lemonstyx Posted April 29 Clone Share Posted April 29 Lotham Pendricky Sheet | Log Neutral Good, Male Human Wizard 7 (Abjuration) HP: 44/44 | HD: 7/7 (d6) | AC: 13/16Mage Armor | Initiative: +2 | PP: 11 | Speed: 30 ft | Prof Bonus: +3 | Arcane Recovery: 1/1 Status: Normal | DM Inspiration: 0 | Spell Slots: L1 4/4 L2 3/3 L3 3/3 L4 1/1 | DefensesNone | Arcane Ward: 19/19 S tat Block Attributes, Saves and Skills Str 10Save +1 Athletics +0 Dex 14Save +3 Acrobatics +2 Sleight of Hand +5 (proficient) Stealth +2 Con 14Save +3 Int 20Save +9 (proficient) Arcana +8 (proficient) History +8 (proficient) Investigation +8 (proficient) Nature +5 Religion +5 Wis 12Save +5 (proficient) Animal Handling +1 Insight +4 (proficient) Medicine +1 Perception +1 Survival +1 Cha 10Save +1 Deception +0 Intimidation +0 Performance +0 Persuasion +0 Race Features: LanguagesCommon, Primordial, Skill ProficienciesSleight of Hand Background Feature: Field of Study (Grad Student - Wizard's Apprentice), Researcher Class Features: Spellcasting, Arcane Recovery, Cantrip Formulas Subclass Features (Gloomstalker): Abjuration Savant, Arcane Ward, Projected Ward Feats: Keen MindYou have a mind that can track time, direction, and detail with uncanny precision. You gain the following benefits: *Increase your Intelligence score by 1, to a maximum of 20. *You always know which way is north. *You always know the number of hours left before the next sunrise or sunset. *You can accurately recall anything you have seen or heard within the past month. Attacks Dagger +5 attack, 1d4+2 piercing Languages, Tool Proficiencies Common, Primordial, Infernal, Celestial Spells Wizard: +9, DC 17 Cantrips: Firebolt, Light, Mage Hand, Mind Sliver Level 1: Absorb Elements*, Alarm (ritual), Comprehend Languages (ritual), Detect Magic (ritual), Find Familiar (ritual), Mage Armor*, Magic Missile, Shield*, Sleep, Tenser's Floating Disk (ritual) Level 2: Arcane Lock, Hold Person*, Invisibility, Misty Step*, Web* Level 3: Counterspell*, Dispel Magic*, Fireball*, Fly* Level 4: Arcane Eye*, Banishment* Magic Items Consumable Magic Items: Potion of Healing Permanent Magic Items: Tome of Clear Thought, Ring of Protection (attuned), +1 Arcane Grimoire (attuned), Staff of Defense (from Kat) Inactive Magic Items: Boots of Springing and Striding, Wand of Magic Missiles, Gauntlets of Ogre Power, Spider Staff, Dragonguard (inactive), Lightbringer Familiar Stat Block Knowledge Weasel AC: 13 HP: 1 Speed: 30 ft Str: 3 (-4) Dex: 16 (+3) Con: 8 (-1) Int: 2 (-4) Wis: 12 (+1) Cha: 3 (-4) Skills: Perception +3, Stealth +5 Senses: Passive Perception 13 Keen Hearing and Smell. The weasel has advantage on Wisdom (Perception) checks that rely on hearing or smell. Actions Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (1d1) piercing damage. "A powerful wand, you say?" said Lotham, clearly intrigued. When the older man appeared, and it seemed that Everan knew him, Lotham narrowed his eyes, starting to become a bit suspicious. "This is quite the coincidence," he muttered, but decided he wouldn't dwell on it, especially after the old man mentioned that perhaps he wasn't so old after all. "Advanced aging?" he asked. "The Shadowfell did this?" Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
rauhric Posted April 29 Clone Share Posted April 29 (edited) Brühl Tordönson Character Sheet | Adventure Log CG Illuskan Human "Sailor" Fighter 6 "Battle-Master" / Wizard 1 [7] HP 72 | AC 20 | Init +2 | Perception 18 | Investigation 20 Brühl Tordönson smiles warmly, as warmly as he can muster considering he looks like a grouchy old man, stands proud when his companion Everan speaks highly of him. "Ah, Everan, I have traded my hammer for this quarterstaff." He starts showing off his battle maneuvers of two weapon fighting with sword and staff. When the other wizard inquired about the Shadowfell he said, "Yes ..." He wanted to elaborate some more but then decided to leave those war stories for another time. OoC OoC: Game Notes The adventuring party is looking for an old duergar mining outpost; history books mention a powerful duergar leader named Zorzula commanded mining operations throughout the Sword Mountains.; a pair of forbidding obsidian doors is the entrance to Zorzula's Rest (mining outpost). Familiar Owl "Mimir" AC 11 | HP 1 (1d4-1) | Speed 60' | Darkvision 12' | Passive Perception 13 Perception +3, Stealth +3 Keen Hearing and Sight: Advantage on Perception checks Flyby: doesn't provoke attacks of opportunity when leaving enemy's reach Familiar Abilities Telepathy 100' See and Hear through familiar's senses Deliver touch spells Edited May 2 by rauhric (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
omegoku Posted May 2 Clone Share Posted May 2 Everan Meliamne - High Elf Bladesinger 9 HP: 56/56 | AC: 16 | Speed: 30ft | HD: 9d6/9d6 | Spell Slots: Lv 1 4/4 Lv2 3/3 Lv3 4/4 Lv4 3/3 Lv5 1/1 Perception: +6 | Saving Throws: Str -1 Dex +4 Con +2 Int +8 Wis +5 Cha -1 | Spell DC: 16 | Initiative: +4 StatisticsStr -1 Dex +4 Con +2 Int +4 Wis +1 Cha -1 Languages: Common, Elvish, Draconic, Infernal, Primordial Attacks: -Rapier+1 +9 Damage: 1d8+5 Piercing -Gwa’thern Faln +9 Damage: 1d8+5 Piercing -Firebolt +8 Damage 2d10 Fire | Magic ItemsUncommon + (3) - Rapier +1 - Gwa’thern Faln (Longbow +1, can also be used as a quarterstaff. By whispering the bow’s name and firing an arrow at a point you can see within 60 feet, you can use an action to cast faerie fire (save DC 15). Once used, this property of the bow can’t be used again until the following dawn.) - Cloak of the Bat ( While wearing this cloak, you have advantage on Dexterity (Stealth) checks. In an area of dim light or darkness, you can grip the edges of the cloak with both hands and use it to fly at a speed of 40 feet. If you ever fail to grip the cloak's edges while flying in this way, or if you are no longer in dim light or darkness, you lose this flying speed. While wearing the cloak in an area of dim light or darkness, you can use your action to cast polymorph on yourself, transforming into a raven. While you are in the form of the raven, you retain your Intelligence, Wisdom, and Charisma scores. The cloak can't be used this way again until the next dawn.) Common (5) Consumable (10) - Potion of Invulnerability *2 - Oil of Etherealness - Potion of Climbing | SkillsAcrobatics: +8* Arcana: +8* Athletics: -1 Animal Handling: +1 Deception: -1 History: +4 Intimidate: -1 Insight: +1 Investigate: +8* Medicine: +1 Nature: +4 Perception: +6* Performance: +3* Persuasion: -1 Religion: +4 Stealth: +8* Sleight of Hand: +4 Survival: +1 | AbilitiesResearcher When you attempt to learn or recall a piece of lore, if you do not know that information, you often know where and from whom you can obtain it. Usually, this information comes from a library, scriptorium, university, or a sage or other learned person or creature. Your DM might rule that the knowledge you seek is secreted away in an almost inaccessible place, or that it simply cannot be found. Unearthing the deepest secrets of the multiverse can require an adventure or even a whole campaign. Trance Elves don’t need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. Fey Ancestry You have advantage on saving throws against being charmed, and magic can’t put you to sleep. Darkvision You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray Spellcasting Focus You can use a focus as a spellcasting focus for your wizard spells. Ritual Casting You 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 Recovery 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. Blade Song Starting at 2nd level, you can invoke a secret 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 you choose (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 equal to your proficiency bonus. You regain all expended uses of it when you finish a long rest. Extra Attack You can attack twice, instead of once, whenever you take the Attack action on your turn. Moreover, you can cast one of your cantrips in place of one of those attacks. Spells Cantrips Known Green Flame Blade, Fire Bolt, Minor Illusion, Lightning Lure, Mage Hand Lv1 Spells Prepared Shield, Feather Fall Lv2 Spells Prepared Scorching Ray, Misty Step Lv3 Spells Prepared Fireball, Haste, Hypnotic Pattern, Counterspell Lv4 Spells Prepared Arcane Eye, Greater Invisibility, Polymorph, Summon Aberration Lv5 Spells Prepared Steel Wind Strike Everan interrupted. "I think that is enough introductions. I approached because I've been scouting around this area and have discovered that there is a steam vent on the western mountain side that might be another possible entrance into the outpost. Perhaps we might try get in that way? What do you think?." Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
severalservals Posted May 2 Clone Share Posted May 2 Felvora Haspirex Sheet | Log Drow Druid 5 HP: 38/38 | HD: 5/5 (d8) | AC: 15/18 | Init: +2 | PP: 17 (12 for vision in bright light) | Speed: 30 ft | PB: +3 Natural Recovery: 1/1 Wild Shape: 2/2 Conditions: None | Inspiration: 0 | Spell Slots: L1 4/4 L2 3/3 L3 2/2 | Ability Scores, Skills and Saves Ability Scores: Str 8 (-1) Dex 14 (+2) Con 14 (+2) Int 12 (+1) Wis 18 (+4) Cha 12 (+1) Skills: Animal Handling +7 Insight +7 Nature +4 Perception* +7 Survival +7 * disadvantage to vision-based Perception checks when in bright light Saves*: Str 0 Dex +3 Con +3 Int +5 Wis +8 Cha +2 * all include bonus from Ring of Protection Advantage on saves against Charm (Fey Ancestry) Attacks and Spells Attacks: Frostbite - range 60', Con Save vs DC 15 or 2d6 cold and Disadvantage on next weapon attack Thorn Whip 30' reach melee spell attack, +7 to hit, 2d6 piercing on hit and target may be pulled 10' toward caster if size L or smaller Spells Prepared (Druid spells are +7/DC 15): Cantrips: Dancing Lights, Druidcraft, Frostbite, Guidance, Thorn Whip Level 1: Absorb Elements, Faerie Fire^, Goodberry, Healing Word, Speak With Animals, Thunderwave Level 2: Darkness^, Flaming Sphere, Pass Without Trace, Spider Climb*, Web* Level 3: Gaseous Form*, Plant Growth, Revivify, Stinking Cloud*, Summon Fey ^ from Drow ancestry - if cast using ancestry slot, casting stat is Cha and save DC is 12 * Land Circle spells Special Features Real Soon Now. As soon as I need to use one. Felvora gives a formal bow to each of the newcomers. Well met. I am Felvora, a druid of the Emerald Enclave. The steam vent sounds wise. We know there are goblins in this area, at the very least. There's a good chance the main entrance will be watched or trapped. Lotham, do you recall if the illithids were ever driven out, after they took the place from the duergar? They can live and spread quietly beneath the earth, like worms. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Gregorotto Posted May 2 Clone Share Posted May 2 Mercedes Tiefling Folk Hero Wild Magic Barbarian 5 My words | My thoughts | My Actions AC 13 HP 50/50 Speed 40 ft., PP 13, darkvision 60 ft. Resistance fire Rage 3/3 Magic Awareness 3/3 Cantrips hellish rebukeCasting Time: 1 reaction, which you take in response to being damaged by a creature within 60 feet of you that you can see Range/Area: 60 ft. Components: V, S Duration: Instantaneous Save: DEX 12 You point your finger, and the creature that damaged you is momentarily surrounded by hellish flames. The creature must make a Dexterity saving throw. It takes 2d10 fire damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st. | darknessCasting Time: 1 action Range/Area: 60ft./15ft. sphere Components: V, M (bat fur and a drop of pitch or piece of coal) Duration: Concentration, up to 10 minutes Magical darkness spreads from a point you choose within range to fill a 15-foot-radius sphere for the duration. The darkness spreads around corners. A creature with darkvision can't see through this darkness, and nonmagical light can't illuminate it. If the point you choose is on an object you are holding or one that isn't being worn or carried, the darkness emanates from the object and moves with it. Completely covering the source of the darkness with an opaque object, such as a bowl or a helm, blocks the darkness. If any of this spell's area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled. Mercedes considers the light reprimand, the call to not be so hasty to check out the Shadowfell. Maybe it's her adventurous spirit, but the warning does little to daunt her: she'd still love to go see what all the fuss was about and maybe bash some dusty heads. The advanced aging in the separate newcomer is surprising, but curses are going to curse. "No goblins, huh? Hmm. Reckon they wouldn't leave much of a trail, I guess." At the suggestion of a way in, Mercedes perks up. "That sounds like my kinda plan. Let's get to this vent and see what mess we can make of these buggers." Out of Character Situational: Pre-emptive Perception just in case Move: Action: Bonus Action: Reaction: Ongoing Effects/Conditions: Name xDiceName xDiceResult xDiceString xDiceRolls Perception 21 1d20+3 18 Link to comment Share on other sites More sharing options...
lemonstyx Posted May 2 Clone Share Posted May 2 Lotham Pendricky Sheet | Log Neutral Good, Male Human Wizard 7 (Abjuration) HP: 44/44 | HD: 7/7 (d6) | AC: 13/16Mage Armor | Initiative: +2 | PP: 11 | Speed: 30 ft | Prof Bonus: +3 | Arcane Recovery: 1/1 Status: Normal | DM Inspiration: 0 | Spell Slots: L1 4/4 L2 3/3 L3 3/3 L4 1/1 | DefensesNone | Arcane Ward: 19/19 S tat Block Attributes, Saves and Skills Str 10Save +1 Athletics +0 Dex 14Save +3 Acrobatics +2 Sleight of Hand +5 (proficient) Stealth +2 Con 14Save +3 Int 20Save +9 (proficient) Arcana +8 (proficient) History +8 (proficient) Investigation +8 (proficient) Nature +5 Religion +5 Wis 12Save +5 (proficient) Animal Handling +1 Insight +4 (proficient) Medicine +1 Perception +1 Survival +1 Cha 10Save +1 Deception +0 Intimidation +0 Performance +0 Persuasion +0 Race Features: LanguagesCommon, Primordial, Skill ProficienciesSleight of Hand Background Feature: Field of Study (Grad Student - Wizard's Apprentice), Researcher Class Features: Spellcasting, Arcane Recovery, Cantrip Formulas Subclass Features (Gloomstalker): Abjuration Savant, Arcane Ward, Projected Ward Feats: Keen MindYou have a mind that can track time, direction, and detail with uncanny precision. You gain the following benefits: *Increase your Intelligence score by 1, to a maximum of 20. *You always know which way is north. *You always know the number of hours left before the next sunrise or sunset. *You can accurately recall anything you have seen or heard within the past month. Attacks Dagger +5 attack, 1d4+2 piercing Languages, Tool Proficiencies Common, Primordial, Infernal, Celestial Spells Wizard: +9, DC 17 Cantrips: Firebolt, Light, Mage Hand, Mind Sliver Level 1: Absorb Elements*, Alarm (ritual), Comprehend Languages (ritual), Detect Magic (ritual), Find Familiar (ritual), Mage Armor*, Magic Missile, Shield*, Sleep, Tenser's Floating Disk (ritual) Level 2: Arcane Lock, Hold Person*, Invisibility, Misty Step*, Web* Level 3: Counterspell*, Dispel Magic*, Fireball*, Fly* Level 4: Arcane Eye*, Banishment* Magic Items Consumable Magic Items: Potion of Healing Permanent Magic Items: Tome of Clear Thought, Ring of Protection (attuned), +1 Arcane Grimoire (attuned), Staff of Defense (from Kat) Inactive Magic Items: Boots of Springing and Striding, Wand of Magic Missiles, Gauntlets of Ogre Power, Spider Staff, Dragonguard (inactive), Lightbringer Familiar Stat Block Knowledge Weasel AC: 13 HP: 1 Speed: 30 ft Str: 3 (-4) Dex: 16 (+3) Con: 8 (-1) Int: 2 (-4) Wis: 12 (+1) Cha: 3 (-4) Skills: Perception +3, Stealth +5 Senses: Passive Perception 13 Keen Hearing and Smell. The weasel has advantage on Wisdom (Perception) checks that rely on hearing or smell. Actions Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (1d1) piercing damage. Lotham looked quite unsettled at the suggestion that mind flayers might still be there. "No, I'm afraid I don't recall anything about that," he said nervously. "But they wouldn't still be there, would they? It was centuries ago. They couldn't be there, surely." His last words seemed more about reassuring himself than anything else. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
rauhric Posted May 2 Clone Share Posted May 2 (edited) Brühl Tordönson Character Sheet | Adventure Log CG Illuskan Human "Sailor" Fighter 6 "Battle-Master" / Wizard 1 [7] HP 72 | AC 20 | Init +2 | Perception 18 | Investigation 20 Brühl Tordönson nods in agreement to his companions as plans are being formed. Before they head off he whistles in the air and a bird seems to reply. "Everyone, this is my friend, Mimir. Please don't eat him." He gives a look to each of his companions and settles his gaze on the horned red haired barbarian; all things in the wild are fair game for food when one is hungry enough to eat. Mimir, a majestic looking owl, flies down to answer his master's call and lands on his quarterstaff. "Who is this company's scout?" He wonders who will lead this company. OoC OoC: I can send Mimir the owl to scout for us if needed. Game Notes The adventuring party is looking for an old duergar mining outpost; history books mention a powerful duergar leader named Zorzula commanded mining operations throughout the Sword Mountains.; a pair of forbidding obsidian doors is the entrance to Zorzula's Rest (mining outpost). Familiar Owl "Mimir" AC 11 | HP 1 (1d4-1) | Speed 60' | Darkvision 12' | Passive Perception 13 Perception +3, Stealth +3 Keen Hearing and Sight: Advantage on Perception checks Flyby: doesn't provoke attacks of opportunity when leaving enemy's reach Familiar Abilities Telepathy 100' See and Hear through familiar's senses Deliver touch spells Edited May 3 by rauhric (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
8w_gremlin Posted May 2 Clone Share Posted May 2 Katrina Fairlight LN, Female Human| AC:20* | HP:65/65| Speed:30ft | Perception:14 | Insight:10 * Reaction: shield +5 ac | Favored by the Gods: 1 | Speaking thinking Profile | Character Sheet (DDB) "Well, there wouldn't be much eating, familiar? " Kat asks thinking that the moment the creature died it would evaporate back to the aether from which it came. "it is good to meet you Everan and Brühl, did I say that right Brühl" Her pronunciation is not bad, it's as if she had heard your accents before. "Everan, as you've said you've scouted the area, perhaps you should lead on and show us this vent that we might traverse" Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
TricksterArcane Posted May 3 Author Clone Share Posted May 3 With Everan leading you, the group retreats back the path they came and circles around a smaller mountain to the west. There are no trails or paths to follow which makes it slow going, but eventually you do arrive at the vent previously mentioned. A hole, large enough to fit a person, exhausts a steady flow of steam from within. The steam is hot, but not scalding, and carries the faint scent of sulfur. Unfortunately, the steam is too think to peer down the hole and see what lies beyond. OOC How do you want to approach this? If you're straight climbing, please make some Athletics checks for me and tell me who is going first. Or you could try something else. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
8w_gremlin Posted May 3 Clone Share Posted May 3 Katrina Fairlight LN, Female Human| AC:20* | HP:65/65| Speed:30ft | Perception:14 | Insight:10 * Reaction: shield +5 ac | Favored by the Gods: 1 | Speaking thinking Profile | Character Sheet (DDB) "Do you think Mimir could get down there? and relay what it senses" Kat asks Brühl. then looks over to Lotham "You got one of these familiars you could send down as a backup?" Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
omegoku Posted May 3 Clone Share Posted May 3 (edited) Everan Meliamne - High Elf Bladesinger 9 HP: 56/56 | AC: 16 | Speed: 30ft | HD: 9d6/9d6 | Spell Slots: Lv 1 4/4 Lv2 3/3 Lv3 4/4 Lv4 3/3 Lv5 1/1 Perception: +6 | Saving Throws: Str -1 Dex +4 Con +2 Int +8 Wis +5 Cha -1 | Spell DC: 16 | Initiative: +4 StatisticsStr -1 Dex +4 Con +2 Int +4 Wis +1 Cha -1 Languages: Common, Elvish, Draconic, Infernal, Primordial Attacks: -Rapier+1 +9 Damage: 1d8+5 Piercing -Gwa’thern Faln +9 Damage: 1d8+5 Piercing -Firebolt +8 Damage 2d10 Fire | Magic ItemsUncommon + (3) - Rapier +1 - Gwa’thern Faln (Longbow +1, can also be used as a quarterstaff. By whispering the bow’s name and firing an arrow at a point you can see within 60 feet, you can use an action to cast faerie fire (save DC 15). Once used, this property of the bow can’t be used again until the following dawn.) - Cloak of the Bat ( While wearing this cloak, you have advantage on Dexterity (Stealth) checks. In an area of dim light or darkness, you can grip the edges of the cloak with both hands and use it to fly at a speed of 40 feet. If you ever fail to grip the cloak's edges while flying in this way, or if you are no longer in dim light or darkness, you lose this flying speed. While wearing the cloak in an area of dim light or darkness, you can use your action to cast polymorph on yourself, transforming into a raven. While you are in the form of the raven, you retain your Intelligence, Wisdom, and Charisma scores. The cloak can't be used this way again until the next dawn.) Common (5) Consumable (10) - Potion of Invulnerability *2 - Oil of Etherealness - Potion of Climbing | SkillsAcrobatics: +8* Arcana: +8* Athletics: -1 Animal Handling: +1 Deception: -1 History: +4 Intimidate: -1 Insight: +1 Investigate: +8* Medicine: +1 Nature: +4 Perception: +6* Performance: +3* Persuasion: -1 Religion: +4 Stealth: +8* Sleight of Hand: +4 Survival: +1 | AbilitiesResearcher When you attempt to learn or recall a piece of lore, if you do not know that information, you often know where and from whom you can obtain it. Usually, this information comes from a library, scriptorium, university, or a sage or other learned person or creature. Your DM might rule that the knowledge you seek is secreted away in an almost inaccessible place, or that it simply cannot be found. Unearthing the deepest secrets of the multiverse can require an adventure or even a whole campaign. Trance Elves don’t need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. Fey Ancestry You have advantage on saving throws against being charmed, and magic can’t put you to sleep. Darkvision You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray Spellcasting Focus You can use a focus as a spellcasting focus for your wizard spells. Ritual Casting You 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 Recovery 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. Blade Song Starting at 2nd level, you can invoke a secret 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 you choose (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 equal to your proficiency bonus. You regain all expended uses of it when you finish a long rest. Extra Attack You can attack twice, instead of once, whenever you take the Attack action on your turn. Moreover, you can cast one of your cantrips in place of one of those attacks. Spells Cantrips Known Green Flame Blade, Fire Bolt, Minor Illusion, Lightning Lure, Mage Hand Lv1 Spells Prepared Shield, Feather Fall Lv2 Spells Prepared Scorching Ray, Misty Step Lv3 Spells Prepared Fireball, Haste, Hypnotic Pattern, Counterspell Lv4 Spells Prepared Arcane Eye, Greater Invisibility, Polymorph, Summon Aberration Lv5 Spells Prepared Steel Wind Strike Everan stood at the steam entrance trying to work out if the size remained wide enough all the way down. He had a frown on concentration. He looked up at Katrina's suggestion. "Well friend, it is time to show me how your control of the Weave is progressing. As Katrina suggested, send your pet down there and use your connection to tell us what it sees. Make sure to confirm it is wide enough for us to fit all the way down. Remember you will be seeing out of smaller eyes and the world will seem that much bigger. I recommend sitting down first, away from the entrance!" Everan was proud of his friends achievement. It was a complete surprise to him that the man had learned to control magic, and seemed like he had a decent handle on it. He had always seemed the brainless brute type when they had travelled together before. Perhaps it was a case of still waters running deep? He wanted to help guide him where he could. Edited May 3 by omegoku (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
rauhric Posted May 3 Clone Share Posted May 3 (edited) Brühl Tordönson Character Sheet | Adventure Log CG Illuskan Human "Sailor" Fighter 6 "Battle-Master" / Wizard 1 [7] HP 72 | AC 20 | Init +2 | Perception 18 | Investigation 20 Brühl Tordönson nods in agreement to his companions and look into his familiars large eyes. They seem to communicate telepathically and the owl flies off to investigate. Brühl grips his quarterstaff with both hands as he closes his eyes to concentrate on the his familiar's senses to perceive what it perceives. He remains quiet while this action takes place and only speaks when something important emerges. "I see ..." OoC OoC: Ok, sending Mimir the owl to scout for us. Game Notes The adventuring party is looking for an old duergar mining outpost; history books mention a powerful duergar leader named Zorzula commanded mining operations throughout the Sword Mountains.; a pair of forbidding obsidian doors is the entrance to Zorzula's Rest (mining outpost). Familiar Owl "Mimir" AC 11 | HP 1 (1d4-1) | Speed 60' | Darkvision 12' | Passive Perception 13 Perception +3, Stealth +3 Keen Hearing and Sight: Advantage on Perception checks Flyby: doesn't provoke attacks of opportunity when leaving enemy's reach Familiar Abilities Telepathy 100' See and Hear through familiar's senses Deliver touch spells Edited May 5 by rauhric (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Mimir's Advantage Perception+3 (sight & hearing) 10 keep(2d20,highest)+3 7,5 Link to comment Share on other sites More sharing options...
lemonstyx Posted May 3 Clone Share Posted May 3 Lotham Pendricky Sheet | Log Neutral Good, Male Human Wizard 7 (Abjuration) HP: 44/44 | HD: 7/7 (d6) | AC: 13/16Mage Armor | Initiative: +2 | PP: 11 | Speed: 30 ft | Prof Bonus: +3 | Arcane Recovery: 1/1 Status: Normal | DM Inspiration: 0 | Spell Slots: L1 4/4 L2 3/3 L3 3/3 L4 1/1 | DefensesNone | Arcane Ward: 19/19 S tat Block Attributes, Saves and Skills Str 10Save +1 Athletics +0 Dex 14Save +3 Acrobatics +2 Sleight of Hand +5 (proficient) Stealth +2 Con 14Save +3 Int 20Save +9 (proficient) Arcana +8 (proficient) History +8 (proficient) Investigation +8 (proficient) Nature +5 Religion +5 Wis 12Save +5 (proficient) Animal Handling +1 Insight +4 (proficient) Medicine +1 Perception +1 Survival +1 Cha 10Save +1 Deception +0 Intimidation +0 Performance +0 Persuasion +0 Race Features: LanguagesCommon, Primordial, Skill ProficienciesSleight of Hand Background Feature: Field of Study (Grad Student - Wizard's Apprentice), Researcher Class Features: Spellcasting, Arcane Recovery, Cantrip Formulas Subclass Features (Gloomstalker): Abjuration Savant, Arcane Ward, Projected Ward Feats: Keen MindYou have a mind that can track time, direction, and detail with uncanny precision. You gain the following benefits: *Increase your Intelligence score by 1, to a maximum of 20. *You always know which way is north. *You always know the number of hours left before the next sunrise or sunset. *You can accurately recall anything you have seen or heard within the past month. Attacks Dagger +5 attack, 1d4+2 piercing Languages, Tool Proficiencies Common, Primordial, Infernal, Celestial Spells Wizard: +9, DC 17 Cantrips: Firebolt, Light, Mage Hand, Mind Sliver Level 1: Absorb Elements*, Alarm (ritual), Comprehend Languages (ritual), Detect Magic (ritual), Find Familiar (ritual), Mage Armor*, Magic Missile, Shield*, Sleep, Tenser's Floating Disk (ritual) Level 2: Arcane Lock, Hold Person*, Invisibility, Misty Step*, Web* Level 3: Counterspell*, Dispel Magic*, Fireball*, Fly* Level 4: Arcane Eye*, Banishment* Magic Items Consumable Magic Items: Potion of Healing Permanent Magic Items: Tome of Clear Thought, Ring of Protection (attuned), +1 Arcane Grimoire (attuned), Staff of Defense (from Kat) Inactive Magic Items: Boots of Springing and Striding, Wand of Magic Missiles, Gauntlets of Ogre Power, Spider Staff, Dragonguard (inactive), Lightbringer Familiar Stat Block Knowledge Weasel AC: 13 HP: 1 Speed: 30 ft Str: 3 (-4) Dex: 16 (+3) Con: 8 (-1) Int: 2 (-4) Wis: 12 (+1) Cha: 3 (-4) Skills: Perception +3, Stealth +5 Senses: Passive Perception 13 Keen Hearing and Smell. The weasel has advantage on Wisdom (Perception) checks that rely on hearing or smell. Actions Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (1d1) piercing damage. Lotham looked up distractedly at Katrina when she asked about his familiar. "Oh, yes," he said, holding up his arm. Suddenly, a rodent face peeked out of the sleeve of his robe. Before he could do anything, though, one of the newcomers sent his owl down the hole, and he realized he was meant to be a backup. "Probably just as well, Knowledge," he whispered to his weasel and it slipped back in his robes. Lotham stood by to listen to what the newcomer (Brool? or something like that?) reported, and then decided perhaps he should be cautious. He quickly cast a spell and a protective magical force briefly shimmered around him. A thought then occurred to him. "If it's too much for the familiar, I could summon an Arcane Eye to scout within," he offered. OOC Casting Mage Armor, and activating Lotham's Arcane Ward. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
TricksterArcane Posted May 3 Author Clone Share Posted May 3 (edited) Zorzula's Rest, Sword Mountains Mimir flies into the hole as Brühl shifts his senses to those of his familiar. The owl flies into a chamber roughly 20-feet in diameter. Forty-feet below, a large, natural pool brimming with turquoise water burbles at the center of this chamber. Steam coils off the water's surface, rising to the vent in the cave ceiling. The water itself sparkles with an inviting, tranquil glow. OOC There is dim light in the chamber, but no discernable entrances or exits (so far). The walls are scalable to climb into or out of the vent, but looks difficult. The vent shaft itself is moist from the steam so athletics checks are made at disadvantage for that portion. Securing a rope, and using that to climb negates the athletics check for the vent. Edited May 3 by TricksterArcane (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
severalservals Posted May 3 Clone Share Posted May 3 Felvora Haspirex Sheet | Log Drow Druid 5 HP: 38/38 | HD: 5/5 (d8) | AC: 15/18 | Init: +2 | PP: 17 (12 for vision in bright light) | Speed: 30 ft | PB: +3 Natural Recovery: 1/1 Wild Shape: 2/2 Conditions: None | Inspiration: 0 | Spell Slots: L1 4/4 L2 3/3 L3 2/2 | Ability Scores, Skills and Saves Ability Scores: Str 8 (-1) Dex 14 (+2) Con 14 (+2) Int 12 (+1) Wis 18 (+4) Cha 12 (+1) Skills: Animal Handling +7 Insight +7 Nature +4 Perception* +7 Survival +7 * disadvantage to vision-based Perception checks when in bright light Saves*: Str 0 Dex +3 Con +3 Int +5 Wis +8 Cha +2 * all include bonus from Ring of Protection Advantage on saves against Charm (Fey Ancestry) Attacks and Spells Attacks: Frostbite - range 60', Con Save vs DC 15 or 2d6 cold and Disadvantage on next weapon attack Thorn Whip 30' reach melee spell attack, +7 to hit, 2d6 piercing on hit and target may be pulled 10' toward caster if size L or smaller Spells Prepared (Druid spells are +7/DC 15): Cantrips: Dancing Lights, Druidcraft, Frostbite, Guidance, Thorn Whip Level 1: Absorb Elements, Faerie Fire^, Goodberry, Healing Word, Speak With Animals, Thunderwave Level 2: Darkness^, Flaming Sphere, Pass Without Trace, Spider Climb*, Web* Level 3: Gaseous Form*, Plant Growth, Revivify, Stinking Cloud*, Summon Fey ^ from Drow ancestry - if cast using ancestry slot, casting stat is Cha and save DC is 12 * Land Circle spells As they wait for the report from the owl, Felvora approaches Lotham. You have not introduced your friend, Lotham. I have a fondness for burrowing creatures. Might I say hello to Knowledge? Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
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