Peacemonger Posted February 15 Clone Share Posted February 15 Modri Hill Dwarf Outlander Wild Magic Barbarian AC: 17 (+1Dex + 4Con + 2Shield ) | HP: 8/61 + 1 THP (4d12+16Con Modifier 4*Level+8Tough Feat: 2*Level+1Dwarven Toughness: 1*Level) | Speed: 25' Senses: Darkvision 60 ft., passive Perception 11, Insight 11, Investigation 10 Str: 16Save: +5 Athletics: +5 (+3) | Dex: 13Save: +1 Acrobatics: +1 Slight-of-Hand: +1 Stealth: +1 (+1) | Con: 18Save: +6 (+4) | Int: 10Save: +0 Arcana: +0 History: +0 Investigation: +0 Nature: +2 Religion: +0 (+0) | Wis: 12Save: +1 Animal Handling: +3 Insight: +1 Medicine: +1 Perception: +1 Survival: +3 (+1) | Cha: 8Save: -1 Deception: -1 Intimidation: +1 Performance: -1 Persuasion: -1 (-1) Languages: You can speak, read, and write Common, Dwarvish, Elvish Rages: 0/3 | Magic Awareness: 2/2 Modri takes his time slowly taking out each arrow. Keeping the scars he's earned is one thing. Just tearing them out and causing more damage is another. Modri speaks to himself during the process, giving himself self-encouragement as he winces with each pull. One... two... three... six arrows in total. A new record for Modri, especially with two cuts, one particularly deep. As things start to be explained, and as they meet Tatina, Modri can help but chuckle at the invention. "Right then. Now that's something interesting. Can see why hauled are rear ends through the dead, through dragon-men, through a small army. I'm no mule, but happy to carry whatever books, contraptions, or whatever'll be useful to you." He lets out a deep sigh. He knows he's not much energy left in the tank, but then again, he didn't sign up for this war thinking it was going to help him live to an old age. "So we take off, and see if we can't save the scholar?" OOC Movement: NA Bonus Action: NA Action: NA Reaction: Sentinel FeatYou have mastered techniques to take advantage of every drop in any enemy's guard, gaining the following benefits. When you hit a creature with an opportunity attack, the creature's speed becomes 0 for the rest of the turn. Creatures provoke opportunity attacks from you even if they take the Disengage action before leaving your reach. When a creature within 5 feet of you makes an attack against a target other than you (and that target doesn't have this feat), you can use your reaction to make a melee weapon attack against the attacking creature. in effect Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
KingGoblin Posted February 15 Clone Share Posted February 15 (edited) Hunni Ravenwing, of clan Collic Gully Dwarf Mage of High Sorcery Hexblade Warlock AC: 18 (Scale Mail+2 Shield +2 Dex) | HP: 29/33(hd 4d8) | Speed: 30 ft. Senses: Darkvision, passive Perception 11, Insight 11, Investigation 9 StrSave: -1 Athletics: -1 Carrying Capacity: 120 lb. Lift/Push/Drag: 240 lb.: 8 (-1) | DexSave: +2 Acrobatics: +2 Slight-of-Hand: +2 Stealth: +2☆ ☆ disadvantage on Dexterity (Stealth) checks from Scale Mail Armor. Initiative: +2: 14 (+2) | ConSave: +2: 15 (+2) | IntSave: -1 Arcana: +1 History: +1 Investigation: -1 Nature: +1 Religion: -1: 8 (-1) | WisSave: +3 Animal Handling: +1 Insight: +1 Medicine: +1 Perception: +1 Survival: +3: 12 (+1) | ChaSave: +6 Deception: +6 Intimidation: +4 Performance: +4 Persuasion: +4: 19 (+4) Languages: You can speak, read, and write Common, Gullytalk, Elven, and Dwarven Hunni the not-so-brilliant mage spends some time looking at the fancy inscribed circle, and ‘helps’ with the investigation into the broken alchemy room, but seems to think that they already know what happened here. OOC Still concentrating on Hex. Until the spell ends, anyway. Is anyone investigating the broken bottles? Oooh, I made the arcana roll! Action: — Bonus Action: — Move Action: — Reaction: — Note: Can use a bonus action on a subsequent turn to move Hex to a different target as long as she still has concentration, after current target goes to 0 hp. Actions and Resources Actions Eldritch Blast (cantrip). Ranged Spell Attack: + 6 to hit, range 120 ft, one target. Hit: (1d10 + cha) force damage. Infestation (cantrip). Spell: Constitution Save DC 14, range 30 ft, one target. On failed save: (1d6) poison damage, and target must move 5' in a random direction (d4; 1-North, 2-South, 3-East, 4-West). ☆ Improved Pact Weapon varies, usually whip (+1 to hit, damage, spell focus) ☆Whip (finesse, reach). Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: (1d4 + 4) slashing damage. Battleaxe (versatile). Melee Weapon Attack: reach 5 ft., one target. Hit: (1d8 - 1) slashing damage. Versatile: (1d10 - 1) slashing damage. ☆Staff of the Python (versatile). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (1d6 +4) bludgeoning damage. Versatile: (1d8 +4) bludgeoning damage. ☆ Note: With Hex Warrior, can set one weapon to use Charisma instead of Strength or Dexterity for to-hit and damage. Normally Staff of the Python, but also always Pact Weapon. Bonus Actions Hexblade's Curse. Starting at 1st level, you gain the ability to place a baleful curse on someone. As a bonus action, choose one creature you can see within 30 feet of you. The target is cursed for 1 minute. The curse ends early if the target dies, you die, or you are incapacitated. Until the curse ends, you gain the following benefits: You gain a bonus to damage rolls against the cursed target. The bonus equals your proficiency bonus. Any attack roll you make against the cursed target is a critical hit on a roll of 19 or 20 on the d20. If the cursed target dies, you regain hit points equal to your warlock level + your Charisma modifier (minimum of 1 hit point). You can’t use this feature again until you finish a short or long rest. Grovel, Cower, and Beg (Reskinned Draconic Cry). As a bonus action, you let out a cry at your enemies within 10 feet of you. Until the start of your next turn, you and your allies have advantage on attack rolls against any of those enemies who could hear you. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. Spellcasting Spell Slots: 1 / 2, cast at 2nd level, refreshed at short rest Free Spells from Feats: 1/long rest - Hex, Dissonant Whispers, Suggestion Hunni is a spellcaster. Her spell slots are at 2nd level. She has 2 spell slots. Her spellcasting attribute is Charisma. Spell Save DC 14. Spell Attack Modifier +6. She can use an arcane focus as a spellcasting focus. Cantrips: Eldritch Blast, Infestation, Prestidigitation, Minor Illusion Spells Known: Armor of Agathys, Wrathful Smite, Hex (feat), Dissonant Whispers (feat), Unseen Servant, Blur, Misty Step, Suggestion (feat) Invocations: Improved Pact Weapon, Agonizing Blast Life Channel. You can channel your life force into the power of your magic. When a creature you can see within 60 feet of you fails a saving throw against a spell that deals damage that you cast, you can expend a number of Hit Dice equal to the level of the spell. Roll the expended Hit Dice and add them together. The damage that the creature takes increases by an amount equal to that total. Edited February 15 by KingGoblin (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Intelligence (Arcana) 19 1d20+1 18 Link to comment Share on other sites More sharing options...
PhoenixSlayer Posted February 17 Clone Share Posted February 17 Merituuli Kaiutin Level 4 Sea Elf Far Traveler Beast Master Ranger AC: 18 (Breastplate, +2 Shield) | HP: 22(+6 Temp)/48 (4d10+8+8) | HD: 3/4 | Speed: 30 ft., Swim 30 ft. Senses: passive Perception 18 (Expertise, Darkvision 60 ft.), Insight 16, Investigation 10 Str:Save: +3 Athletics: +3 Carrying Capacity: 180 lb. Lift/Push/Drag: 360 lb. 12 (+1) | Dex:Initiative: +7 (Alert) Save: +4 Acrobatics: +2 Sleight of Hand: +2 Stealth: +2 14 (+2) | Con:Save: +2 14 (+2) | Int:Save: +0 Arcana: +0 History: +0 Investigation: +0 Nature: +2 Religion: +0 10 (+0) | Wis:Save: +4 Animal Handling: +6 Insight: +6 Medicine: +4 Perception: +8★ Survival: +6 ★Expertise in Perception (Deft Explorer - Canny) 18 (+4) | Cha:Save: -1 Deception: -1 Intimidation: -1 Performance: -1 Persuasion: -1 8 (-1) Languages: Common, Elvish, Kenderspeak, Kharolian, Khur “My words” | ‘My thoughts’ | My actions . . . Aftermath While the others take the time to investigate Tatina's workshop, Merituuli calls upon his bonds with the natural world and speaks to Kalasääski directly. His eyes flash in the same yellow hue as the osprey's for a moment before returning to their normal grey, and he whispers to Kalasääski, "Go on, friend. I'm listening." The shoal elf's frown grows more and more intense as Kalasääski recounts what occurred, and he feels a chill crawl down his spine at the mention of ancient malevolence lumbering slowly through the forest. Oh gods, what has she gotten herself into... He gathers himself before stating to the osprey, "Thank you. I'll make sure the others know. We'll get her back. We owe her that at least." As they meet with Tatina, Merituuli is rather impressed with her ingenuity, and the Fargab in particular catches his attention... Could've been useful in our current predicament... but he is otherwise distracted. Eventually though, he gathers the others as Tatina presumably gets ready to set out with them. "I spoke to Kalasääski... not going to lie, it's bad. Really bad. They say they lost Mery in some kind of dark cloud they couldn't get through. Pure evil, ancient magics, trundling through the forest like some kind of rip in reality. Unnatural. For all Kalasääski knows, Mery is still in there. I know emotions are still high right now... but we owe it to her to try to get her back. No one deserves to get stuck in something like that." OOC Alert: Other creatures don't gain advantage on attack rolls against you as a result of being unseen by you. Concentration: — Bonus Action: — Action: — Movement: — Reaction: — Actions & Resources Actions: Baculite Shell (Shillelagh). Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 1d8+4 bludgeoning damage. Thorn Whip. Melee Spell Attack: +6 to hit, range 30 ft., one target. Hit: 1d6 piercing damage. Heavy Crossbow (heavy, loading, two-handed). Ranged Weapon Attack: +4 to hit, range 100/400 ft., one target. Hit: 1d10+2 piercing damage. Dagger (finesse, light, thrown). Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 1d4+2 piercing damage. Baculite Shell (Quarterstaff) (versatile). Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 1d6+1 bludgeoning damage. Versatile damage: 1d8+1 bludgeoning damage. Net (thrown, special). Ranged Weapon Attack: +4 to hit, range 5/15 ft., one target. Hit: A Large or smaller creature hit by a net is restrained until it is freed. A net has no effect on creatures that are formless, or creatures that are Huge or larger. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the net (AC 10) also frees the creature without harming it, ending the effect and destroying the net. Bonus Actions: Primal Companion: Take Action. As a bonus action on your turn you command your Primal Companion to take another action. That action can be one in its stat block or some other action. You can also sacrifice one of your attacks when you take the Attack action to command the beast to take the Attack action. If you are incapacitated, the beast can take any action of its choice, not just Dodge. Other: Favored Foe. When you hit a creature with an attack roll, you can call on your mystical bond with nature to mark the target as your favored enemy for 1 minute or until you lose your concentration (as if you were concentrating on a spell). The first time on each of your turns that you hit the favored enemy and deal damage to it, including when you mark it, you can increase that damage by 1d4. You can use this feature to mark a favored enemy a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. This feature’s extra damage increases when you reach certain levels in this class: to 1d6 at 6th level and to 1d8 at 14th level. Friend of the Sea. You can communicate simple ideas to any Beast with a swimming speed. It can understand your words but you cannot understand it in return. Ammunition: 20/20 Crossbow Bolts Class Features: 1/2 Favored Foe Marks 0/3 1st Level Spells Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
PureChance Posted February 17 Clone Share Posted February 17 Artanis Brightblade Human Knight of Solamnia AC: 21 (Plate, Shield +1) | HP: 12/31 (0 THP) | HD: 4/4 | Speed: 30 ft. Senses: passive Perception 11, Insight 13, Investigation 9 StrSave: +4 Athletics: +6 Carrying Capacity: 270 lb. Lift/Push/Drag: 540 lb.: 18 (+4) | DexInitiative: +2★ Save: −1 Acrobatics: −1 Slight-of-Hand: −1 Stealth: −1☆ ★ Add Cha to Initiative (class feature) ☆ disadvantage on Dexterity (Stealth) checks from Chainmail Armor.: 8 (–1) | ConSave: +1: 13 (+1) | IntSave: -1 Arcana: -1 History: -1 Investigation: -1 Nature: -1 Religion: -1: 8 (-1) | WisSave: +3 Animal Handling: +3 Insight: +3 Medicine: +1 Perception: +1 Survival: +3: 12 (+1) | ChaSave: +5 Deception: +3 Intimidation: +5 Performance: +3 Persuasion: +7*: 16 (+3) Languages: You can speak, read, and write Common and Solamnic DR3 vs nonmagical bludgeoning, slashing, piercing. Force all attacks targeted at mount to target Artanis instead. Mount has EvasionIf your mount is subjected to an effect that allows it to make Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.. “My words,” | ‘My thoughts,’ | My actions . . . Guilt thrills through Artanis at Merituuli's exposition. "I knew we shouldn't have let her go off alone," he says with self-condemnation, ignoring the fact that at the time he'd not actually thought that and indeed they had sent Kalasääski for precisely this sort of circumstance. "Can Kalasääski guide us to where he last saw her? How long go was this? How far?" his anxiety manifests in a barrage of questions. It's all he can do to not immediately jump on Tiergan's back and ride to the rescue - ignoring the fact that this primordial evil is likely far beyond any of them at present. Only duty stays his hand; they were instructed to see Tatina returned and they have yet to do so. "Tatiana - it seems we're on an even tighter schedule - do you need a hand packing anything else?" he tries to hurry along the gnome. OOC Action: — Bonus Action: — Movement: — Reaction: — Object Interaction: — Mount Action: — Mount Movement: — Actions & Resources Actions: Longsword (versatile). Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 6) slashing damage. Versatile damage: 9 (1d10 + 4) slashing damage. Javelin (range, thrown) [3]. Thrown Weapon Attack: +6 to hit, ranged 30/120 ft., one target. Hit: 7 (1d6 + 4) piercing damage. RDA Javelin (range, thrown) [10]. Thrown Weapon Attack: +6 to hit, ranged 30/120 ft., one target. Hit: 7 (1d6 + 4) piercing damage, 1d4 fire damage. RDA Lance (special). Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 12 (1d12 + 6) piercing damage, 1d4 Fire damage. Battlefield Presence.When you take the Attack action, in place of making an attack, you can use your Battlefield Presence to grant a friendly creature that can see or hear you an additional attack the next time they take the Attack action during their turn. Any additional attacks granted that are unused at the start of your next turn are lost. A friendly creature can only gain one additional attack from this feature per round from this feature. Bonus Actions: Rallying Mark As a bonus action, you can expend a number of Leadership Dice (up to your per turn limit) to rally your allies to attack a hostile creature within 60 feet of you. The next time damage is rolled against that target by an allied creature before the start of your next turn, they can add the Leadership Dice to the damage roll, and the attacking creature regains hit points equal to the amount rolled on the Leadership Dice. Urgent Orders As a bonus action, you can expend a number of Leadership Dice (up to your per turn limit) to guide your allies in expeditious action. Target an allied creature within 60 feet of you that can see or hear you, that creature can immediately use its reaction to move up to its movement speed (up to a maximum of 30 feet) without provoking opportunity attacks. Roll the leadership dice expended, the target gains temporary hit points equal to the value rolled. Helpful Word As a bonus action, you can spend a Leadership Die to take the Help action. When you use the Help action to aid an ally in attacking a creature, the target of that attack can be within 30 feet of you, rather than within 5 feet of you, if your ally can see or hear you. Class Features: Precise Strike. 1/2 (Long Rest) Commanding Rally. 2/2 (Long Rest) Leadership Dice (d6). 2/4 (Short Rest, 1/turn) Lead the Charge. When you roll initiative you gain temporary hit points equal to your Charisma modifier + your proficiency bonus (5 THP). Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Peacemonger Posted February 17 Clone Share Posted February 17 Modri Hill Dwarf Outlander Wild Magic Barbarian AC: 17 (+1Dex + 4Con + 2Shield ) | HP: 8/61 + 1 THP (4d12+16Con Modifier 4*Level+8Tough Feat: 2*Level+1Dwarven Toughness: 1*Level) | Speed: 25' Senses: Darkvision 60 ft., passive Perception 11, Insight 11, Investigation 10 Str: 16Save: +5 Athletics: +5 (+3) | Dex: 13Save: +1 Acrobatics: +1 Slight-of-Hand: +1 Stealth: +1 (+1) | Con: 18Save: +6 (+4) | Int: 10Save: +0 Arcana: +0 History: +0 Investigation: +0 Nature: +2 Religion: +0 (+0) | Wis: 12Save: +1 Animal Handling: +3 Insight: +1 Medicine: +1 Perception: +1 Survival: +3 (+1) | Cha: 8Save: -1 Deception: -1 Intimidation: +1 Performance: -1 Persuasion: -1 (-1) Languages: You can speak, read, and write Common, Dwarvish, Elvish Rages: 0/3 | Magic Awareness: 1/2 Modri shakes his head, and is ready to pack and carry whatever he can. "It's a dangerous world. This was fight number three today, can't be much a surprise she ran into her own trouble." He coughs a bit, wiping a bit of blood on his sleeve. "And right you all are. We signed up to fight the good fight." He thinks for a moment. "Just let me do a quick walk around, make sure nothing useful that may just help us out with isn't laying about, then we can go." Modri uses his magical awareness, tattoos glowing ever so slightly, as out to six feet around him he can sense anything magical that's not completely behind cover. Always the chance of something locked in a chest or behind a wall, but doesn't hurt if there might be something out in plain view but doesn't seem too magical at first. OOC Movement: NA Bonus Action: NA Action: NA Reaction: Sentinel FeatYou have mastered techniques to take advantage of every drop in any enemy's guard, gaining the following benefits. When you hit a creature with an opportunity attack, the creature's speed becomes 0 for the rest of the turn. Creatures provoke opportunity attacks from you even if they take the Disengage action before leaving your reach. When a creature within 5 feet of you makes an attack against a target other than you (and that target doesn't have this feat), you can use your reaction to make a melee weapon attack against the attacking creature. in effect Name xDiceName xDiceResult xDiceString xDiceRolls Investigation w/ Guidance 12 1d20+1d4 10,2 Advantage w/Hunni 22 1d20+1d4 19,3 Link to comment Share on other sites More sharing options...
Kamishiro_Rin Posted February 18 Author Clone Share Posted February 18 Date On This Misham, the 25th Day of Brookgreen, in the 351st Year After the Cataclysm (Thursday, March 25, 351 AC) ★The 5th Day of the Campaign - About 10:30ish★ Fetching Tatina Rookledust (Everyone) IC Tatina’s House/Workshop Coltan helps clear confirm the house has no more goblins in it and blesses his group (except those who don’t want it). Artanis retrieves his dropped weapon and helps gather people ’round. His sense of urgency spikes when Merituuli explains the situation. Modri offers to help Tatina carry her things. She thanks him, but pulls a bag off her belt loop and starts throwing her entire library into it. When she moves to the potions lab, she’s disgusted that all her potions experiments have been destroyed and moves on. “Mr. Modri, I will need your help prying up all these metal plates from the magic circles,” she explains, “I need them for further inventing. Argh! It’s going to be such a pain in the gluteus maximus to carve a new floor . . . can you just help me pry up the boards?” Hunni definitely knows what the magic circles are for at least, in fact, she can tell at least one of them helps imbue weapons with magic. Merituuli communes with Kalasääski and relays the situation. At Artanis’s offer, Tatina asks him to help pry up the floor boards and metal inlay—which turns out to be just loose plates dropped into carvings. “Just chuck it all in the bag,” she says. Modri also finds the extra bottles in the potions room. ★The 6th Day of the Campaign - About 00:30ish★ After a short rest and an hour’s travel, you find Mery at the edge of some woods along the road back to Kalaman. Handsome and Mery appear ever so slightly spooked—but perhaps they’ve had time to calm down. She otherwise doesn’t look any worse for wear. Moving at a normal travel pace—3 miles per hour—it will take you 4 hours to get back to Kalaman. Do you long rest here at the edge of the forest, or do push on back to Kalaman? OOC The map of the Kalaman region in Maps & Game Information illustrates this area. Statblocks — Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
KingGoblin Posted February 18 Clone Share Posted February 18 Hunni Ravenwing, of clan Collic Gully Dwarf Mage of High Sorcery Hexblade Warlock AC: 18 (Scale Mail+2 Shield +2 Dex) | HP: 29/33(hd 4d8) | Speed: 30 ft. Senses: Darkvision, passive Perception 11, Insight 11, Investigation 9 StrSave: -1 Athletics: -1 Carrying Capacity: 120 lb. Lift/Push/Drag: 240 lb.: 8 (-1) | DexSave: +2 Acrobatics: +2 Slight-of-Hand: +2 Stealth: +2☆ ☆ disadvantage on Dexterity (Stealth) checks from Scale Mail Armor. Initiative: +2: 14 (+2) | ConSave: +2: 15 (+2) | IntSave: -1 Arcana: +1 History: +1 Investigation: -1 Nature: +1 Religion: -1: 8 (-1) | WisSave: +3 Animal Handling: +1 Insight: +1 Medicine: +1 Perception: +1 Survival: +3: 12 (+1) | ChaSave: +6 Deception: +6 Intimidation: +4 Performance: +4 Persuasion: +4: 19 (+4) Languages: You can speak, read, and write Common, Gullytalk, Elven, and Dwarven When Meri tells them of Mery's plight, Hunni is more than a little alarmed. "Pure evil, ancient magic? Sounds like Red Dragon Army." She frowns, and scratches as the arrow wound. "Gotta scout it out, save her if we can, but knights need to hear about this." The extra motivation spurs her on to work harder, mostly at chucking the fancy plates into Tatina's bag. "We might need to split up. Artanis shouldn't risk the cloud, can't see in the dark, and needs to bring Tatina back, let the town know what happened..." She bites her lip as she considers how they have two important missions at the same time. On the way back, she is relieved when they find Mery, although she is somewhat disappointed that the evil horse that tried to kill them all on first meeting is still around. She offers Mery a rather smelly hug, if she accepts, and asks what happened. "Kalasääski told Meri that you got eaten by a black cloud! We were worried. There were goblins, I got shot by an arrow, Modri almost threw up, and we saved Tatina. Are you Ok? What happened to you?" OOC Action: — Bonus Action: — Move Action: — Reaction: — Actions and Resources Actions Eldritch Blast (cantrip). Ranged Spell Attack: + 6 to hit, range 120 ft, one target. Hit: (1d10 + cha) force damage. Infestation (cantrip). Spell: Constitution Save DC 14, range 30 ft, one target. On failed save: (1d6) poison damage, and target must move 5' in a random direction (d4; 1-North, 2-South, 3-East, 4-West). ☆ Improved Pact Weapon varies, usually whip (+1 to hit, damage, spell focus) ☆Whip (finesse, reach). Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: (1d4 + 4) slashing damage. Battleaxe (versatile). Melee Weapon Attack: reach 5 ft., one target. Hit: (1d8 - 1) slashing damage. Versatile: (1d10 - 1) slashing damage. ☆Staff of the Python (versatile). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (1d6 +4) bludgeoning damage. Versatile: (1d8 +4) bludgeoning damage. ☆ Note: With Hex Warrior, can set one weapon to use Charisma instead of Strength or Dexterity for to-hit and damage. Normally Staff of the Python, but also always Pact Weapon. Bonus Actions Hexblade's Curse. Starting at 1st level, you gain the ability to place a baleful curse on someone. As a bonus action, choose one creature you can see within 30 feet of you. The target is cursed for 1 minute. The curse ends early if the target dies, you die, or you are incapacitated. Until the curse ends, you gain the following benefits: You gain a bonus to damage rolls against the cursed target. The bonus equals your proficiency bonus. Any attack roll you make against the cursed target is a critical hit on a roll of 19 or 20 on the d20. If the cursed target dies, you regain hit points equal to your warlock level + your Charisma modifier (minimum of 1 hit point). You can’t use this feature again until you finish a short or long rest. Grovel, Cower, and Beg (Reskinned Draconic Cry). As a bonus action, you let out a cry at your enemies within 10 feet of you. Until the start of your next turn, you and your allies have advantage on attack rolls against any of those enemies who could hear you. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. Spellcasting Spell Slots: 1 / 2, cast at 2nd level, refreshed at short rest Free Spells from Feats: 1/long rest - Hex, Dissonant Whispers, Suggestion Hunni is a spellcaster. Her spell slots are at 2nd level. She has 2 spell slots. Her spellcasting attribute is Charisma. Spell Save DC 14. Spell Attack Modifier +6. She can use an arcane focus as a spellcasting focus. Cantrips: Eldritch Blast, Infestation, Prestidigitation, Minor Illusion Spells Known: Armor of Agathys, Wrathful Smite, Hex (feat), Dissonant Whispers (feat), Unseen Servant, Blur, Misty Step, Suggestion (feat) Invocations: Improved Pact Weapon, Agonizing Blast Life Channel. You can channel your life force into the power of your magic. When a creature you can see within 60 feet of you fails a saving throw against a spell that deals damage that you cast, you can expend a number of Hit Dice equal to the level of the spell. Roll the expended Hit Dice and add them together. The damage that the creature takes increases by an amount equal to that total. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
tbgg Posted February 18 Clone Share Posted February 18 Meryelle "Mery" Keryndon Level 4 Half-Elf Sage College of Lore Bard AC: 13 (Leather Armor) | HP: 30/30 | Speed: 30 ft. Senses: Darkvision 60 ft; Passive Perception 11, Passive Insight 11, Passive Investigation 14 Str:Save: -1 Athletics: +0 Carrying Capacity: 120 lb. Lift/Push/Drag: 240 lb. 8 (-1) | Dex:Initiative: +2 Save: +4 Acrobatics: +3 Slight-of-Hand: +3 Stealth: +4 . 14 (+4) | Con:Save: +2 14 (+2) | Int:Save: +2 Arcana: +4 History: +4 Investigation: +4 Nature: +4 Religion: +4 14 (+2) | Wis:Save: +0 Animal Handling: +1 Insight: +1 Medicine: +1 Perception: +1 Survival: +1 11 (+0) | Cha:Save: +6 Deception: +8 Intimidation: +8 Performance: +6 Persuasion: +8 18 (+6) Languages: Common, Elven, Solamnic, Kharolian, and Draconic Spell-casting: +6 or DC 14 | 1st 3/4 2nd 0/3 | Bardic Inspiration: 1/4 “My words,” | ‘My thoughts,’ | My actions Prior to meeting up with the others, Mery slips her necklace into her shirt. She is relieved when her companions are the only ones she sees. She accepts Hunni's hug, though she has to dismount from Handsome to do so. "I never saw any black cloud, just a group of gypsy wagons. I met what I thought was a lonely old granny kender woman who wanted to teach me some magic. Only she lied about how the magic worked and then she and some of the other ladies there all turned into witches, at which point, I got out of there. They seem to be unable to leave their wagons. One of them was talking about Istar and the Tower of High Sorcery as though they haven't been founded yet, which makes that one around 3,000 years old." Remounting Handsome, she then says, "If I am going to keep traveling with you, I'm putting a condition on my return. It's non-negotiable, but I've tried to make the condition itself as painless as possible in terms of what it requires of you. If you all can't accept my condition, then I will part ways with you once we're back in Kalaman. But I'd prefer to wait until things are relatively quiet to talk further about that. If we were to camp out somewhere rather than head immediately back, those would be acceptable conditions for talking about it, I think. I'm happy to defer to you all as to where we might camp—I honestly wouldn't mind getting a ways away from here." She gives a rueful chuckle. "I'm happy to see you've all survived, and that you found Ms. Rookledust." She gives the Gnomish inventor a courteous nod, then continues, "I can offer up to 3 of you a bit of healing if anyone wants it—some of you are looking pretty dire." OOC Action: Bonus Action: Reaction: Movement: Object Interaction: Mount Action: Mount Movement: Actions & Resources Actions: Shortbow (simple, ranged, ammunition, two-handed). Ranged Weapon Attack: +4 to hit, ranged 80/320 ft., one target. Hit: (1d6 + 2) piercing damage. Dagger (light, ranged or melee). Ranged Weapon Attack: +4 to hit, ranged 20/80 ft., one target. Hit: (1d4 + 2) piercing damage. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (1d4+2) piercing damage. Bonus Actions: Healing Word A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d4 for each slot level above 1st. Bardic Inspiration (4 per long rest, for 1d6) As a bonus action, a creature (other than yourself) within 60 ft. that can hear you gains an inspiration die (1d6). For 10 minutes, the creature can add it to one ability check, attack roll, or saving throw. This can be added after seeing the roll, but before knowing the outcome. Cutting Words (requires use of bardic inspiration) Also at 3rd level, you learn how to use your wit to distract, confuse, and otherwise sap the confidence and competence of others. When a creature that you can see within 60 feet of you makes an attack roll, an ability check, or a damage roll, you can use your reaction to expend one of your uses of Bardic Inspiration, rolling a Bardic Inspiration die and subtracting the number rolled from the creature’s roll. You can choose to use this feature after the creature makes its roll, but before the GM determines whether the attack roll or ability check succeeds or fails, or before the creature deals its damage. The creature is immune if it can’t hear you or if it’s immune to being charmed. Heat Metal Until the spell ends (up to 1 minute), you can use a bonus action on each of your subsequent turns to cause this damage (1d8 fire damage for each level the spell is cast at, minimum 2nd level) again. Ammunition: 14 arrows in quiver, 0 arrow bundles in backpack. Spellcasting: Mery is a 2nd-level spellcaster. Her spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). She has the following bard spells available for spontaneous casting: Cantrips (3/3 slots): prestidigitation, vicious mockery, message 1st level (4/4 slots): healing word, hideous laughter, cure wounds, unseen servant 2nd (3/3 slots): invisibility, heat metal, enhance ability Class Features: 3/3 Bardic Inspiration, recovered after a long rest Song of Rest (Use on any short rest - anyone who hears her performance and chooses to regain a hit die gains an extra 1d6 of HP.) Jack of All Trades (add 1/2 proficiency bonus, rounded down, to any ability check you make that doesn't already include your proficiency bonus.) Bardic College = College of Lore. Gain expertise in 2 skills you already have proficiency in, and proficiency in 3 new skills. (Choosing Persuasion and Deception for Expertise, adding Nature, Stealth, and Religion for Proficiency.) OOC OOC comments, if I have them, go here. 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JubalBreakbottle Posted February 18 Clone Share Posted February 18 (edited) Coltan Bluetemper Level 4 Neidar Folk Hero Forge Cleric AC: 19 (Splint armor +2 Shield) | HP: 38/42 (4d8+12+4) | Speed: 25 ft. Senses: Darkvision 60 ft., Passive Perception 16, Insight 13, Investigation 12
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