codexgigas Posted April 2 Clone Share Posted April 2 (edited) Arlo Thistleknott Kender Entertainer Arcane Trickster Rogue AC: 16 (Studded Leather) | HP: 48/48 | Speed: 40 ft. Senses: passive Perception 18, Insight 15, Investigation 16 Str: 8 (-1) | Dex: 18 (+4) | Con: 14 (+2) | Int: 14 (+2) | Wis: 12 (+1) | Cha: 10 (+0) Languages: You can speak, read, and write Common, Kenderpseak, and Thieves' Cant Arlo smiles as he unlocks Fairla's cell door. "Any sign of our belongings?" he asks. "This is a very nice lockpick, but I suppose you'll want it back Elgo. I know I would." He looks at Fairla. "You didn't see my spell book or spell components over there, did you, Fairla? Those are almost as important as my hoopak. I'm pretty sure if I have my own lockpicks, my hoopak, and the things I need to cast spells, I can get us out of here. Plus, if someone else is causing a distraction, the Red Dragon Meanies won't have time to look for us, will they?" Arlo follows Vigdan outside also sticking to the shadows, and he finds himself near the gully dwarf that Elgo mentioned. "Hi, my name is Arlo," he whispers toward the gully dwarf. "You're not with the Red Dragon Meanies, are you? Do you know what they did with my hoopak?" OOC Action: Thieves' tools check to open the lock. Move: to T23 Bonus Action: Hide Taunt: 3/3 Spell Slots: 3/3 1st Level Edited April 2 by codexgigas (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Stealth 11 1d20+7 4 Link to comment Share on other sites More sharing options...
PhoenixSlayer Posted April 2 Clone Share Posted April 2 (edited) Merituuli Kaiutin Level 5 Sea Elf Far Traveler Beast Master Ranger AC: 18 (Breastplate, +2 Shield) | HP: 58/58 (5d10+10+10) | HD: 5/5 | Speed: 30 ft., Swim 30 ft. Senses: passive Perception 20 (Expertise, Darkvision 60 ft.), Insight 17, Investigation 10 Str:Save: +4 Athletics: +4 Carrying Capacity: 180 lb. Lift/Push/Drag: 360 lb. 12 (+1) | Dex:Initiative: +7 (Alert) Save: +5 Acrobatics: +2 Sleight of Hand: +2 Stealth: +2* *Boots of Elvenkind: While you wear these boots, your steps make no sound, regardless of the surface you are moving across. You also have advantage on Dexterity (Stealth) checks that rely on moving silently. 14 (+2) | Con:Save: +2 14 (+2) | Int:Save: +0 Arcana: +0 History: +0 Investigation: +0 Nature: +3 Religion: +0 10 (+0) | Wis:Save: +4 Animal Handling: +7 Insight: +7 Medicine: +4 Perception: +10★ Survival: +7 ★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 . . . Merituuli is ready to throw open the door before he hears two voices atop the wall to their west. He grimaces as the dwarven soldier just barely spots Coltan and rushes off to warn what sounds to be a commanding officer, while the human begins making their way towards their location. Seeing Coltan place one of the tabards over his armor, Merituuli thinks for a moment before whispering, "Coltan, you might be able to intercept the soldier and fool them into thinking you're one of them wearing that tabard - you or Artanis would be the best for the job. I'd stick out like a sore thumb, unfortunately. If it goes bad, just give us a signal and we'll rush in." The arrival of two figures from the north puts a wrinkle in the plan, however - a bald, dark-skinned man and a kender who sidle up near Hunni and Modri. He catches bits of the kender's questions to Hunni and relays to Artanis and Coltan in a whisper, "I think we might have some newfound friends, judging from that kender saying 'Red Dragon Meanies' and asking if we know where his hoopak went." The sea elf gives a small, cautious wave over to the two newcomers, remaining pressed up by the door. OOC Alert: Other creatures don't gain advantage on attack rolls against you as a result of being unseen by you. Concentration: Pass without Trace Bonus Action: Action: Actively Hide, if needed! Movement: Reaction: Actions & Resources Actions: Attacks Per Action: 2 Baculite Shell (Shillelagh). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 1d8+4 bludgeoning damage. Thorn Whip. Melee Spell Attack: +7 to hit, range 30 ft., one target. Hit: 2d6 piercing damage. Heavy Crossbow (heavy, loading, two-handed). Ranged Weapon Attack: +5 to hit, range 100/400 ft., one target. Hit: 1d10+2 piercing damage. Dagger (finesse, light, thrown). Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 1d4+2 piercing damage. Baculite Shell (Quarterstaff) (versatile). Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1d6+1 bludgeoning damage. Versatile damage: 1d8+1 bludgeoning damage. Net (thrown, special). Ranged Weapon Attack: +5 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: 3/3 Favored Foe Marks 4/4 1st Level Spells 1/2 2nd Level Spells Edited April 2 by PhoenixSlayer (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Hiding! 11 keep(2d20,highest)+2 9,5 Link to comment Share on other sites More sharing options...
Kamishiro_Rin Posted April 5 Author Clone Share Posted April 5 (edited) Date On This Linaras, the 27th Day of Brookgreen, in the 351st Year After the Cataclysm (Sunday, March 27, 351 AC) ★The 8th Day of the Campaign - About 4:50 AM–5:00 AM★ Solinari: Waning Gibbous Lunitari: Waning Crescent Nuitari: Waxing Crescent Wheelwatch Outpost (Everyone) IC Round 5 (Concluded) “Hey Barbedaxe, that you over there takin’ a piss? Barrelsunder is jumping at shadows again,” the human guard asks, as he jogs down the steps from the wall and through the space between the stables and the storeroom. When he clears the area, he sees most of their prisoners—though Fairla is not amongst them—plus a bunch of other people he’s never seen. “What the bloody hell!?! You’ve killed Waesna!” he yells, pointing to the dead body of the elven guard next to Modri. At this proclamation, you hear a series of hurried boots come running from the north and south towers. Fortunately, just one set of boots comes from the south tower—but they’re swift. A wood elf guard (RDAS5) dashes into view next to the guard that just yelled (RDAS4). He’s carrying a horn to alert the rest of the fort! “Saunders?” you hear a muffled shout from the stables, “Is that you? What’s going on out there?” “They’ve killed Smith!” the wood elf exclaims, pointing at the body next to Coltan. All of the RDASs had to dash to get to where they are, currently, so none of them can take actions, yet. I’ve made their positions visible so you can act without doing so blindly. Just keep in mind that if you try to attack the ones listed as “on the wall” (see the statblock below), that you won’t be able to attack them without a ranged option or running up those stairs in the southwest corner. Round 6 Start! OOC Walls. The walls of Wheelwatch are 20 feet high, with towers and fortifications adding an additional 10 feet for each floor. Windows. The windows in these walls are 6-inch-wide arrow slits. Light. Torches provide bright light throughout the fort. Ixenkuhri. Anyone who understands draconicknows that “Ixenkuhri” means “Fire River”. Gate Controls. The north and south gates each have a mechanism to open and close that gate. “Unlocking” (actually, engaging the internal mechanism) a gate mechanism requires using two separate gate keys or succeeding on a DC 14 Dexterity (thieves’ tools) check. It takes 1 minute to fully open or close the gates using the controls. Opening a gate attracts the attention of all creatures in areas W1, W2, W3, and W4. Eves and Lines of Sight. I’m going to rule that the buildings in the courtyard (jail (west), store room (attached to and south of the jail), stables (southwest corner), and kitchen (southeast corner), all have a 5-foot overhang for rain, and you can stand as far as 10 feet from a buildings’ edge before you are seen by a soldier patrolling a wall directly over you. However, that doesn’t stop you from being seen by a soldier on any of the other three sides looking directly at you. You Are Still in Initiative. A clock has started ticking, so to speak. You have to find two keys (Vigdan has just found one), there are three bodies on the ground and blood everywhere. A patrol could begin on any one of the four walls at any time, and someone is giving something a scrub-down in the stables—who knows how long that’s going to last? Map Statblocks Red Dragon Army Soldier Medium Humanoid, typically Lawful Evil Armor Class 17 (scale mail, shield) Hit Points 22 (4d8 + 4) Name Coordinates HP Max HP % Health Notes RDAS4 (human) Z24 20 20 100% — RDAS5 (wood elf) Y24 27 27 100% — RDAS6 (dwarf) Y17 25 25 100% (on the walls) RDAS7 (human) Y18 25 25 100% (on the walls) Kalaman Soldier!?! (human) “Lurden”? Z18 ?? ?? 100% (on the walls) Speed 30 ft. STR DEX CON INT WIS CHA 15 (+2) 12 (+1) 12 (+1) 10 (+0) 10 (+0) 10 (+0) Skills Athletics +4, Perception +2 Senses passive Perception 12 Languages Common, Draconic Challenge 1 (200 XP) Proficiency Bonus +2 Draconic Devotion. While the soldier can see a Dragon that isn’t hostile to it, the soldier has advantage on attack rolls. Actions Multiattack. The soldier makes two Longsword or Javelin attacks. Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage (or 7 (1d10 + 2) slashing damage if used with two hands), plus 2 (1d4) fire damage. Javelin. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage plus 2 (1d4) fire damage. Edited April 5 by Kamishiro_Rin (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
KingGoblin Posted April 5 Clone Share Posted April 5 (edited) Hunni Ravenwing, of clan Collic Gully Dwarf Mage of High Sorcery Hexblade Warlock AC: 18 (Scale Mail+2 Shield +2 Dex) | HP: 40/40 (15 THP) (hd 5d8) | 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: +2 History: +2 Investigation: -1 Nature: +2 Religion: -1: 8 (-1) | WisSave: +4 Animal Handling: +1 Insight: +1 Medicine: +1 Perception: +1 Survival: +4: 12 (+1) | ChaSave: +7 Deception: +7 Intimidation: +4 Performance: +4 Persuasion: +4: 19 (+4) Languages: You can speak, read, and write Common, Gullytalk, Elven, and Dwarven Somewhat surprised, Hunni glances at the kender that just approached her. Covered in dancing shadows of frost and humming with evil energies, she puts a finger to her lips. Although coated in shadow, her eyes still somehow glimmer with mischief. "Be vewy vewy quiet. We are hunting dwagon soldiers," she says, before turning back to the action. As the soldiers dash down, and she notices the one with the horn, Hunni moves forward. "Quickly," she says, "Give me the horn, the fort is overrun. Go check on the gates, they might already have the keys!" As she speaks, her words seem to reverberate, the whip in her hand almost echoing her words. OOC Armor of Agathys: 15 temporary hit points, 15 cold damage to any who strike her in melee. Action: Casting Suggestion on RDAS5, to hand over the horn and run into an ambush. Using her 1/long rest casting from the feat. Wis save DC 15. Ah, nuts, he saved. Bonus Action: — Movement: Move to X24 Reaction: — Actions and Resources Actions Eldritch Blast (cantrip). Ranged Spell Attack: + 7 to hit, range 120 ft, one target. Hit: (1d10 + cha) force damage. Infestation (cantrip). Spell: Constitution Save DC 15, 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: +8 to hit, reach 10 ft., one target. Hit: (1d4 + 5) 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: +6 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: 0 / 2, cast at 3rd 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 3rd level. She has 2 spell slots. Her spellcasting attribute is Charisma. Spell Save DC 15. Spell Attack Modifier +7. 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), Hunger of Hadar © Invocations: Improved Pact Weapon, Agonizing Blast, Thirsting Blade 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. Amulet of Proof against Detection and Location. While wearing this amulet, you are hidden from divination magic. You can't be targeted by such magic or perceived through magical scrying sensors. Edited April 5 by KingGoblin (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls RDAS5 Wis Save 15 1d20 15 Link to comment Share on other sites More sharing options...
morgan_ Posted April 5 Clone Share Posted April 5 (edited) Fairla Sunnybank Human Mage of High Sorcery Abjuration Wizard AC: 12 (Mage Armor AC: 15) | HP: 32/32 (5d6+2) | Speed: 30 ft. Senses (passive): Perception 9, Insight 9, Investigation 17 StrStrength Save: +0 Athletics: +0: 10 (+0) | DexDexterity Save: +2 Acrobatics: +2 Sleight of Hand: +2 Stealth: +2: 14 (+2) | ConConstitution Save: +2 Constitution Checks: +2: 14 (+2) | IntIntelligence Save: +7 Arcana: +7 History: +7 Investigation: +7 Nature: +4 Religion: +7: 18 (+4) | WisWisdom Save: +2 Animal Handling: -1 Insight: -1 Medicine: +2 Perception: -1 Survival: -1: 8 (-1) | ChaCharisma Save: +1 Deception: +1 Intimidation: +1 Performance: +1 Persuasion: +1: 12 (+1) Languages: You can speak, read, and write Common, Dwarvish, Elvish, Gnomish, Kenderspeak, Primordial, and Solamnic Arcane RecoveryYou have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher. For example, if you're a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots. : 2 spell levels per LR | Arcane WardStarting at 2nd level, you can weave magic around yourself for protection. When you cast an abjuration spell of 1st level or higher, you can simultaneously use a strand of the spell’s magic to create a magical ward on yourself that lasts until you finish a long rest. The ward has hit points equal to twice your wizard level + your Intelligence modifier. Whenever you take damage, the ward takes the damage instead. If this damage reduces the ward to 0 hit points, you take any remaining damage. While the ward has 0 hit points, it can’t absorb damage, but its magic remains. Whenever you cast an abjuration spell of 1st level or higher, the ward regains a number of hit points equal to twice the level of the spell. Once you create the ward, you can't create it again until you finish a long rest. : 14/14 HP “My words,” | ‘My thoughts,’ | My actions... Fairla finishes stuffing the papers into her pocket. She looks up to find her companions already gone. 'I wish they wouldn't run off like that,' she thinks. She steps out the door to find a whole crowd in front of her, a pair of guards beyond, and maybe some other folks in the distance, but she can't see them clearly. 'These ones seem to be on our side. But I'd better do something about those guards!' She casts Hold Person on the nearest guardRDAS5, a Wood Elf. It seems to be effective. OOC Action: Casting Hold Person on RDAS5 Bonus Action: — Movement: to R-23 Reaction: Casting Shield, if attacked RDAS5 Wis Save Spells Spellcasting Modifier (Int): +4 Spell Attack: +7 Save DC: 15 Cantrips Fire BoltEvocation cantrip Casting Time: 1 action Range: 120 feet Components: V, S Duration: Instantaneous You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried. This spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). LightEvocation cantrip Casting Time: 1 action Range: Touch Components: V, M (a firefly or phosphorescent moss) Duration: 1 hour 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. *Initiate of High Sorcery feat Mage HandConjuration cantrip Casting Time: 1 action Range: 60* feet Components: N/A* Duration: 1 minute A spectral, floating, invisible* hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 60* feet away from you or if you cast this spell again. You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it. The hand can’t attack, activate magic items, or carry more than 10 pounds. *Telekinetic Feat MendingTransmutation cantrip Casting Time: 1 minute Range: Touch Components: V, S, M (two lodestones) Duration: Instantaneous This spell repairs a single break or tear in an object you touch, such as a 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. PrestidigitationTransmutation cantrip Casting Time: 1 action Range: 10 feet Components: V, S Duration: Up to 1 hour This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range: • You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor. • You instantaneously light or snuff out a candle, a torch, or a small campfire. • You instantaneously clean or soil an object no larger than 1 cubic foot. • You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour. • You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour. • You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn. If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action. 1st-Level 3/4 Spell Slots ( ) Absorb Elements1st Level Abjuration Casting Time: 1 Reaction, which you take when you take acid, cold, fire, lightning, or thunder damage Range: Self Components: S Duration: 1 Round The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st. ( ) Alarm1st-level abjuration (ritual) Casting Time: 1 minute Range: 30 feet Components: V, S, M (a tiny bell and a piece of fine silver wire) Duration: 8 hours You set an alarm against unwanted intrusion. Choose a door, a window, or an area within range that is no larger than a 20-foot cube. Until the spell ends, an alarm alerts you whenever a Tiny or larger creature touches or enters the warded area. When you cast the spell, you can designate creatures that won’t set off the alarm. You also choose whether the alarm is mental or audible. A mental alarm alerts you with a ping in your mind if you are within 1 mile of the warded area. This ping awakens you if you are sleeping. An audible alarm produces the sound of a hand bell for 10 seconds within 60 feet. [R] (P) Comprehend Languages1st-level divination (ritual) Casting Time: 1 action Range: Self Components: V, S, M (a pinch of soot and salt) Duration: 1 hour For the duration, you understand the literal meaning of any spoken language that you hear. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text. This spell doesn’t decode secret messages in a text or a glyph, such as an arcane sigil, that isn’t part of a written language. *Initiate of High Sorcery feat [R] ( ) Detect Magic1st-level divination (ritual) Casting Time: 1 action Range: Self Components: V, S Duration: Concentration, up to 10 minutes 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. [R] ( ) Feather Fall1st-level transmutation Casting Time: 1 reaction, which you take when you or a creature within 60 feet of you falls Range: 60 feet Components: V, M (a small feather or piece of down) Duration: 1 minute Choose up to five falling creatures within range. A falling creature's rate of descent slows to 60 feet per round until the spell ends. If the creature lands before the spell ends, it takes no falling damage and can land on its feet, and the spell ends for that creature. ( ) Floating Disk1st-level conjuration (ritual) Casting Time: 1 action Range: 30 feet Components: V, S, M (a drop of mercury) Duration: 1 hour This spell creates a circular,horizontal plane of force, 3 feet in diameter and 1 inch thick, that floats 3 feet above the ground in an unoccupied space of your choice that you can see within range. The disk remains for the duration, and can hold up to 500 pounds. If more weight is placed on it, the spell ends, and everything on the disk falls to the ground. The disk is immobile while you are within 20 feet of it. If you move more than 20 feet away from it, the disk follows you so that it remains within 20 feet of you. It can move across uneven terrain, up or down stairs, slopes and the like, but it can’t cross an elevation change of 10 feet or more. For example, the disk can’t move across a 10-foot-deep pit, nor could it leave such a pit if it was created at the bottom. If you move more than 100 feet from the disk (typically because it can’t move around an obstacle to follow you), the spell ends. [R] (p) Grease1st-level conjuration Casting Time: 1 action Range: 60 feet Components: V, S, M (a bit of pork rind or butter) Duration: 1 minute Slick grease covers the ground in a 10-foot square centered on a point within range and turns it into difficult terrain for the duration. When the grease appears, each creature standing in its area must succeed on a Dexterity saving throw or fall prone. A creature that enters the area or ends its turn there must also succeed on a Dexterity saving throw or fall prone. (p) Mage Armor1st-level abjuration Casting Time: 1 action Range: Touch Components: V, S, M (a piece of cured leather) Duration: 8 hours You touch a willing creature who isn’t wearing armor, and a protective magical force surrounds it until the spell ends.The target’s base AC becomes 13+its Dexterity modifier. The spell ends if the target dons armor or if you dismiss the spell as an action. (p) Magic Missile1st-level evocation Casting Time: 1 action Range: 120 feet Components: V, S Duration: Instantaneous You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4 + 1 force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart for each slot level above 1st. (P) Shield1st-level abjuration Casting Time: 1 reaction, which you take when you are hit by an attack or targeted by the magic missile spell Range: Self Components: V, S Duration: 1 round An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile. *Initiate of High Sorcery feat ( ) Unseen Servant1st-level conjuration (ritual) Casting Time: 1 action Range: 60 feet Components: V, S, M (a piece of string and a bit of wood) Duration: 1 hour This spell creates an invisible, mindless, shapeless force that performs simple tasks at your command until the spell ends. The servant springs into existence in an unoccupied space on the ground within range. It has AC 10, 1 hit point, and a Strength of 2, and it can’t attack. If it drops to 0 hit points, the spell ends. Once on each of your turns as a bonus action, you can mentally command the servant to move up to 15 feet and interact with an object. The servant can perform simple tasks that a human servant could do, such as fetching things, cleaning, mending, folding clothes, lighting fires, serving food, and pouring wine. Once you give the command, the servant performs the task to the best of its ability until it completes the task, then waits for your next command. If you command the servant to perform a task that would move it more than 60 feet away from you, the spell ends. [R] 2nd-Level 2/3 Spell Slots (p) Detect Thoughts2nd-level divination Casting Time: 1 action Range: Self Components: V, S, M (a copper piece) Duration: Concentration, up to 1 minute For the duration, you can read the thoughts of certain creatures. When you cast the spell and as your action on each turn until the spell ends, you can focus your mind on any one creature that you can see within 30 feet of you. If the creature you choose has an Intelligence of 3 or lower or doesn’t speak any language, the creature is unaffected. You initially learn the surface thoughts of the creature—what is most on its mind in that moment. As an action, you can either shift your attention to another creature’s thoughts or attempt to probe deeper into the same creature’s mind. Ifyou probe deeper, the target must make a Wisdom saving throw. If it fails, you gain insight into its reasoning (if any), its emotional state, and something that looms large in its mind (such as something it worries over, loves, or hates). If it succeeds, the spell ends. Either way, the target knows that you are probing into its mind, and unless you shift your attention to another creature’s thoughts, the creature can use its action on its turn to make an Intelligence check contested by your Intelligence check; if it succeeds, the spell ends. Questions verbally directed at the target creature naturally shape the course of its thoughts, so this spell is particularly effective as part of an interrogation. You can also use this spell to detect the presence of thinking creatures you can’t see. When you cast the spell or as your action during the duration, you can search for thoughts within 30 feet of you. The spell can penetrate barriers, but 2 feet of rock, 2 inches of any metal other than lead, or a thin sheet of lead blocks you. You can’t detect a creature with an Intelligence of 3 or lower or one that doesn’t speak any language. Once you detect the presence of a creature in this way, you can read its thoughts for the rest of the duration as described above, even if you can’t see it, but it must still be within range. [c] (p) Hold Person2nd-level enchantment Casting Time: 1 action Range: 60 feet Components: V, S, M (a small, straight piece of iron) Duration: Concentration, up to 1 minute Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them. [c] (p) Invisibility2nd-level illusion Casting Time: 1 action Range: Touch Components: V, S, M (an eyelash encased in gum arabic) Duration: Concentration, up to 1 hour A creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target’s person. The spell ends for a target that attacks or casts a spell. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. [c] (P) Lesser Restoration2nd-level abjuration Casting Time: 1 action Range: Touch Components: V, S Duration: Instantaneous You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned. (p) Misty Step2nd-level conjuration Casting Time: 1 bonus action Range: Self Components: V Duration: Instantaneous Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see. 3rd-Level 2 Spell Slots (p) Counterspell3rd-level abjuration Casting Time: 1 reaction, which you take when you see a creature within 60 feet of you casting a spell Range: 60 feet Components: S Duration: Instantaneous You attempt to interrupt a creature in the process of casting a spell. If the creature is casting a spell of 3rd level or lower, its spell fails and has no effect. If it is casting a spell of 4th level or higher, make an ability check using your spellcasting ability. The DC equals 10 + the spell’s level. On a success, the creature’s spell fails and has no effect. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the interrupted spell has no effect if its level is less than or equal to the level of the spell slot you used. (p) Dispel Magic3rd-level abjuration Casting Time: 1 action Range: 120 feet Components: V, S Duration: Instantaneous Choose one creature, object, or magical effect within range. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target, make an ability check using your spellcasting ability. The DC equals 10 + the spell’s level. On a successful check, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you automatically end the effects of a spell on the target if the spell’s level is equal to or less than the level of the spell slot you used. ( ) Tiny Hut3rd-level evocation (ritual) Casting Time: 1 minute Range: Self (10-foot-radius hemisphere) Components: V, S, M (a small crystal bead) Duration: 8 hours A 10-foot-radius immobile dome of force springs into existence around and above you and remains stationary for the duration. The spell ends if you leave its area. Nine creatures of Medium size or smaller can fit inside the dome with you. The spell fails if its area includes a larger creature or more than nine creatures. Creatures and objects within the dome when you cast this spell can move through it freely. All other creatures and objects are barred from passing through it. Spells and other magical effects can’t extend through the dome or be cast through it. The atmosphere inside the space is comfortable and dry, regardless of the weather outside. Until the spell ends, you can command the interior to become dimly lit or dark. The dome is opaque from the outside, of any color you choose, but it is transparent from the inside. [R] Stat Block %5Bb%5DActions%3A%5B%2Fb%5D%0A%5Bb%5DAttacks%3A%5B%2Fb%5D%0A%5Bb%5DFirebolt%20(120%20ft.)%5B%2Fb%5D%20%2B7%202d10%20Fire%0A%5Bb%5DQuarterstaff%20(5%20ft.)%5B%2Fb%5D%20%2B3%201d6(8)%20Bludgeoning%0A%5Bb%5DSpells%3A%5B%2Fb%5D%0A%20%20%20%20You%20can%20cast%20each%20of%20the%20chosen%20spells%20(%5Bi%5DComprehend%20Languages%5B%2Fi%5D%2C%20%5Bi%5DLesser%20Restoration%5B%2Fi%5D%2C%20%5Bi%5DShield%5B%2Fi%5D)%20without%20a%20spell%20slot%2C%20and%20you%20must%20finish%20a%20long%20rest%20before%20you%20can%20cast%20them%20in%20this%20way%20again.%20You%20can%20also%20cast%20the%20spells%20using%20any%20spell%20slots%20you%20have%20of%20the%20appropriate%20level.%0A%0A%5Bb%5DBonus%20Actions%3A%5B%2Fb%5D%0A%20%20%20%20%5Bb%5DTelekinetic%3A%5B%2Fb%5D%20As%20a%20bonus%20action%2C%20you%20can%20try%20to%20telekinetically%20shove%20one%20creature%20you%20can%20see%20within%2030%20feet%20of%20you.%20When%20you%20do%20so%2C%20the%20target%20must%20succeed%20on%20a%20Strength%20saving%20throw%20(DC%2015)%20or%20be%20moved%205%20feet%20toward%20or%20away%20from%20you.%20A%20creature%20can%20willingly%20fail%20this%20save.%20%0A%0A%5Bb%5DReactions%3A%5B%2Fb%5D%0A%20%20%20%20%5Bb%5DShield%3A%5B%2Fb%5D%20An%20invisible%20barrier%20of%20magical%20force%20appears%20and%20protects%20you.%20Until%20the%20start%20of%20your%20next%20turn%2C%20you%20have%20a%20%2B5%20bonus%20to%20AC%2C%20including%20against%20the%20triggering%20attack%2C%20and%20you%20take%20no%20damage%20from%20magic%20missile.%0A%0A%5Bb%5DFeats%3A%5B%2Fb%5D%0AInitiate%20of%20High%20Sorcery%0AAdept%20of%20the%20White%20Robes%0ALinguist%0ATelekinetic%0A%5Bb%5D%5B%2Fb%5D Actions: Attacks: Firebolt (120 ft.) +7 2d10 Fire Quarterstaff (5 ft.) +3 1d6(8) Bludgeoning Spells: You can cast each of the chosen spells (Comprehend Languages, Lesser Restoration, Shield) without a spell slot, and you must finish a long rest before you can cast them in this way again. You can also cast the spells using any spell slots you have of the appropriate level. Bonus Actions: Telekinetic: As a bonus action, you can try to telekinetically shove one creature you can see within 30 feet of you. When you do so, the target must succeed on a Strength saving throw (DC 15) or be moved 5 feet toward or away from you. A creature can willingly fail this save. Reactions: Shield: An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile. Feats: Initiate of High Sorcery Adept of the White Robes Linguist Telekinetic Inventory Gp: 52 Sp: 4 Cp: 4 Equipped Bag of Holding Clothes, Common Healer's Kit Orb Quarterstaff Robes Spellbook Bag of Holding Abacus Backpack Ball Bearings (bag of 1000) Bedroll Bell Blanket Block and Tackle Book Bottle, Glass Bucket Candle Case, Map or Scroll Clothes, Fine Clothes, Traveler's Crowbar Fishing Tackle Flask Grappling Hook Hammer Hammer, Sledge Healer's Kit Ink Pen Ink, Black Ink, Blue Lantern, Hooded Little Bag of Sand Manacles Mess Kit Oil (flask) Parchment (sheet) Perfume (vial) Pick, Miner's Piton Pouch Rations (1 day) Rope, Hempen (50 ft.) Rope, Silk (50 ft.) Sack Scale, Merchant's Sealing Wax Shovel Signal Whistle Small Knife Soap Spikes, Iron String (10 ft.) Tent, Two-Person Tinderbox Vial Waterskin Wine, Common (pitcher) + pitcher Wine, Fine (bottle) Riding Horse Bit and Bridle Riding Saddle Saddlebags Feed (10 days) Edited April 5 by morgan_ (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls RDAS5 Wis Save 5 1d20 5 Link to comment Share on other sites More sharing options...
PhoenixSlayer Posted April 5 Clone Share Posted April 5 (edited) Merituuli Kaiutin Level 5 Sea Elf Far Traveler Beast Master Ranger AC: 18 (Breastplate, +2 Shield) | HP: 58/58 (5d10+10+10) | HD: 5/5 | Speed: 30 ft., Swim 30 ft. Senses: passive Perception 20 (Expertise, Darkvision 60 ft.), Insight 17, Investigation 10 Str:Save: +4 Athletics: +4 Carrying Capacity: 180 lb. Lift/Push/Drag: 360 lb. 12 (+1) | Dex:Initiative: +7 (Alert) Save: +5 Acrobatics: +2 Sleight of Hand: +2 Stealth: +2* *Cloak of Elvenkind grants Advantage 14 (+2) | Con:Save: +2 14 (+2) | Int:Save: +0 Arcana: +0 History: +0 Investigation: +0 Nature: +3 Religion: +0 10 (+0) | Wis:Save: +4 Animal Handling: +7 Insight: +7 Medicine: +4 Perception: +10★ Survival: +7 ★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 . . . Pressed up against the wall, Merituuli is able to avoid the notice of the nearest human soldier... but the wood elf is a different story. The shoal elf eyes the horn the elven soldier carries, and quietly curses under his breath. The whole fort will be on us if they blow that horn... gotta take them out, fast! Hunni's attempt at magical suggestion gives Merituuli a bit of hope, but after a tense moment the soldier is able to shake off the effect. But then the sudden appearance of a white-cloaked human woman from the north catches his immediate attention, and with a weaving of magic the soldier suddenly begins to go stock-still! Taking full advantage of the situation, Merituuli steps forward and reveals himself before swinging his whalebone dagger towards the horn in an attempt to knock it out of the wood elf's hand! His first attempt is unsuccessful as the elven soldier uses their final moments of movement to pull the horn out of the way, but with another swing the horn flies out of the soldier's grasp! He gives a broad smile and nod to the white-cloaked mage before commanding his osprey companion to slash at the paralyzed wood elf with their talons. OOC Alert: Other creatures don't gain advantage on attack rolls against you as a result of being unseen by you. Concentration: Pass without Trace Bonus Action: Command Kalasääski to Take Action. Action: Two Disarm attempts on the paralyzed RDAS5 (Elven Accuracy in effect). Movement: 5 ft. step to Z25. Reaction: Actions & Resources Actions: Attacks Per Action: 2 Baculite Shell (Shillelagh). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 1d8+4 bludgeoning damage. Thorn Whip. Melee Spell Attack: +7 to hit, range 30 ft., one target. Hit: 2d6 piercing damage. Heavy Crossbow (heavy, loading, two-handed). Ranged Weapon Attack: +5 to hit, range 100/400 ft., one target. Hit: 1d10+2 piercing damage. Dagger (finesse, light, thrown). Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 1d4+2 piercing damage. Baculite Shell (Quarterstaff) (versatile). Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1d6+1 bludgeoning damage. Versatile damage: 1d8+1 bludgeoning damage. Net (thrown, special). Ranged Weapon Attack: +5 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: 3/3 Favored Foe Marks 4/4 1st Level Spells 1/2 2nd Level Spells Edited April 5 by PhoenixSlayer (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Disarm Attempt 1 15 keep(3d20,highest,1)+5 10,8,7 RDAS5 Athletics vs. Disarm 21 1d20+4 17 Disarm Attempt 2 25 keep(3d20,highest,1)+5 10,20,2 RDAS5 Athletics vs. Disarm 18 1d20+4 14 Link to comment Share on other sites More sharing options...
PhoenixSlayer Posted April 5 Clone Share Posted April 5 (edited) Kalasääski Level 5 Beast of the Sky AC: 16 (Natural Armor) | HP: 24/24 (5d6+5) | Speed: 10 ft., fly 60 ft. Senses: passive Perception 15 (Darkvision 60 ft.) Str:Save: +1 Athletics: +1 6 (-2) | Dex:Save: +6 Acrobatics: +6 Sleight of Hand: +6 Stealth: +6 16 (+3) | Con:Save: +4 13 (+1) | Int:Save: +2 Arcana: +2 History: +2 Investigation: +2 Nature: +2 Religion: +2 8 (-1) | Wis:Save: +5 Animal Handling: +5 Insight: +5 Medicine: +5 Perception: +5 Survival: +5 14 (+2) | Cha:Save: +3 Deception: +3 Intimidation: +3 Performance: +3 Persuasion: +3 11 (+0) Languages: understands the languages Merituuli speaks Perched atop Merituuli's shoulder, Kalasääski flaps upwards before flinging their talons towards the paralyzed wood elf soldier's face. They dig into his cheeks, leaving deep gashes! The osprey then swoops away from battle and flies over towards the newcomers, studying all of them with curious yellow eyes. OOC Action: Shred vs. RDAS5. Bonus Action: — Movement: To T24 (Flyby avoids Opportunity Attacks). Reaction: — Actions & Resources Actions: Shred. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 1d4+6 slashing damage. Other: Flyby. The beast doesn't provoke opportunity attacks when it flies out of an enemy's reach. Primal Bond. You can add your proficiency bonus to any ability check or saving throw that the beast makes. Edited April 5 by PhoenixSlayer (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Shred Attack; Crit Slashing Damage 18; 12 keep(2d20,highest)+7; 2d4+6 [10,11]; [10,11,2,4] Link to comment Share on other sites More sharing options...
JubalBreakbottle Posted April 5 Clone Share Posted April 5 (edited) Coltan Bluetemper Level 5 Neidar Folk Hero Forge Cleric AC: 20 (Splint +Cloak +2 Shield) | HP: 51/51 (5d8+15+5) | Speed: 25 ft. Senses: Darkvision 60 ft., Passive Perception 17, Insight 14, Investigation 13
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