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PureChance

PureChance


spacer.pngWilovar Haften

Half Elf Merchant, Waukeener 


AC: 18 (Scale, Shield) | HP: 15/15 () | HD: 2/2 | Speed: 30 ft. | Initiative: +2
Senses: Passive Perception 15, Insight 15, Investigation 10. Darkvision 60ft.
Str: 8 (-1) | Dex: 14 (+2) | Con: 12 (+1) | Int: 10 (+0) | Wis: 16 (+3) | Cha: 16 (+3)
Languages: Common, Elven, Dwarven, Halfling
Spell Slots: L1 3/3 |


 

Wilovar chuckles as the dragon kin lists of the items he was unwilling to offer, privately wondering if poor Elrod had just marked exactly which items were most likely to go amiss. Unless his and Norman's ideas held weight. He appreciated the mans indulgences, and certainly the chap seemed to have a lot of knowledge, and have dabbled in a lot of different jobs judging by yet another the story that drew forth.

Unfortunately Wilovar's own offering was cut short by the arrival of the raven. The ominous message did nothing to ease his nerves of spending the night in these ruins, with whispering watchers and potential bandits about. The only saving grace was the miserable weather that made him grateful for their little cover, even if a little damp still crept in amongst moss covered stone.

He joined D on the first watch, eager to find out more about the mans interesting and varied past. Clearly the young lad was something of a polymath to have succeeded at all these different careers and be looking for more talents still. He was also curious as to what might happen with the saucer, given that the vermin had so far avoided it. Anything to take his mind off what might wait back home. A pity it wasn't gnolls - as terrifying as they were, at least they were known.

 

 

OOC

Action: eagle-eyed Wilovar cranks out another nat 20 on perception. I think that's three in a row, so I'm expecting a run of 1's next combat.

Bonus Action: -

Movement: -

Reaction: -

Object Interaction: -

Concentration: -

Actions & Resources

Actions:

Mace . Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 1d8 - 1 bludgeoning damage.

Light Crossbow . Ranged Weapon Attack: +4 to hit, ranged 80/320 ft., one target. Hit: 1d8 + 3 piercing damage. Loading, Two-Handed

Sacred Flame . Cantrip (V,S): Creature you can see, range 60 ft., one target, no cover. DEX Save: 1d8 radiant damage.

 

Bonus Actions:

-

 

Reactions:

-

 

Class Features:

Blessing of the Trickster . Starting when you choose this domain at 1st level, you can use your action to touch a willing creature other than yourself to give it advantage on Dexterity (Stealth) checks. This blessing lasts for 1 hour or until you use this feature again.

Channel Divinity (1/1)

  • Turn Undead

    As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.

    A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.

  • Invoke Duplicity

    As an action, you create a perfect illusion of yourself that lasts for 1 minute, or until you lose your concentration (as if you were concentrating on a spell). The illusion appears in an unoccupied space that you can see within 30 feet of you. As a bonus action on your turn, you can move the illusion up to 30 feet to a space you can see, but it must remain within 120 feet of you.

    For the duration, you can cast spells as though you were in the illusion's space, but you must use your own senses. Additionally, when both you and your illusion are within 5 feet of a creature that can see the illusion, you have advantage on attack rolls against that creature, given how distracting the illusion is to the target.

 

 

PureChance

PureChance


spacer.pngWilovar Haften

Half Elf Merchant, Waukeener 


AC: 18 (Scale, Shield) | HP: 15/15 () | HD: 2/2 | Speed: 30 ft. | Initiative: +2
Senses: Passive Perception 15, Insight 15, Investigation 10. Darkvision 60ft.
Str: 8 (-1) | Dex: 14 (+2) | Con: 12 (+1) | Int: 10 (+0) | Wis: 16 (+3) | Cha: 16 (+3)
Languages: Common, Elven, Dwarven, Halfling
Spell Slots: L1 3/3 |


 

Wilovar chuckles as the dragon kin lists of the items he was unwilling to offer, privately wondering if poor Elrod had just marked exactly which items were most likely to go amiss. Unless his and Norman's ideas held weight. He appreciated the mans indulgences, and certainly the chap seemed to have a lot of knowledge, and have dabbled in a lot of different jobs judging by yet another the story that drew forth.

Unfortunately Wilovar's own offering was cut short by the arrival of the raven. The ominous message did nothing to ease his nerves of spending the night in these ruins, with whispering watchers and potential bandits about. The only saving grace was the miserable weather that made him grateful for their little cover, even if a little damp still crept in amongst moss covered stone.

He joined D on the first watch, eager to find out more about the mans interesting and varied past. Clearly the young lad was something of a polymath to have succeeded at all these different careers and be looking for more talents still. He was also curious as to what might happen with the saucer, given that the vermin had so far avoided it. Anything to take his mind off what might wait back home. A pity it wasn't gnolls - as terrifying as they were, at least they were known.

 

 

OOC

Action: -

Bonus Action: -

Movement: -

Reaction: -

Object Interaction: -

Concentration: -

Actions & Resources

Actions:

Mace . Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 1d8 - 1 bludgeoning damage.

Light Crossbow . Ranged Weapon Attack: +4 to hit, ranged 80/320 ft., one target. Hit: 1d8 + 3 piercing damage. Loading, Two-Handed

Sacred Flame . Cantrip (V,S): Creature you can see, range 60 ft., one target, no cover. DEX Save: 1d8 radiant damage.

 

Bonus Actions:

-

 

Reactions:

-

 

Class Features:

Blessing of the Trickster . Starting when you choose this domain at 1st level, you can use your action to touch a willing creature other than yourself to give it advantage on Dexterity (Stealth) checks. This blessing lasts for 1 hour or until you use this feature again.

Channel Divinity (1/1)

  • Turn Undead

    As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.

    A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.

  • Invoke Duplicity

    As an action, you create a perfect illusion of yourself that lasts for 1 minute, or until you lose your concentration (as if you were concentrating on a spell). The illusion appears in an unoccupied space that you can see within 30 feet of you. As a bonus action on your turn, you can move the illusion up to 30 feet to a space you can see, but it must remain within 120 feet of you.

    For the duration, you can cast spells as though you were in the illusion's space, but you must use your own senses. Additionally, when both you and your illusion are within 5 feet of a creature that can see the illusion, you have advantage on attack rolls against that creature, given how distracting the illusion is to the target.

 

 

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