sanctum

08 ~ otiluke's resilient sphere

09 ~ stone shape

10 ~ stoneskin

11 ~ summon construct

 

5th level Artificer Spells

01 ~ animate objects

02 ~ bigby's hand

03 ~ creation

04 ~ greater restoration

05 ~ skill empowerment

06 ~ transmute rock

07 ~ wall of stone

 

Bard Spells

1st level Bard Spells

 

Name    Level    School    Ritual    Casting Time    Components    Concentration    Source   
01 Animal Friendship 1st Enchantment   1 action VSM   phb 212
02 Bane 1st Enchantment   1 action VSM yes phb 216
03 Charm Person 1st Enchantment   1 action VS   phb 221
04 Comprehend Languages 1st Divination yes 1 action VSM   phb 224
05 Cure Wounds 1st Evocation   1 action VS   phb 230
06 Detect Magic 1st Divination yes 1 action VS yes phb 231
07 Disguise Self 1st Illusion   1 action VS   phb 233
08 Dissonant Whispers 1st Enchantment   1 action V   phb 234
09 Earth Tremor 1st Evocation   1 action VS   ee 17, xge 155
10 Faerie Fire 1st Evocation   1 action V yes phb 239
11 Feather Fall 1st Transmutation   1 reaction VM   phb 239
12 Healing Word 1st Evocation   1 bonus action V   phb 250
13 Heroism 1st Enchantment   1 action VS yes phb 250
14 Identify 1st Divination yes 1 minute VSMgp   phb 252
15 Illusory Script 1st Illusion yes 1 minute SMgp   phb 252
16 Longstrider 1st Transmutation   1 action VSM   phb 256
17 Silent Image 1st Illusion   1 action VSM yes phb 276
18 Sleep 1st Enchantment   1 action VSM   phb 276
19 Speak with Animals 1st Divination yes 1 action VS   phb 277
20 Tasha's Hideous Laughter 1st Enchantment   1 action VSM yes phb 280
21 Thunderwave 1st Evocation   1 action VS   phb 282
22 Unseen Servant 1st Conjuration yes 1 action VSM   phb 284

 

2nd level Bard Spells

Name    Level    School    Ritual    Casting Time    Components    Concentration    Source   
01 Animal Messenger 2nd Enchantment yes 1 action VSM   phb 212

02 Blindness / Deafness

2nd Necromancy   1 action V   phb 219
03 Calm Emotions 2nd Enchantment   1 action VS yes phb 221
04 Cloud of Daggers 2nd Conjuration   1 action VSM yes phb 222
05 Crown of Madness 2nd Enchantment   1 action VS yes phb 229
06 Detect Thoughts 2nd Divination   1 action VSM yes phb 231
07 Enhance Ability 2nd Transmutation   1 action VSM yes phb 237
08 Enthrall 2nd Enchantment   1 action VS   phb 238
09 Heat Metal 2nd Transmutation   1 action VSM yes phb 250
10 Hold Person 2nd Enchantment   1 action VSM yes phb 251
11 Invisibility 2nd Illusion   1 action VSM yes phb 254
12 Knock 2nd Transmutation   1 action V   phb 254
13 Lesser Restoration 2nd Abjuration   1 action VS   phb 255
14 Locate Animals or Plants 2nd Divination yes 1 action VSM   phb 256
15 Locate Object 2nd Divination   1 action VSM yes phb 256
16 Magic Mouth 2nd Illusion yes 1 minute VSMgp   phb 257
17 Phantasmal Force 2nd Illusion   1 action VSM yes phb 264
18 Pyrotechnics 2nd Transmutation   1 action VS   ee 21, xge 163
19 See Invisibility 2nd Divination   1 action VSM   phb 274
20 Shatter 2nd Evocation   1 action VSM   phb 275
21 Silence 2nd Illusion yes 1 action VS yes phb 275
22 Skywrite 2nd Transmutation yes 1 action VS yes ee 22, xge 165
23 Suggestion 2nd Enchantment   1 action VM yes phb 279
24 Warding Wind 2nd Evocation   1 action V yes ee 23, xge 170
25 Zone of Truth 2nd Enchantment   1 action VS   phb 289

 

3rd level Bard Spells

Name    Level    School    Ritual    Casting Time    Components    Concentration    Source   
01 Bestow Curse 3rd Necromancy   1 action VS yes phb 218
02 Catnap 3rd Enchantment   1 action SM   xge 151
03 Clairvoyance 3rd Divination   10 minutes VSMgp yes phb 222
04 Dispel Magic 3rd Abjuration   1 action VS   phb 234
05 Enemies Abound 3rd Enchantment   1 action VS yes xge 155
06 Fear 3rd Illusion   1 action VSM yes phb 239
07 Feign Death 3rd Necromancy yes 1 action VSM   phb 240
08 Glyph of Warding 3rd Abjuration   1 hour VSMgp   phb 245
09 Hypnotic Pattern 3rd Illusion   1 action SM yes phb 252
10 Intellect Fortress 3rd Abjuration   1 action V yes tce 107
11 Leomund's Tiny Hut 3rd Evocation yes 1 minute VSM   phb 255
12 Major Image 3rd Illusion   1 action VSM yes phb 258
13 Nondetection 3rd Abjuration   1 action VSMgp   phb 263
14 Plant Growth 3rd Transmutation   1 action VS   phb 266
15 Sending 3rd Evocation   1 action VSM   phb 274
16 Speak with Dead 3rd Necromancy   1 action VSM   phb 277
17 Speak with Plants 3rd Transmutation   1 action VS   phb 277
18 Stinking Cloud 3rd Conjuration   1 action VSM yes phb 278
19 Tongues 3rd Divination   1 action VM   phb 283

 

4th level Bard Spells

Name    Level    School    Ritual    Casting Time    Components    Concentration    Source   
01 Charm Monster 4th Enchantment   1 action VS   xge 151
02 Compulsion 4th Enchantment   1 action VS yes phb 224
03 Confusion 4th Enchantment   1 action VSM yes phb 224
04 Dimension Door 4th Conjuration   1 action V   phb 233
05 Freedom of Movement 4th Abjuration   1 action VSM   phb 244
06 Greater Invisibility 4th Illusion   1 action VS yes phb 246
07 Hallucinatory Terrain 4th Illusion   10 minutes VSM   phb 249
08 Locate Creature 4th Divination   1 action VSM yes phb 256
09 Polymorph 4th Transmutation   1 action VSM yes phb 266

 

5th level Bard Spells

Name    Level    School    Ritual    Casting Time    Components    Concentration    Source   
01 Animate Objects 5th Transmutation   1 action VS yes phb 213
02 Awaken 5th Transmutation   8 hours VSMgp   phb 216
03 Dominate Person 5th Enchantment   1 action VS yes phb 235
04 Dream 5th Illusion   1 minute VSM   phb 236
05 Geas 5th Enchantment   1 minute V   phb 244
06 Greater Restoration 5th Abjuration   1 action VSMgp   phb 246
07 Hold Monster 5th Enchantment   1 action VSM yes phb 251
08 Legend Lore 5th Divination   10 minutes VSMgp   phb 254
09 Mass Cure Wounds 5th Evocation   1 action VS   phb 258
10 Mislead 5th Illusion   1 action S yes phb 260
11 Modify Memory 5th Enchantment   1 action VS yes phb 261
12 Planar Binding 5th Abjuration   1 hour VSMgp   phb 265
13 Raise Dead 5th Necromancy   1 hour VSMgp   phb 270
14 Scrying 5th Divination   10 minutes VSMgp yes phb 273
15 Seeming 5th Illusion   1 action VS   phb 274
16 Skill Empowerment 5th Transmutation   1 action VS yes xge 165
17 Synaptic Static 5th Enchantment   1 action VS   xge 167
18 Teleportation Circle 5th Conjuration   1 minute VMgp   phb 282

 

6th level Bard Spells

Name    Level    School    Ritual    Casting Time    Components    Concentration    Source   
01 Eyebite 6th Necromancy   1 action VS yes phb 238
02 Find the Path 6th Divination   1 minute VSMgp yes phb 240
03 Guards and Wards 6th Abjuration   10 minutes VSMgp   phb 248
04 Mass Suggestion 6th Enchantment   1 action VM   phb 258
05 Otto's Irresistible Dance 6th Enchantment   1 action V yes phb 264
06 Programmed Illusion 6th Illusion   1 action VSMgp   phb 269
07 True Seeing 6th Divination   1 action VSMgp   phb 284

 

6th level Bard Spells

 

 

 

Cleric Spells

1st level Cleric Spells

Name    Level    School    Ritual    Casting Time    Components    Concentration    Source   
01 Bane 1st Enchantment   1 action VSM yes phb 216
02 Bless 1st Enchantment   1 action VSM yes phb 219
03 Ceremony 1st Abjuration yes 1 hour VSMgp   xge 151
04 Command 1st Enchantment   1 action V   phb 223
05 Create or Destroy Water 1st Transmutation   1 action VSM   phb 229
06 Cure Wounds 1st Evocation   1 action VS   phb 230
07 Detect Evil and Good 1st Divination   1 action VS yes phb 231
08 Detect Magic 1st Divination yes 1 action VS yes phb 231
09 Detect Poison and Disease 1st Divination yes 1 action VSM yes phb 231
10 Guiding Bolt 1st Evocation   1 action VS   phb 248
11 Healing Word 1st Evocation   1 bonus action V   phb 250
12 Inflict Wounds 1st Necromancy   1 action VS   phb 253
13 Protection from Evil and Good 1st Abjuration   1 action VSM yes phb 270
14 Purify Food and Drink 1st Transmutation yes 1 action VS   phb 270
15 Sanctuary 1st Abjuration   1 bonus action VSM   phb 272
16 Shield of Faith 1st Abjuration   1 bonus action VSM yes phb 275

 

2nd level Cleric Spells

Name    Level    School    Ritual    Casting Time    Components    Concentration    Source   
01 Aid 2nd Abjuration   1 action VSM   phb 211
02 Augury 2nd Divination yes 1 minute VSMgp   phb 215
03 Blindness /Deafness 2nd Necromancy   1 action V   phb 219
04 Calm Emotions 2nd Enchantment   1 action VS yes phb 221
05 Continual Flame 2nd Evocation   1 action VSMgp   phb 227
06 Enhance Ability 2nd Transmutation   1 action VSM yes phb 237
07 Find Traps 2nd Divination   1 action VS   phb 241
08 Gentle Repose 2nd Necromancy yes 1 action VSM   phb 245
09 Hold Person 2nd Enchantment   1 action VSM yes phb 251
10 Lesser Restoration 2nd Abjuration   1 action VS   phb 255
11 Locate Object 2nd Divination   1 action VSM yes phb 256
12 Prayer of Healing 2nd Evocation   10 minutes V   phb 267
13 Protection from Poison 2nd Abjuration   1 action VS   phb 270
14 Silence 2nd Illusion yes 1 action VS yes phb 275
15 Spiritual Weapon 2nd Evocation   1 bonus action VS   phb 278
16 Warding Bond 2nd Abjuration   1 action VSMgp   phb 287
17 Zone of Truth 2nd Enchantment   1 action VS   phb 289

 

Edited by Morgrym (see edit history)
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Dracart

image.png.a8b7812c6bbffa832e588fa78613cbbb.png

 

Dracart, Wizard of the Black Robes

~ male Nerakan human ~

(Wizard of High Sorcery), Wizard (Enchanter) 14

 

Medium humanoid (human)

Languages  Trade Tongue, Nerakese, Draconic

Tool Proficiencies  alchemy tools

Proficiency Bonus +4

Initiative +1, Speed 30

Str 12 Dex 12 Con 16 Int 20 Wis 16 Cha 16

Saves: Str +1, Dex +1, Con +7*, Int +9*, Wis +7*, Cha +3

HD 14d6

HP 99

Skills  +9 arcana, +9 history, +7 insight, +9 investigation, +7 medicine, +9 nature, +7 perception, +7 persuasion, +9 religion

Feats

Initiate of High Sorcery  (+1 cantrip), (hex, dissonant whispers)

Prodigy

Skilled

Phobia (mirrors)

Resilient (Con)

Shadow Touched  (invisibility, spare the dying)

Adept of the Black Robes (blindness/deafness)

Eldritch Adept  devilsight 120

Observant

 

Spellcasting  +9 spell attack, DC 18, prepare 19

Cantrips  spare the dying, vicious mockery, chill touch, toll the dead, light, fire bolt, frostbite

1st (4 slots) protection from evil and good, mage armor, shield, fog cloud, (hex, dissonant whispers)

2nd (3 slots) darkness, shadow blade, suggestion, (blindness/deafness, invisibility)

3rd (3 slots) summon shadowspawn, bestow curse, vampiric touch

4th (3 slots)  blight, charm monster, dimension door

5th (2 slots) geas, negative energy flood

6th (1 slot) eyebite, mental prison

7th (1 slot) power word pain, finger of death

 

Features

Enchantment Savant.

Hypnotic Gaze.

Instinctive Charm.

Alter Memories.

Life Channel.

Ritual Caster.

Arcane Recovery.

 

Spellbook

 

 

 

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Yalashim's Chill Fog

 

360_F_242513056_HLI1SxCEpnLFIuIn6v1pjKPtuMVfOvzV.webp.169f2c979ef912f8d82f8ff0ae5de766.webp

 

Yalashim's Chill Fog

1st-level necromancy

 

Casting Time: 1 action

Range: 60 feet

Components: V,S,M (powdered bone from a bone naga and a drop of melted water)

Duration: 1 minute

 

You cloud an area with cold wet mist that is draining in a 20-foot-radius area centered on a point you choose within range that you can see. When the spell is cast and at the beginning of each of your turns for the duration, any creature in the fog takes 1d4 cold damage and 1d4 necrotic damage. Additionally, creatures in the fog when the spell is cast must succeed a Constitution saving throw or gain the blinded condition until the end of their next turn. The area is difficult terrain and lightly obscured for the duration. A moderate or stronger wind disperses the cloud harmlessly.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the cold and necrotic damage increases by 1d4 for each slot level above 2nd.

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

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King Volgor Stoneshaker of Bloten ~ male ogre  ~ (Giant Foundling), Barbarian (Path of the Giant) 12

large giant

Str 20 Dex 16 Con 22 Int 12 Wis 16 Cha 14

AC 21

HD 12

HP 169

Saves  (adv vs spells) Str* +10 (rage adv), Dex +3 (danger sense adv), Con* +11, Int +1, Wis* +7, Cha +2

Speed 45, Initiative +8 (adv)

Languages  Ogre, Trade Tongue, Giant

Tools  gemcutting tools

Proficiency Bonus +4

Resistance acid

 

Weapons

+11 / +11 +2 viscous greatclub 1d12+10 magic bludgeoning (+1d12+7 damage on nat 20; savage attacker)

 

Skills

Athletics, Intimidation, Perception Survival

 

Feats/Flaws

Tough

Strike of the Giant (Stone Strike) 1/turn when you hit with melee or thrown weapon +1d6 force damage and Str save DC 20 or be pushed 10 feet back in a straight line. 4/long rest

Abrasive Personality dis Persuasion

Savage Attacker

Alert

Great Weapon Master 1/turn on critical or reduce to 0, extra melee weapon attack as bonus action

Resilient (wis)

Crusher 1/turn, when hit move creature no larger than you 5 feet; when you score a critical hit, attack rolls against that creature are made with advantage until start of your next turn

 

Features

Darkvision 60

Intimidating Size adv on Intimidation checks vs Med or smaller

Dark Queen's Blessing health

Giant's Power learn thaumaturgy cantrip

Crushing Throw while raging a successful ranged attack with thrown weapon add Rage damage

Giant Stature while raging, your reach increases by 5 feet to 10 feet

Elemental Cleaver  while raging, choose one weapon, it deals +1d6 thunder damage

Mighty Impel  as Bonus Action while raging, hurl Med or smaller creature to unoccupied space within 30 feet (Str save DC 19 to avoid). On a failed save, the creature lands prone

Rage 4/long. adv Str saves, Rage damage +3

Unarmored Defense  AC 10 + Dex + Con

Reckless Attack  adv melee attack rolls using Str, attack rolls against you have advantage until your next turn

Extra Attack

Danger Sense  adv on Dex saves vs effects you can see

Fast Movement

Feral Instinct adv on Initiative rolls

Brutal Critical extra 1d12 on critical

Relentless Rage fight past 0 hp

 

Attuned Magic Items

ring of earth elemental command ~ 5 charges, +1d4+1/dawn, DC 17, can move through solid earth and rock, no difficult terrain, dominate monster (earth elementals only) (2 charges), stone shape (2 charges), stoneskin (3 charges), wall of stone (3 charges)

bracers of defense ~ +2 AC when wearing no armor or shield

mantle of spell resistance

 

Other Magic Items

elixir of health

stone of controlling earth elementals

 

 

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Posted (edited)

Katrenn the Firebrand 

CN female human

(Acolyte), Ranger (Monster Slayer) 4 / Druid (Circle of Wildfire) 5 / Cleric of Sirrion 1 / Sorcerer (Wild) 8

 

image.png.4b13270a3a32b2e0803d6f38d21a9bdf.png

 

18, 16, 15, 14, 14, 13

 

HD 18

HP 4d10/5d8/1d8/8d6

AC 

Languages Trade Tongue, Sylvan, Goblin, Solamnic, Nerakese, Druidic

Prof Bonus +6

Armor light, medium, shields

Weapons simple, martial

Tools Herbalism kit

Speed 40

Saves  Str* Dex* Con Int Wis Cha

 

Skills  Insight, Nature, Religion, Perception (prof bonus dbl), Stealth, Survival

Feats

 

Features

Shelter of the Faithful

Favored Enemy (goblins and humans)  Adv on Survival checks to track; adv Int checks to recall info; +2 damage

Deft Explorer (canny)  Perception

Fighting Style ~ blindfighting 10 ft.

Primal Awareness ~ 1/day ranger spell known speak with animals

Hunter's Sense ~ 1 action look at creature<60 feet. you learn immunities, resistances, vulnerabilities

Slayer's Prey ~ bonus action designate 1 creature <60 ft...1st time each turn you hit them, +1d6 damage

Wild Shape CR 1/2 no fly speed / Ritual Casting

**Summon Wildfire Spirit  (Tashas's p 40) AC 13, bonus action to command 30 ft, action to summon, 30 hp, sp 30 fly, summoned already flame seed ranged +8 1d6+6 fire damage, acts after katrenn on init)

**Warding Flare when attacked by creature you can see 30 you can use reaction to impose disadvantage on an attack roll, causing fire to flare 3/day

 

Spellcasting (Ranger) 3 1st, Spells known: 3 1st, DC 8 + 6 + Wis

1st (3) absorb elements (r), ensnaring strike (b), zephyr strike (b), (protection from evil and good, speak with animals)

Spellcasting (Druid) 3 1st, Spells known: 3 cantrips kn, 1st, DC 8 + 6 + Wis

Cantrips druidcraft, control flames, produce flame (hurl 30 2d8)

1st  (4 slots) faerie fire (c 60), longstrider (on), healing word (b 60 1d4+3); (burning hands, cure wounds)

2nd (3 slots) gust of wind, heat metal, flame blade, (flaming sphere 60 ft up close), scorching ray (120 ft))

3rd  (2 slots) flame arrows (c<1hour), daylight (60-ft radius), (plant growth, revivify)

 

Spellcasting (Cleric) Spells known: 3 cantrips, light, DC 8 + 6 + Wis

Cantrips sacred flame (60 dex save or 1d8 radiant), word of radiance, thaumaturgy, light

1st  (2 slots) guiding bolt 120 ft range spell 4d6 radiant and the next att roll has advantage, sanctuary (b), (bless, cure wounds)

 

Spellcasting (Sorcerer) Spells known: 5 cantrips, spells known 9, DC 8 + 6 + Cha

Cantrips fire bolt (120 2d10), friends, true strike, gust, message

1st

 

 

 

 

 

 

 

 

 

 

 

Edited by Morgrym (see edit history)
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