severalservals Posted January 9 Clone Share Posted January 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: 0/2 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 reverts to elf form. I think we should get close enough to be able to report something useful back. And it's a two hour round trip - if they look like they're all packing up to go someplace else, I'd like a notion of where. Perception Disadvantage for Visual Perception Name xDiceName xDiceResult xDiceString xDiceRolls Perception 23 1d20+7 16 Disadvantage for Visual Perception 21 1d20+7 14 Link to comment Share on other sites More sharing options...
Gregorotto Posted January 9 Clone Share Posted January 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. Taking a moment to catch her breath as Felvora changes her shape back, Mercedes grins. "You sure now how to run a girl ragged. I like it." Wiping away a bit of sweat, she leans back and pops her back, then her neck. "Well, no point wasting time. Best we get a move on, just in case. Better to have answers than suspicions, so I'm with you 'til the end of the line there. Let's get going." Out of Character Situational: Stealth on the trail; Pass Without Trace makes an 11 into a 21. Move: Action: Bonus Action: Reaction: Ongoing Effects/Conditions: Edited January 10 by Gregorotto (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Stealth 11 1d20+1 10 Link to comment Share on other sites More sharing options...
severalservals Posted January 10 Clone Share Posted January 10 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: 0/2 Concentration: Pass Without Trace Conditions: None | Inspiration: 0 | Spell Slots: L1 4/4 L2 2/3 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 casts a spell and she, Kat and Mercedes fade a bit. Their voices take on the quality of wind and rustling leaves. Stealth with Pass Without Trace Name xDiceName xDiceResult xDiceString xDiceRolls Stealth with Pass Without Trace 23 1d20+12 11 Link to comment Share on other sites More sharing options...
TricksterArcane Posted January 14 Author Clone Share Posted January 14 (edited) With Felvora's spell obscuring their movements, the group creeps closer to investigate. Ahead, they find a makeshift camp in the center of a small clearing. A few tents are scattered around a small fire and from their vantage point behind the trees, the group spots three goblins. They overhear one of them complain loudly in Goblin. "Dre sep oths aakt et bck, els ruxithid's onna het ur eads!""Hope the others made it back, else Ruxithid's gonna have our heads!" It looks like the goblins are packing up and breaking camp. OOC Kat Stealth Edited January 14 by TricksterArcane (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Kat Stealth 28 1d20+12 16 Link to comment Share on other sites More sharing options...
severalservals Posted January 15 Clone Share Posted January 15 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: 0/2 Concentration: Pass Without Trace Conditions: None | Inspiration: 0 | Spell Slots: L1 4/4 L2 2/3 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 ARMOR Light Armor, Medium Armor, Shields WEAPONS Club, Crossbow, Hand, Crossbow, Light, Dagger, Dart, Javelin, Mace, Quarterstaff, Scimitar, Sickle, Sling, Spear TOOLS Herbalism Kit, Painter's Supplies LANGUAGES Common, Druidic, Elvish, Gnomish, Undercommon Anyone speak Goblin? she whispers. Looks like they're trying to leave. We could keep tracking them and try to leave a trail, if someone wants to run back and tell the others. Or we could try and spook them into staying here for a couple of hours. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Gregorotto Posted January 16 Clone Share Posted January 16 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. Once at the camp, she likes their chances. Grinning, she looks at Felvora giddily. "Well, I'd be lying if I said I wasn't itching for a scrap. They're just goblins; think we can take'em? Maybe bring one back alive? I don't speak the tongue. If we want to track or turn around and bring back the cavalry. Don't make no difference to me. My sweet axe here, though.... she has some thoughts." Out of Character Situational: Move: Action: Bonus Action: Reaction: Ongoing Effects/Conditions: Name xDiceName xDiceResult xDiceString xDiceRolls Mysterious Perception Check 7 1d20+3 4 Link to comment Share on other sites More sharing options...
TricksterArcane Posted January 19 Author Clone Share Posted January 19 As the group contemplates a more direct approach, Felvora notices something peculiar about the goblins ahead. For one, they all appear to be uncharacteristically bald and have enlarged foreheads. The other oddity she notices is that their eyes appear to have a pale green glow to them. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
8w_gremlin Posted January 21 Clone Share Posted January 21 (edited) Katrina Fairlight LN, Female Human| AC:20* | HP:58/58| Speed:30ft | Perception:13 | Insight:10 * Reaction: shield +5 ac | Favored by the Gods: 1 | Speaking thinking Profile | Character Sheet (DDB) "I never learnt Goblin, never had the need" Kat takes a long hard look at the goblins trying to work out how they are different "Do they look like normal gobbos to you two?" she whispers to the others. "There are three of them and three of us, I think we could take them easily if they were just Gobbos, but I have a bad feeling about this, but we best do it soon, more might be about, count the bedding, and tents" You start to see her draw magic to her, just in case any of you kick it off. Edited January 21 by 8w_gremlin (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
severalservals Posted January 23 Clone Share Posted January 23 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: 0/2 Concentration: Pass Without Trace Conditions: None | Inspiration: 0 | Spell Slots: L1 4/4 L2 2/3 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 ARMOR Light Armor, Medium Armor, Shields WEAPONS Club, Crossbow, Hand, Crossbow, Light, Dagger, Dart, Javelin, Mace, Quarterstaff, Scimitar, Sickle, Sling, Spear TOOLS Herbalism Kit, Painter's Supplies LANGUAGES Common, Druidic, Elvish, Gnomish, Undercommon No, they don't look normal - and what they were doing in town doesn't seem like normal goblin behavior, either. Felvora's known plenty of humanoids and as a result she tries her best to think about them as little as possible. Grumbling inwardly, she wracks her brain for anything that would explain bald glowing-eyed goblins or remind her of bald glowy creatures that could be mistaken for goblins. General Knowledge Roll, +3 if Nature helps Name xDiceName xDiceResult xDiceString xDiceRolls General Knowledge Roll, +3 if Nature helps 14 1d20+1 13 Link to comment Share on other sites More sharing options...
lemonstyx Posted January 24 Clone Share Posted January 24 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 Netherese fragment?" exclaimed Lotham, looking very intrigued. "What can you tell us about that? You say you've been studying it - is there something important about it?" Lotham then recalled something Halia had said. "The goblins that took the fragment apparently had some kind of telekinetic powers - enough to through Guildmaster Halia around and also to remove the block from the foundation. Is there anything about the Netherese fragment that would tie into this?" Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Gregorotto Posted January 25 Clone Share Posted January 25 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. Trying not to pout, Mercedes begins counting, starting over twice as her two companions elaborate on why it's best not to attack and what their actions should be in the mean time. Finally she concludes there are seven bedrolls outside and four tents: how many goblins did that convert to? She was no alchemist, fractions not being her maths of choice. Or was it even fractions? She couldn't say. Either way, the tiefling's tail becomes despondent, simply slack at her feet. "Seems to me like we've got two choices. We either turn around and go back, or one of us sticks around and the other two go back and get our slowpokes. I'm willing to be the person who sticks around, if need be. You're real quick, Fel: maybe you could be a horse and ride like the wind!" She leans back as if she were behind the reins, but realizes her horse girl fantasies are long behind her. "Or not." 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...
8w_gremlin Posted January 25 Clone Share Posted January 25 Katrina Fairlight LN, Female Human| AC:20* | HP:58/58| Speed:30ft | Perception:13 | Insight:10 * Reaction: shield +5 ac | Favored by the Gods: 1 | Speaking thinking Profile | Character Sheet (DDB) "There is always the third option, take the opportunity to attack, and if it goes all tits up we bail" Kat's gruff street accent seems to take over her voice when she says this. You see her go prone and then summon the magical energy to her hand... "but I'll engage only if you folk are ready... say yes and I'll go" OOC, Mechanics Ready action: if either of the other two says "yes", fire off two eldritch blasts at the rightmost goblin. Name xDiceName xDiceResult xDiceString xDiceRolls Eldritch blast (attack, damage: force) 24; 6 1d20+9; 1d10+4 [15]; [15,2] Eldritch blast (attack, damage: force) 11; 14 1d20+9; 1d10+4 [2]; [2,10] Favored by the Gods 7 2d4 4,3 Link to comment Share on other sites More sharing options...
severalservals Posted January 27 Clone Share Posted January 27 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: 0/2 Concentration: Pass Without Trace Conditions: None | Inspiration: 0 | Spell Slots: L1 4/4 L2 2/3 L3 1/2 | 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 ARMOR Light Armor, Medium Armor, Shields WEAPONS Club, Crossbow, Hand, Crossbow, Light, Dagger, Dart, Javelin, Mace, Quarterstaff, Scimitar, Sickle, Sling, Spear TOOLS Herbalism Kit, Painter's Supplies LANGUAGES Common, Druidic, Elvish, Gnomish, Undercommon Fine, we can attack, but if they try to surrender we should let them. We're more interested in answers than corpses. With that Felvora chants in Elvish and the plant life in and around the camp bursts into lush growth. ActionShe casts Plant Growth, centered on the tents, or past them if necessary to not catch the party. It's a 150' range, 100' radius, and creates doubly difficult terrain for anyone in it. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Gregorotto Posted January 28 Clone Share Posted January 28 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. Now they were speaking her language. "Don't have to tell me twice. Yes, let's do this." Axe still in one hand, she rises up from her hiding spot, drawing a javelin from her pack, and with a cry, begins charging, preparing her throw with a roar, before tossing her javelin at the nearest goblin. Gods she hopes they're not friendly goblins. Out of Character Situational: Move: Move 30 feet Action: Throwing Javelin at the nearest Goblin Bonus Action: Reaction: Ongoing Effects/Conditions: Name xDiceName xDiceResult xDiceString xDiceRolls Javelin 14 1d20+6 8 Damage for Javelin 7 1d6+3 4 Link to comment Share on other sites More sharing options...
TricksterArcane Posted January 28 Author Clone Share Posted January 28 "Come now Lotham, sure you've remembered something from your studies about the empire of Netheril." Gwyn starts on a long, academic lecture about ancient Netheril before being reigned back on track. "Oh right the fragment! Well it is hard to say what it does without further time to study it or more of its pieces. It might be a piece of a stature or maybe one of the infamous obelisks. As with many things from the Netherese, it is suffused with magic. It is possible that in its broken state, some of the magic is leaking out. Prolonged exposure could affect those and things around it." Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
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