rauhric Posted May 5 Clone Share Posted May 5 (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 calls Mimir back to them and relays to his companions what he learned from his familiar's scouting mission. He assumes this teammates all have rope and so he starts pulling out his rope and looking to tie it to a secure location so they can climb down. OoC OoC: Securing a rope to climb down. 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 8 by rauhric (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
8w_gremlin Posted May 5 Clone Share Posted May 5 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) Kat uncurls her rope and hands it to Brühl thanking him and Mimir for his insight and scouting, as they descend she uses her magic to alter the flow of the water and make the vent, less slippy, it might add a little more time to the descent, but it would be safer, even with the rope. OOC, Mechanics Use shape water cantrip to alter the flow of the water so as to be less slippy, I'll repeatedly cast it for the areas we're traversing if it would help. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
TricksterArcane Posted May 6 Author Clone Share Posted May 6 (edited) Zorzula's Rest, Sword Mountains Kat's spell makes traversing the vent an easier exercise. After descending 50-feet, you exit the vent and see the chamber below. The remainder of rope reaches down into the bubbling water, but you are able to climb down safely. Brühl follows next and then the others. OOC I only added Kat's and Bruhl's icons for now, otherwise it'll get pretty crowded. Please let me know what you want to do next. Edited May 6 by TricksterArcane (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
severalservals Posted May 6 Clone Share Posted May 6 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 Felvora is fit but slight and climbing in elf form is not something she enjoys. She thanks Katrina when she reaches the bottom of the rope. Thank you, Katrina. I appreciate you taking the time to ease the way. I could have changed form, but I'd rather save the energy in case we need it later. Hopefully the trip was worth the trouble. Let's see if there's a way out of here. She begins scanning the walls, looking for any way out that doesn't involve a dip in a boiling spring. Action Perception Roll Name xDiceName xDiceResult xDiceString xDiceRolls Perception Roll 17 1d20+7 10 Link to comment Share on other sites More sharing options...
lemonstyx Posted May 6 Clone Share Posted May 6 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 3/4 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 is delighted by Felvora's interest in Knowledge and has the weasel scurry back up his sleeve and poke its head out. "Adorable, isn't he?" he says as he gives the little creature some scritches with his other hand. When it comes time to go down the rope to join the others, Lotham looks a little hesitant. He lets others go before him as he works on getting up the resolve to climb down. Eventually he sighs and awkwardly makes his way down to join the others. He finds the close quarters and steam quite uncomfortable, so he stands off to one side and shifts his weight from one foot to the other, a clear indication of his discomfort. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Gregorotto Posted May 7 Clone Share Posted May 7 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 shimmies down the rope with little trouble, whistling as she does so a little ditty she picked up from the sailors on the way to Neverwinter. Once on the ground, she steps into the steamy water and makes an uncomfortable face. "For a mine, this place is right steamy. Makes you wonder what those mindflayers were up to, but no wonder why no one ever came back. Reckon those dark dwarves liked takin' a dip? Always heard these were nice to swim in." She does not push it further, instead looking around the room. "How do we get out of here?" Out of Character Situational: Move: Action: Bonus Action: Reaction: Ongoing Effects/Conditions: Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
omegoku Posted May 7 Clone Share Posted May 7 (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 gives his friend a pat on the shoulder. "Expertly done! Lets get down there and see if we have found a true entrance, or just a bath!" Everan watched the others descend and the small area quickly fill with bodies. Nobody seemed to have discovered an obvious entrance yet, had he misjudged? It would not be a good first impression if he led them on a wild goose chase! He followed down the rope, eager to find a way forward. Everan peered into the steamy pool, wondering if a swim might be needed to get deeper inside, but as he bent over the water, his eyes filled with tears. Edited May 7 by omegoku (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Perception 7 1d20+6 1 Link to comment Share on other sites More sharing options...
TricksterArcane Posted May 7 Author Clone Share Posted May 7 Zorzula's Rest, Sword Mountains Felvora is the first to spot a hidden door on the eastern wall of the cavern. As you push the stone door open, your nose is assaulted as the reek of waste and sulfur wafts in from the latrines. The walls here are lined with long wooden benches with equidistant holes, which empty into a large trench. In the center of the room is a long trough filled with murky water. On the southwestern end of the room is another door. OOC Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
omegoku Posted May 8 Clone Share Posted May 8 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 wrinkles his nose and frowns as the smell hits. "Well we have our entrance! Lets move on before the smell overcomes us." Everan moved quickly and quietly to the door within the next room. He took a moment to listen at the door, then tried to open it as quietly as he could and peeked outside. Name xDiceName xDiceResult xDiceString xDiceRolls Perception 23 1d20+6 17 Stealth 13 1d20+8 5 Link to comment Share on other sites More sharing options...
rauhric Posted May 8 Clone Share Posted May 8 (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 attempts to cover the nose of Mimir to protect it from the smell as he holds his breath. He follows quickly behind Everan, scanning the room quickly with his keen senses, and say something silly to him "This is worst than the Shadowfell." OoC OoC: He has one hand covering Mimir and his weapon hand on his sword. He will always use his Passive Perception and Investigation entering any new room. 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 9 by rauhric (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
lemonstyx Posted May 8 Clone Share Posted May 8 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 3/4 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 held his nose and entered the latrine area. When he breathed in the sulphuric air, however, he quickly shut his mouth as well. After a moment, his face started to turn red, then purple. He ran over to the door that Everan was listening at, ready to burst through when he opened it. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
8w_gremlin Posted May 8 Clone Share Posted May 8 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) Kat pulls up her bandana and doubles it over her mouth and nose, using the residual effects of her water magic she pulls a column of water up and starts swirling it around like a tornado, funnelling the noxious fumes hopefully upwards towards the vent. "Basheba's breath, this stinks" OOC, Mechanics Use shape water cantrip to alter the flow of the water; Shape and Animate aspects of the spell. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
severalservals Posted May 9 Clone Share Posted May 9 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 Oh, this is vile. Everan, what do you see? Felvora reaches in to her herbalism kit for anything with a strong scent that isn't that of urine, wraps it in a scrap of cloth and holds it under her nose while waiting to hear what Everan finds. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
TricksterArcane Posted May 9 Author Clone Share Posted May 9 Zorzula's Rest, Sword Mountains Kat's attempt at removing the toxic fumes with creative water sculptures is not very successful. It's not just the disgusting room that you all find yourselves in, but the entire structure of the outpost is giving off noxious vapors. Geometric grooves carved into various parts of the outpost's ceiling and walls allow lava to flow through and illuminate the outpost's interior. Sulfur colors the lava a blueish purple and casts a dim blue light. Everan, stopping to listen before the door, hears the sound of heavy snoring. Risking a peek, he manages to open the door just a crack before it could creak. Inside he sees a room full of bunk beds and small figures, eight, sleeping in them. He also caught a glimpse of some kind of alcove on the west wall, and another door on the eastern wall. OOC Now that I've gotten you all to step in the chamber , everyone -- including familiars needs to make a DC10 Constitution saving throw or be Poisoned for 1 hour. Creatures with immunity or resistance to poison automatically succeed this check. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Gregorotto Posted May 9 Clone Share Posted May 9 (edited) 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. The smell causes her to audibly gag. "Been on ship's bilges more pleasant than this rank mess. What is that?" She attempts to overcome it, and breathes in to try and normalize the smell to her palette. "Gonna need a Hells of a bath after this." Out of Character Situational: Move: Action: Bonus Action: Reaction: Ongoing Effects/Conditions: Edited May 10 by Gregorotto (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Con save 24 1d20+5 19 Initiative, wowzers 13 1d20+1 12 Link to comment Share on other sites More sharing options...
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