rauhric Posted May 9 Clone Share Posted May 9 (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 continues to cover the nose of Mimir and hold his breath, but he going to have to start breathing again. As he breaths in the noxious air he says, "Gross. My tongue feels like it licked shit." OoC OoC: He will always use his Passive Perception and Investigation entering any new room. He Failed save, Poisoned for 1 hr Little bastard bird made his save 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 10 by rauhric (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Bruhl Con save DC 10 9 1d20+6 3 Mimir Con save DC 10 18 1d20-1 19 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 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 | Other Notes: Advantage on Poison Saves (1 hour, start 5/9/24) 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 pulls a glass vial from the side pouch that contains her healer's kit and swigs it. Actions Swigs a vial of antitoxin to get advantage on poison saves for one hour. Poison SavePoison Save Advantage Poison SavePoison Save Advantage Name xDiceName xDiceResult xDiceString xDiceRolls Poison Save SyntaxError: Unexpected token z 1d20+3z Poison Save Advantage SyntaxError: Unexpected token z 1d20+3z Poison Save 19 1d20+3 16 Poison Save Advantage 20 1d20+3 17 Link to comment Share on other sites More sharing options...
lemonstyx Posted May 9 Clone Share Posted May 9 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, 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 had a good grip on his nose and his mouth firmly clamped shut, enabling him to avoid the worst of the stench. Knowledge, who normally resided in Lotham's robes, even when the wizard was sweaty and stinky, or even gassy, was quite used to bad smells and so unaffected. Name xDiceName xDiceResult xDiceString xDiceRolls Lotham DC 10 Con Save 23 1d20+3 20 Knowledge DC 10 Con Save 14 1d20-1 15 Link to comment Share on other sites More sharing options...
8w_gremlin Posted May 9 Clone Share Posted May 9 (edited) 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 gags "I've smelt worse..." OOC, Mechanics Con Save DC 10 = 27 (natural 20! not that it means much) Edited May 9 by 8w_gremlin (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Poison Con Save DC10 27 1d20+7 20 Link to comment Share on other sites More sharing options...
omegoku Posted May 10 Clone Share Posted May 10 (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 Conditions: Poisoned Everan tries not to choke as the fumes hit him, but he is surprised by just how vile they are and feels unwell. He turned to the group and suggested they try sneak inside and ambush whatever creatures were sleeping within. Edited May 10 by omegoku (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Con 6 1d20+2 4 Link to comment Share on other sites More sharing options...
rauhric Posted May 10 Clone Share Posted May 10 (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 tries to catch Everan's eye and shakes his head in the negative. He uses his weapon to make "Stabbing" motions and then gives him a raised finger to indicate "One" and then the "Talking" motion with his hand. He is essentially trying to say "Stab them, keep One alive to Talk to." OoC OoC: He will always use his Passive Perception and Investigation entering any new room. Poisoned for 1 hr 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 12 by rauhric (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
severalservals Posted May 11 Clone Share Posted May 11 Felvora Haspirex Sheet | Log Drow Druid 5 HP: 38/38 | HD: 5/5 (d8) | AC: 15/18 | Init: +2 | PP: 17 (12 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 | Other Notes: Advantage on Poison Saves (1 hour, start 5/9/24) 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 Everan, can you tell what kind of creatures they are? Felvora whispers through her impromptu gas mask. I'd rather not murder people in their sleep without a good reason. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
rauhric Posted May 12 Clone Share Posted May 12 (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 looks to Everan after overhearing their new companion's reason for not murdering people without good reason and he has to concede that his logic is flawed. He nods to his friend that the suggestion of investigating first before stabbing someone in their sleep is a better idea. If he could sneak in he would, but his bulky armor makes too much noise. OoC OoC: He will always use his Passive Perception and Investigation entering any new room. Poisoned for 1 hr So who is our party scout? 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 Thursday at 03:54 PM by rauhric (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
omegoku Posted May 13 Clone Share Posted May 13 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 Conditions: Poisoned Everan wasn't feeling well at all, he moved back a little and shrugged. He spoke quietly. "I can't see what they are, perhaps one of the familiars can take a closer look? That gas has my stomach doing flips. I am not sure we will meet anyone but goblins down here. I would be slow to give them any quarter." Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
severalservals Posted May 13 Clone Share Posted May 13 Felvora Haspirex Sheet | Log Drow Druid 5 HP: 38/38 | HD: 5/5 (d8) | AC: 15/18 | Init: +2 | PP: 17 (12 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 | Other Notes: Advantage on Poison Saves (1 hour, start 5/9/24) 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 shrugs and whispers something in the archaic dialect of Elvish the Drow still use. Then she steps as quietly as she can into the room and tries to get a look at one of the sleeping figures. Actions Casts Guidance, then tries to sneak her way to the nearest sleeping figure. Stealth Guidance Name xDiceName xDiceResult xDiceString xDiceRolls Stealth 20 1d20+2 18 Guidance 4 1d4 4 Link to comment Share on other sites More sharing options...
lemonstyx Posted May 13 Clone Share Posted May 13 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, 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. As eager as Lotham was to get out of the stench, he was less eager to step into a fight. When Everan suggested that the familiars go check things out, he shook his sleeve to bring Knowledge up to his hand and whispered into the weasel's ear. He then put Knowledge on the ground and held on to Everan's shoulder, so that he could sense through the weasel's eyes and ears as it explored the room - particularly things close to the ground. He instructed the weasel to do a tour of the room, running under the beds as much as possible to avoid being seen. Name xDiceName xDiceResult xDiceString xDiceRolls Knowledge Stealth 9 1d20+5 4 Link to comment Share on other sites More sharing options...
TricksterArcane Posted Wednesday at 04:34 AM Author Clone Share Posted Wednesday at 04:34 AM Zorzula's Rest, Sword Mountains Quietly, Felvora slips into the room. She discovers that the sleeping figures are all goblins, just like the ones she faced before! Knowledge scurries into the room as well under Lotham's command. It's view is somewhat limited considering how small the weasel is. However, you do get a closer view of the alcove on the western wall: a wide open shaft drops into the darkness below. As Knowledge is scurrying under one of the beds, it gets caught up in a dangling blanket. The weasel tosses and turns, dragging the blanket and causing a pouch of coins to tumble off the bed spilling out its contents with a clatter. One of the goblins bolts up in bed with a shout, rousing the rest of the room. OOC @severalservals what Felvora does next will determine if we go into combat or not. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
severalservals Posted Thursday at 03:20 PM Clone Share Posted Thursday at 03:20 PM Felvora Haspirex Sheet | Log Drow Druid 5 HP: 38/38 | HD: 5/5 (d8) | AC: 15/18 | Init: +2 | PP: 17 (12 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 2/3 L3 2/2 | Concentration: Web (Round 1/10) Other Notes: Advantage on Poison Saves (1 hour, start 5/9/24) 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, frell it. Might as well run with it. Felvora chats loudly and drops a Web on the whole miserable lot of them. Surrender now or die in your beds, you nasty little baby snatchers! she shouts in Common. I hope they speak that human trade pidgin. There is no version of this world where I bother to learn Goblin. Actions Init Casts Web positioned thusly: Then she should have just enough move to back up through her party mates and stop below Bruhl. If the nasty baby snatchers don't surrender right away, she'd rather let other people deal with them. Like Mercedes and her Sleep spell with the big sharp material component. Name xDiceName xDiceResult xDiceString xDiceRolls Init 21 1d20+2 19 Link to comment Share on other sites More sharing options...
rauhric Posted Thursday at 04:11 PM Clone Share Posted Thursday at 04:11 PM (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 whispers to Everan "Get in there! Start your Dance of Death! This place smells!" He is eager to get out of this toilet. He would rush past them but he is willing tolerate the stench a bit longer. OoC OoC: He will always use his Passive Perception and Investigation entering any new room. Poisoned for 1 hr (disadvantage attack rolls & ability checks) Holding Action until others ahead of him act so he can follow up, plus his armor gives his Stealth Disadvantage and he does want to make any more noise than has already been made. He'll let the quiet ones do there thing first and follow up with his lumbering attack. 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 Friday at 03:45 PM by rauhric (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Initiative 14 1d20+2 12 Initiative 15 1d20+2 13 Link to comment Share on other sites More sharing options...
omegoku Posted Thursday at 05:13 PM Clone Share Posted Thursday at 05:13 PM 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 Conditions: Poisoned Everan frowned. "I would have, but the place is full of webs now. Better to toss fire bolts in on top of them while they struggle." Name xDiceName xDiceResult xDiceString xDiceRolls Init 16 1d20+4 12 Disadv 10 1d20+4 6 Link to comment Share on other sites More sharing options...
Recommended Posts