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Chapter 02c-1: Shadow of War (Fetching Tatina Rookledust)


Kamishiro_Rin

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spacer.pngModri

Hill Dwarf Outlander Wild Magic Barbarian


AC: 17 (+1Dex + 4Con + 2Shield ) | HP: 8/61 + 1 THP (4d12+16+8+1) | Speed: 25'
Senses: Darkvision 60 ft., passive Perception 11, Insight 11, Investigation 10
Str: 16 (+3) | Dex: 13 (+1) | Con: 18 (+4) | Int: 10 (+0) | Wis: 12 (+1) | Cha: 8 (-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 Feat in effect

 

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token1.png.1f361b5b69f15cd7a9ff716bb787caee.pngHunni 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
Str: 8 (-1) | Dex: 14 (+2) | Con: 15 (+2) | Int: 8 (-1) | Wis: 12 (+1) | Cha: 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 by KingGoblin (see edit history)
Name
Intelligence (Arcana)
19
1d20+1 18
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MerituuliToken.png.53f9774174cd1fbd27a1aa51cf1736c8.pngMerituuli 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: 12 (+1) | Dex: 14 (+2) | Con: 14 (+2) | Int: 10 (+0) | Wis: 18 (+4) | Cha: 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
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image.png.f43e797dc98446c97baef5b972307405.pngArtanis 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
Str: 18 (+4) | Dex: 8 (–1) | Con: 13 (+1) | Int: 8 (-1) | Wis: 12 (+1) | Cha: 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 Evasion.


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.

Bonus Actions:

   Rallying Mark

   Urgent Orders  

   Helpful Word

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).

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spacer.pngModri

Hill Dwarf Outlander Wild Magic Barbarian


AC: 17 (+1Dex + 4Con + 2Shield ) | HP: 8/61 + 1 THP (4d12+16+8+1) | Speed: 25'
Senses: Darkvision 60 ft., passive Perception 11, Insight 11, Investigation 10
Str: 16 (+3) | Dex: 13 (+1) | Con: 18 (+4) | Int: 10 (+0) | Wis: 12 (+1) | Cha: 8 (-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 Feat in effect

 

Name
Investigation w/ Guidance
12
1d20+1d4 10,2
Advantage w/Hunni
22
1d20+1d4 19,3
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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

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token1.png.1f361b5b69f15cd7a9ff716bb787caee.pngHunni 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
Str: 8 (-1) | Dex: 14 (+2) | Con: 15 (+2) | Int: 8 (-1) | Wis: 12 (+1) | Cha: 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.

 

 

 

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spacer.png                       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: 8 (-1) | Dex: 14 (+4) | Con: 14 (+2) | Int: 14 (+2) | Wis: 11 (+0) | Cha: 18 (+6)
Languages:  Common, Elven, Solamnic, Kharolian, and Draconic
Spell-casting: +6 or DC 141st 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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 spacer.pngColtan 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
Str: 14 (+2) | Dex: 8 (–1) | Con: 16 (+3) | Int: 10 (+0) | Wis: 18 (+4) | Cha: 10 (+0)
Magic: +6 DC 14 | ChannelTurn Undead

Harness Divine Power 0 / 1 per Long

Artisan's Blessing
1/1 | Cantrips1. Sacred Flame VS
2. Word of Radiance VM
3. Light VM
4. Mending VSM minute
| 1stD. Identify VSM Ritual
D. Searing Smite V Bonus

1. Bless VSM
2. Detect Magic VS Concentration, Ritual
3. Healing Word V Bonus
4. Cure Wounds VS
5. Guiding Bolt VS
3/4 | 2ndD. Heat Metal VSM Concentration
D. Magic Weapon VS Concentration

6. Lesser Restoration VS
7. Spiritual Weapon VS Bonus
8. Silence VS Concentration, Ritual
1/3

Languages: Speak, read, and write Common and Dwarvish


Coltan was glad Meri and Artanis pushed everyone's efforts, so he didn't have to. With an army roaming about, they needed to return to Kalaman with this gnome as soon as possible. And with Mery still wandering about, they could not stay the night at the gnome's house, which would probably be more defensible than a campsite, but also might attract more draconians, since it was known location. Still.

When Mery finally appeared after hour on the trail, Coltan was still grumpy. They were fortunate the horse or any of the humans had not turned an ankle walking in the darkness. And that an army patrol had not found them or her. He would not relish having Artanis attempting cavalry maneuvers in the dark. The knight would either be blind or be illuminated as an arrow target.

"Aye. It's good we found you out here at night, Mery. Let's find a place to camp. It looks past midnight." Coltan's voice was not filled with cheer. As a well-practiced traveler on the roads of Ansalon, the dwarf starts looking for suitable campsite.

Away from others, he grumbled to keep his aggravation to himself. He could not believe that Mery placed a condition on her traveling with them. She sounds like a noble who he despises. He had liked her before. He wonders if she is now under the influence of witches. So distracted, he cannot find a good campsite.


OOC

Bonus Action: Use Harness Divine Power to restore a 1st level spell slot, so now 3/4, before the Short Rest recharges the Channel

Movement:

Action: Survival looking for a campsite

Reaction:

Use Object:

Concentration:

Actions and Resources

Actions

+1 Holy Warhammer (versatile). Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 1d8 + 3 magic, fire damage.
Versatile damage: 1d10 + 3 magic, fire damage.

Warhammer (versatile). Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 1d8 + 2 bludgeoning damage.
Versatile damage: 1d10 + 2 bludgeoning damage.

Handaxe (light, thrown). Melee & Ranged Weapon Attack: +4 to hit, ranged 20/60 ft., one target.
Hit: 1d6 + 2 slashing damage.

Dagger (light, thrown). Melee & Ranged Weapon Attack: +4 to hit, ranged 20/60 ft., one target.
Hit: 1d4 + 2 piercing damage.

Spell-casting: +6 or DC 14 | 1st 3/4 | 2nd 1/3

Cantrips

  1. Sacred Flame (V, S). Spell Attack: Dex DC 13, ranged 60 ft., one target.  Fail: 1d8 radiant damage.
  2. Word of Radiance (V, M). Spell Attack: Con DC 13, ranged 5 ft., each creature of your choice. Fail: 1d6 radiant damage.
  3. Light (V,M).  You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action.  If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell.
  4. Mending (V,S,M). This spell repairs a single break or tear in an object you touch, such as broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage. This spell can physically repair a magic item or construct, but the spell can't restore magic to such an object.

1st level spells prepared

  • Forge Domain: Identify (V,S,M) Ritual. You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it. If you instead touch a creature throughout the casting, you learn what spells, if any, are currently affecting it.
  • Forge Domain: Searing Smite (V). The next time you hit a creature with a melee weapon attack during the spell's duration, your weapon flares with white-hot intensity, and the attack deals an extra 1d6 fire damage to the target and causes the target to ignite in flames. At the start of each of its turns until the spell ends, the target must make a Constitution saving throw. On a failed save, it takes 1d6 fire damage. On a successful save, the spell ends. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames (such as the target being submerged in water), the spell ends.
  1. Bless (V,S,M).  You bless up to three creatures of your choice within 30 ft. Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw.  Concentration up to 1 minute.
  2. Cure Wounds (V,S).  A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
  3. Detect Magic (V,S) Concentration, Ritual. For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.  The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.  Concentration up to 10 minutes.
  4. Healing Word (V) Bonus.  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.
  5. Guiding Bolt (V,S).  Make a ranged spell attack against the target within 120 feet. On a hit, the target takes 4d6 radiant damage, and the next attack roll made against this target before the end of your next turn has advantage

2nd-Level Spells Prepared

  • Forge Domain: Heat Metal (V,S,M) Concentration. Choose a manufactured metal object, such as a metal weapon or a suit of heavy or medium metal armor, that you can see within range. You cause the object to glow red-hot. Any creature in physical contact with the object takes 2d8 fire damage when you cast the spell. Until the spell ends, you can use a bonus action on each of your subsequent turns to cause this damage again. If a creature is holding or wearing the object and takes the damage from it, the creature must succeed on a Constitution saving throw or drop the object if it can. If it doesn't drop the object, it has disadvantage on attack rolls and ability checks until the start of your next turn.
  • Forge Domain: Magic Weapon (V,S) Concentration. You touch a nonmagical weapon. Until the spell ends, that weapon becomes a magic weapon with a +1 bonus to attack rolls and damage rolls.
  • 6. Spiritual Weapon (V,S) Bonus. When you cast the spell, you can make a melee spell attack against a creature within 5 feet of the weapon. On a hit, the target takes force damage equal to 1d8 + your spellcasting ability modifier. As a bonus action on your turn, you can move the weapon up to 20 feet and repeat the attack against a creature within 5 feet of it.
  • 7. Lesser Restoration (V,S). You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned.
  • 8. Silence (V,S) Concentration, Ritual. For the duration, no sound can be created within or pass through a 20-foot-radius sphere centered on a point you choose within range. Any creature or object entirely inside the sphere is immune to thunder damage, and creatures are deafened while entirely inside it. Casting a spell that includes a verbal component is impossible there.

Channel Divinity: 1/1 short rest

Turn Undead.  Expend a use of your Channel Divinity as an action to make each undead that can see or hear you within 30 feet of you to make a Wisdom DC 13. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.

Harness Divine Power.  As a bonus action, expend a use of your Channel Divinity to regain one expended spell slot, the level of which can be no higher than half your proficiency bonus (rounded up).

Artisan's Blessing. You conduct an hour-long ritual that crafts a nonmagical item that must include some metal: a simple or martial weapon, a suit of armor, ten pieces of ammunition, a set of tools, or another metal object (see chapter 5, "Equipment," in the Player's Handbook for examples of these items). The creation is completed at the end of the hour, coalescing in an unoccupied space of your choice on a surface within 5 feet of you.  The thing you create can be something that is worth no more than 100 gp. As part of this ritual, you must lay out metal, which can include coins, with a value equal to the creation. The metal irretrievably coalesces and transforms into the creation at the ritual's end, magically forming even nonmetal parts of the creation. The ritual can create a duplicate of a nonmagical item that contains metal, such as a key, if you possess the original during the ritual.

War Caster

  • You have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage.
  • You can perform the somatic components of spells even when you have weapons or a shield in one or both hands.
  • When a hostile creature's movement provokes an opportunity attack from you, you can use your reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature

 
 
Edited by JubalBreakbottle (see edit history)
Name
Survival (look for campsite)
6
1d20+5 1
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token1.png.1f361b5b69f15cd7a9ff716bb787caee.pngHunni 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
Str: 8 (-1) | Dex: 14 (+2) | Con: 15 (+2) | Int: 8 (-1) | Wis: 12 (+1) | Cha: 19 (+4)
Languages: You can speak, read, and write Common, Gullytalk, Elven, and Dwarven


Hunni sighs. She is tired, but they are so close to town. And with big black clouds of evil elder witches, roving bands of draconian soldiers, and goblins in the area, the danger of being ambushed in their camp is real.

 

And the issue with Mery. "Lots of ultimatums. Even an ultimatum on when we can talk about the next ultimatum. But Ok, it can wait. I wish we could get to town tonight," she sighs, patting her giant constrictor snake thoughtfuly. "How far away are the witches, and how confident are you they can't influence events away from their wagons? I would hate to become bear chow in our sleep."

 

 

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.

 

 

 

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 spacer.pngColtan 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
Str: 14 (+2) | Dex: 8 (–1) | Con: 16 (+3) | Int: 10 (+0) | Wis: 18 (+4) | Cha: 10 (+0)
Magic: +6 DC 14 | Channel 1/1 | Cantrips | 1st 3/4 | 2nd 1/3

Languages: Speak, read, and write Common and Dwarvish


Coltan sighs as the gully's comments mirror his own feelings, "four hours Hunni to Kalaman. Either we travel further in the dark where the horses or humans can turn an ankle. Or, we travel illuminated and attract threats like moths."

After a uncomfortable pause, the larger dwarf sighs again, "maybe you're right. We could travel without lights, and Mery and Reorx can heal the turned ankles."


OOC

Bonus Action:

Movement:

Action:

Reaction:

Use Object:

Concentration:

Actions and Resources

Actions

+1 Holy Warhammer (versatile). Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 1d8 + 3 magic, fire damage.
Versatile damage: 1d10 + 3 magic, fire damage.

Warhammer (versatile). Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 1d8 + 2 bludgeoning damage.
Versatile damage: 1d10 + 2 bludgeoning damage.

Handaxe (light, thrown). Melee & Ranged Weapon Attack: +4 to hit, ranged 20/60 ft., one target.
Hit: 1d6 + 2 slashing damage.

Dagger (light, thrown). Melee & Ranged Weapon Attack: +4 to hit, ranged 20/60 ft., one target.
Hit: 1d4 + 2 piercing damage.

Spell-casting: +6 or DC 14 | 1st 3/4 | 2nd 1/3

Cantrips

  1. Sacred Flame (V, S). Spell Attack: Dex DC 13, ranged 60 ft., one target.  Fail: 1d8 radiant damage.
  2. Word of Radiance (V, M). Spell Attack: Con DC 13, ranged 5 ft., each creature of your choice. Fail: 1d6 radiant damage.
  3. Light (V,M).  You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action.  If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell.
  4. Mending (V,S,M). This spell repairs a single break or tear in an object you touch, such as broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage. This spell can physically repair a magic item or construct, but the spell can't restore magic to such an object.

1st level spells prepared

  • Forge Domain: Identify (V,S,M) Ritual. You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it. If you instead touch a creature throughout the casting, you learn what spells, if any, are currently affecting it.
  • Forge Domain: Searing Smite (V). The next time you hit a creature with a melee weapon attack during the spell's duration, your weapon flares with white-hot intensity, and the attack deals an extra 1d6 fire damage to the target and causes the target to ignite in flames. At the start of each of its turns until the spell ends, the target must make a Constitution saving throw. On a failed save, it takes 1d6 fire damage. On a successful save, the spell ends. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames (such as the target being submerged in water), the spell ends.
  1. Bless (V,S,M).  You bless up to three creatures of your choice within 30 ft. Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw.  Concentration up to 1 minute.
  2. Cure Wounds (V,S).  A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
  3. Detect Magic (V,S) Concentration, Ritual. For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.  The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.  Concentration up to 10 minutes.
  4. Healing Word (V) Bonus.  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.
  5. Guiding Bolt (V,S).  Make a ranged spell attack against the target within 120 feet. On a hit, the target takes 4d6 radiant damage, and the next attack roll made against this target before the end of your next turn has advantage

2nd-Level Spells Prepared

  • Forge Domain: Heat Metal (V,S,M) Concentration. Choose a manufactured metal object, such as a metal weapon or a suit of heavy or medium metal armor, that you can see within range. You cause the object to glow red-hot. Any creature in physical contact with the object takes 2d8 fire damage when you cast the spell. Until the spell ends, you can use a bonus action on each of your subsequent turns to cause this damage again. If a creature is holding or wearing the object and takes the damage from it, the creature must succeed on a Constitution saving throw or drop the object if it can. If it doesn't drop the object, it has disadvantage on attack rolls and ability checks until the start of your next turn.
  • Forge Domain: Magic Weapon (V,S) Concentration. You touch a nonmagical weapon. Until the spell ends, that weapon becomes a magic weapon with a +1 bonus to attack rolls and damage rolls.
  • 6. Spiritual Weapon (V,S) Bonus. When you cast the spell, you can make a melee spell attack against a creature within 5 feet of the weapon. On a hit, the target takes force damage equal to 1d8 + your spellcasting ability modifier. As a bonus action on your turn, you can move the weapon up to 20 feet and repeat the attack against a creature within 5 feet of it.
  • 7. Lesser Restoration (V,S). You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned.
  • 8. Silence (V,S) Concentration, Ritual. For the duration, no sound can be created within or pass through a 20-foot-radius sphere centered on a point you choose within range. Any creature or object entirely inside the sphere is immune to thunder damage, and creatures are deafened while entirely inside it. Casting a spell that includes a verbal component is impossible there.

Channel Divinity: 1/1 short rest

Turn Undead.  Expend a use of your Channel Divinity as an action to make each undead that can see or hear you within 30 feet of you to make a Wisdom DC 13. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.

Harness Divine Power.  As a bonus action, expend a use of your Channel Divinity to regain one expended spell slot, the level of which can be no higher than half your proficiency bonus (rounded up).

Artisan's Blessing. You conduct an hour-long ritual that crafts a nonmagical item that must include some metal: a simple or martial weapon, a suit of armor, ten pieces of ammunition, a set of tools, or another metal object (see chapter 5, "Equipment," in the Player's Handbook for examples of these items). The creation is completed at the end of the hour, coalescing in an unoccupied space of your choice on a surface within 5 feet of you.  The thing you create can be something that is worth no more than 100 gp. As part of this ritual, you must lay out metal, which can include coins, with a value equal to the creation. The metal irretrievably coalesces and transforms into the creation at the ritual's end, magically forming even nonmetal parts of the creation. The ritual can create a duplicate of a nonmagical item that contains metal, such as a key, if you possess the original during the ritual.

War Caster

  • You have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage.
  • You can perform the somatic components of spells even when you have weapons or a shield in one or both hands.
  • When a hostile creature's movement provokes an opportunity attack from you, you can use your reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature

 
 
Edited by JubalBreakbottle (see edit history)
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spacer.pngModri

Hill Dwarf Outlander Wild Magic Barbarian


AC: 17 (+1Dex + 4Con + 2Shield ) | HP: 31/61 + 1 THP (4d12+16+8+1) | Speed: 25'
Senses: Darkvision 60 ft., passive Perception 11, Insight 11, Investigation 10
Str: 16 (+3) | Dex: 13 (+1) | Con: 18 (+4) | Int: 10 (+0) | Wis: 12 (+1) | Cha: 8 (-1)
Languages: You can speak, read, and write Common, Dwarvish, Elvish

Rages: 0/3 | Magic Awareness: 1/2


Modri patches himself as best he can, and gives a nod of respect to Tatina's ingenuity and her magical bag. On one hand, the outlander in Modri can criticize the Artificer about what would happen if she didn't have her magical bag, how then to carry her items. However, he also knows that she lives in a much different world, and her contraptions were fighting a good fight before they arrived.

No need to get philosophical over the small details, the Gnome is all right in his book.

 

As the group travels, Modri mentally prepares himself for whatever fight is still to come. Before meeting up with this group, Modri hunted, and on a very rare occasion crossed with some lone bandit or ne'er-do-well. The idea of having multiple scrapes a day is a new thing to him since this army invaded, and he's learning his limitations though even in his own mind he stubbornly refuses to fully accept it.

I've got another fight in me. Have to.

As they run across Mery, a big grin takes him and he's greatly relieved to see the young scholar alive, which also means that maybe all of them will make it back alive too. And then she speaks of how she has conditions for the group. His smile turns to a deep set frown, and his new wounds begin to itch a bit.

"My vote is for Kalaman. We can hear whatever speech you've prepared when we're actually safe, Mery. We can all talk after we've seen Miss Rookledust safe and done what we promised to. This land's not a peaceful meadow to frolic in and have heartfelt chats."

There is more that can be said, but for now they are in a war, they have a quest to complete, and they need to face the reality of the very real danger they are in now. Other things can wait.

 

OOC

Movement: NA

Bonus Action: NA

Action: NA

Reaction: Sentinel Feat in effect

 

Edited by Peacemonger (see edit history)
Name
Using all 4 HD to heal
23
4d12 6,5,1,11
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MerituuliToken.png.53f9774174cd1fbd27a1aa51cf1736c8.pngMerituuli Kaiutin
Level 4 Sea Elf Far Traveler Beast Master Ranger


AC: 18 (Breastplate, +2 Shield) | HP: 22/48 (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: 12 (+1) | Dex: 14 (+2) | Con: 14 (+2) | Int: 10 (+0) | Wis: 18 (+4) | Cha: 8 (-1)
Languages: Common, Elvish, Kenderspeak, Kharolian, Khur


“My words” | ‘My thoughts’  | My actions . . .


Back to Kalaman

Like with Hunni, Merituuli rushes over to Mery once they've found her, offering a hug as well. He explains what Kalasääski had experienced, finishing with a sincere, "I'm glad to see you're OK."

He nods in understanding at Mery wanting to discuss the day's events, but finds himself agreeing with the others that heading back to Kalaman as soon as possible would be best. "I think this discussion deserves all of us well-rested... yourself included, Mery. I don't think it's safe so close to this forest, and we've ran into enough on the road that I don't trust camping for the night out here. Artanis, I'm more than happy to help guide you and Tiergan through the dark, and Kalasääski can fly a bit ahead of us to scout for any threats. We'll take it slow, careful, and quiet. And if you do have any healing to spare, Mery, it'd be appreciated. After Kalasääski found us and we retrieved Tatina, we left in a bit of a rush."

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
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Date

On This Bakukal, the 25th Day of Brookgreen,
in the 351st Year After the Cataclysm
(Thursday, March 25, 351 AC)

The 6th Day of the Campaign - About 4:30 AMish

  • Solinari: Waning Gibbous
  • Lunitari: Waning Crecent
  • Nuitari: Waxing Crecent

Fetching Tatina Rookledust

(Everyone)

IC

Return to Kalaman

   You all are able to return to Kalaman without issues.

OOC

   The map of the Kalaman region in Maps & Game Information illustrates this area.

Statblocks

Edited by Kamishiro_Rin (see edit history)
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image.png.f43e797dc98446c97baef5b972307405.pngArtanis 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
Str: 18 (+4) | Dex: 8 (–1) | Con: 13 (+1) | Int: 8 (-1) | Wis: 12 (+1) | Cha: 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 Evasion.


My words,  | My thoughts,’  | My actions . . .


 

Artanis sets to work prying floorboards without complaint; farm-life had him used to hard labour. Though he didn't usually do it in full plate armour, or after fighting a seemingly endless stream of goblins, so he's probably a little slower as a result and certainly feels it more. "True," he replies to Huuni, "though I'm not sure I want to split up any more after what's just happened. Perhaps we can cross that bridge when we reach the place Kalasääski last saw Mery we can make a decision? If I really need to, Tiergan can probably get Tatina and I back to Kalaman pretty quickly and make up lost time, so long as he's a day to rest after. Not that we've had much of those recently."

Once they had packed away everything Tatina wanted - a necessary endeavour despite the extra effort and time given the place would likely be crawling with goblins again before nightfall - he jumped astride Tiergan again to set off. He does feel a little sympathetic to those confined to walking, though he supposes aside from Merituuli they are probably used to it. Certainly not sympathetic enough to trade places.

As the light begins to fade, he pulls a torch from one of his saddlebags to light the way. It'll make them visible to whatever still lurks in the woods but it's not as id he can progress any other way. Besides, Mery might see the light if she's lost.

 


 

When they catch up with Mery on the road, seemingly unharmed by her encounter, relief rushes through Artanis. "Happy to see you alive and well too - we've seen enough death over the past week to have more," he adds his greetings. "I think a conversation about how we all work together is needed, though not when we're all weary and on edge from a days hard combat and unknown threats in the woods as the rest say."

He makes no effort to dismount as the group consensus is clear - Kalaman with all haste and pay the price on the morrow. "Thanks for your guidance Kai, I think any fight we can avoid will be for the best. And Mery, depending how much healing you have to spare I think both Modri and myself would be grateful as well." He figures the dwarf is unlikely to ask for that having turned down Reorx' aid immediately after the battle, but he'd seen the state of the dwarf... "Let us pray that Habbakuk grants us safe passage through the night."

When they finally reach Kalaman, just starting to appear silhouetted against dawn's fresh light, Artanis is exhausted. He presents his seal the guards, and asks for word to be sent to the Marshall or Ser Colpher of their return, though begs off any audience or report for now if they would be so gracious. He's almost caught himself falling asleep a few times atop Tiergan, and didn't want to risk the same before his superiors!

 

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.

Bonus Actions:

   Rallying Mark

   Urgent Orders  

   Helpful Word

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).

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