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Chapter 02d: Shadow of War (Wheelwatch Outpost)


Kamishiro_Rin

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MerituuliToken.png.53f9774174cd1fbd27a1aa51cf1736c8.pngMerituuli 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: 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 . . .


Merituuli breathes a sigh of relief as the draconian falls, but his relief falters quickly as the fiend's remains twist into a screaming visage of its killer - Coltan. Staring at the mockery of his dwarven ally, he can only manage to say "The hells?!" in an incredulous, disgusted tone.

His attention is only pulled away by the sudden arrival of the Red Dragon Army officer atop a... miniature red dragon? He ducks as they fly overhead and watches their upwards ascent carefully. Loading another bolt into his heavy crossbow, Merituuli studies the dragonnel for a moment before calling on the magic of the baculite shell strapped to his back and imbuing the bolt with power. With a muttered "I hope this works..." he takes aim and fires at the draconic mount. The bolt flies true, but is just barely stopped by the beast's breastplate barding. Merituuli maintains concentration on the spell, ready to imbue the next bolt he loads.

OOC

Alert: Other creatures don't gain advantage on attack rolls against you as a result of being unseen by you.

Concentration: Ensnaring Strike

Bonus Action: Cast Ensnaring Strike.

Action: Crossbow bolt towards the dragonnel.

Movement: None.

Reaction: Cast Absorb Elements if needed.

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:

  • 2/3 Favored Foe Marks
  • 3/4 1st Level Spells
  • 1/2 2nd Level Spells
Edited by PhoenixSlayer (see edit history)
Name
Crossbow vs. Dragonnel
15
1d20+5 10
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2010-kabini-osprey.jpg.2fc78c838a7e1bc0d48144b4320c0ba5.jpgKalasääski
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: 6 (-2) | Dex: 16 (+3) | Con: 13 (+1) | Int: 8 (-1) | Wis: 14 (+2) | Cha: 11 (+0)
Languages: understands the languages Merituuli speaks


With no order given, Kalasääski maintains position by Arlo, flying only a few feet off the ground and eyeing the dragonnel carefully, ready to dodge at a moment's notice.

OOC

Action: Dodge!

Bonus Action: —

Movement: None.

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.

 

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image.png.f43e797dc98446c97baef5b972307405.pngArtanis Brightblade

Human Knight of Solamnia 


AC: 21 (Plate, Shield +1) | HP: 38/38 (6 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 ducks as the knight and dragon fly over him, cursing even as he avoids both the lance and claw. "Come down here and fight me like a true knight, coward!" he challenges the retreating form, before hearing Modri's cry for aid. He's about to step forward when he sees the little kender slip on the ground - getting a cracking shot off with his sling none the less. Instead he backs up and takes a flying leap over the slippery ground, landing at the bottom of the stairs below Modri. He drops his sword and draws a javelin, loosing it at the remaining soldier still cheering his 'heroic' victory over the other little kender. The first javelin goes long as he misjudges Modri's relative position up the stairs, but the second strikes the soldier straight in his chest with enough weight to send the javelin clean through, trailing flames in its wake!

 

OOC

Action: Precise Heroic Strike (Javelin) vs RDAS7 (Miss! Precise Strike not expended). Precise Heroic Strike (Javelin) vs RDAS7 (Crit! 1d6+1d4 Javelin base, 1d8 Precise Strike, 1d6 Heroic Strike all doubled) ; 30 Piercing and 7 Fire damage

Bonus Action: 

Movement: X23>Y24>Y23 (10ft) ; Long Jump up to Str Score Y23>Y20 (15ft) ; Y20>Y19 (5ft)

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) [7]. Thrown Weapon Attack: +6 to hit, ranged 30/120 ft., one target. Hit: 7 (1d6 + 4) piercing damage, 1d4 fire damage.

  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

   Commanding Rally 2/3 (Long Rest)

Class Features:

  Precise Strike. 1/3 (Long Rest)

  Leadership Dice (d6). 3/5 (Short Rest, 1/turn)

  Lead the Charge. When you roll initiative you gain temporary hit points equal to your Charisma modifier + your proficiency bonus (6 THP).

Edited by PureChance (see edit history)
Name
Precise Heroic Strike Javelin vs RDAS7
10
keep(2d20,highest,1)+6 3,4
Precise Heroic Strike Javelin vs RDAS7
26
keep(2d20,highest,1)+6 20,11
Damage (Crit!)
37
2d8+4d6+2d4+4 7,8,2,4,1,4,3,4
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Posted (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 8 (Concluded)

   Elgo’s eyes fly open with her gasp of breath. Reorx’s power entering her and healing her lethal wounds. Seeing her precarious position next to RDAS 6, she disengages from RDAS 6 using her kender elusiveness and runs back 30 feet. Spinning in place, she flings a stone bullet from her hoopak at the nearly dead RDAS. It finishes him off, piercing his skull, right between the eyes.

   Not wanting to take any more of those swirling spirits of Cotan’s, Vanse flies his dragonelle over to land on the wall next to Fairla. He aims his crossbow at Coltan and fires! The bolt meets its mark, dealing 12 piercing damage and 3 fire damage. Coltan must make a DC 10 concentration check to maintain concentration on his spirit guardians spell.

   Ixenkuhri attacks Fairla with its two rend attacks! It’s claws completely miss her at first, but the second swipe slash her. As a reaction, Fairla casts the shield spell, making her AC 20 and causing the claws that would do 9 slashing damage and 1 fire damage to miss, instead!

Round 9, 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 draconic.


   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

image.png.a828bb10d611b0231307f63573834473.png

Statblocks

Red Dragon Army SoldierRed 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 0 20 0% DEAD!
RDAS5 (wood elf) Y24 0 27 0% DEAD!
RDAS6 (dwarf) AC18 0 25 0% DEAD!
RDAS7 (human) AC19 0 25 0% DEAD!

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.

Spectral, shrieking image of the Coltan

9/10 Rounds left.

The image lasts for 1 minute. Each creature hostile to the draconian within 10 feet of the image must succeed on a DC 14 Wisdom saving throw or be frightened of the spectral image for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.


Captain Ardlic VanseCaptain Ardlic Vanse (Dragon Army Officer)

Medium Humanoid, typically Lawful Evil
Armor Class 19 (splint, shield)
Hit Points 62/73 (10d8 + 20) 85%
Speed 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 15 (+2) 12 (+1) 14 (+2) 12 (+1)

Saving Throws Dex +4, Wis +4
Skills Athletics +5, Perception +4
Senses passive Perception 14
Languages Common, Draconic
Challenge 3 (700 XP)
Proficiency Bonus +2

Draconic Devotion. While the officer can see a Dragon that isn’t hostile to it, the officer has advantage on attack rolls.

Actions

Multiattack. The officer makes two Vicious Lance attacks and uses Assault Orders if it’s available.

Vicious Lance. Melee Weapon Attack: +5 to hit, reach 10 ft., one target.

  • Hit: 8 (1d10 + 3) piercing damage plus 2 (1d4) fire damage.

Heavy Crossbow. Ranged Weapon Attack: +4 to hit, range 100/400 ft., one target.

  • Hit: 7 (1d10 + 2) piercing damage plus 5 (1d10) fire damage.

Assault Orders (Recharge 5–6). The officer shouts orders and targets up to two other creatures within 60 feet of itself. If a target has the Draconic Devotion trait and can hear the officer, the target can use its reaction to make one melee attack.

Source: DSotDQ, page 200


Ixenkuhri (Dragon Army Dragonnel)Ixenkuhri (Dragon Army Dragonnel)

Large Dragon, typically Lawful Evil
Armor Class 16 (breastplate barding)
Hit Points 4/67 (9d10 + 9) 6%
Speed 30 ft., fly 60 ft.

STR DEX CON INT WIS CHA
16 (+3) 15 (+2) 12 (+1) 8 (−1) 13 (+1) 10 (+0)

Skills Perception +3
Damage Resistances fire
Senses blindsight 30 ft., darkvision 120 ft., passive Perception 13
Languages understands Common and Draconic but can’t speak
Challenge 3 (700 XP)
Proficiency Bonus +2

Flyby. The dragonnel doesn’t provoke opportunity attacks when it flies out of an enemy’s reach.

Actions

Multiattack. The dragonnel makes two Rend attacks.

Rend. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.

  • Hit: 10 (2d6 + 3) slashing damage plus 3 (1d6) fire damage.

Source: DSotDQ, page 201

Edited by Kamishiro_Rin (see edit history)
Name
Elgo Hoopak Attack vs RDAS6; Damage; Crit
19; 5; 2
1d20+5;1d4+3;1d4 [14]; [14,2]; [14,2,2]
Cpt. Vanse Heavy Crossbow Attack vs Coltan (AC 20) w/ Advantage; Damage; Crit
23; 15; 4
keep(2d20,highest,1)+4;2d10+2;2d10 [19,12]; [19,12,10,3]; [19,12,10,3,1,3]
Ixenkuhri Rend Attack #1 vs Fairla (AC 15); Damage; Fire Damage; Crit; Crit Fire
8; 7; 5; 2; 1
1d20+5;2d6+3;1d6;2d6;1d6 [3]; [3,1,3]; [3,1,3,5]; [3,1,3,5,1,1]; [3,1,3,5,1,1,1]
Ixenkuhri Rend Attack #2 vs Fairla (AC 15); Damage; Fire Damage; Crit; Crit Fire
18; 9; 1; 8; 2
1d20+5;2d6+3;1d6;2d6;1d6 [13]; [13,3,3]; [13,3,3,1]; [13,3,3,1,6,2]; [13,3,3,1,6,2,2]
Lanal Brint Dex Save (DC 15)
5
1d20+1 4
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image.png.f43e797dc98446c97baef5b972307405.pngArtanis Brightblade

Human Knight of Solamnia 


AC: 21 (Plate, Shield +1) | HP: 38/38 (6 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 watches the "Knight" ignore his challenge, and instead fly straight over his head to perch atop the wall, shooting at Coltan whilst the beast tries to strike the lady in white. He turns to the little Kender next to him, and mutters quickly "There should be a key on that monsters body in the middle of the grease there, we need it to open the gate." Kender were good at finding things, and the little chap had proven himself keen to escape the fort. Then he yells out to Modri, knowing the dwarf was quicker than he looked after their battle with the goblins. "The coward keeps trying to run away, go get him whilst you can! "

Artanis then rushes up the stairs himself, striking at the perching dragon with his longsword! Up close, it's easy to see how wounded the beast really is, much of the blood having been difficult to spot against the red scales, and he plunges his longsword past the damaged armour where Merituuli's arrow had struck. It pierces the monster's heart and the creature quivers before slumping forward. He steps forward over the now limp corpse's tail, forcing the knight face him and making sure the leave space for Modri next to him. The soldier had refused his challenge and shown no honour, he would fight him as any common soldier. Artanis lashes out with the silvered blade, catching the man off guard as he's forced to jump down from the dragon. His shining form contrasted against the red armour of Takhisis cuts an inspiring figure.

 

OOC

Action: Longsword vs Dragonnel; Hit, 10 damage and DEAD! Precise Heroic Strike vs Vanse; 17 Slashing Damage & the next time damage is rolled against that target by an allied creature before the start of your next turn, the ally rolls an extra 1d6 damage and regains the same amount of HP

Bonus Action: 

Movement: Y19>AA17 (25'), AA17>Z17 (5')

Reaction: 

Object Interaction: Draw Longsword

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) [7]. Thrown Weapon Attack: +6 to hit, ranged 30/120 ft., one target. Hit: 7 (1d6 + 4) piercing damage, 1d4 fire damage.

  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

   Commanding Rally 2/3 (Long Rest)

Class Features:

  Precise Strike. 0/3 (Long Rest)

  Leadership Dice (d6). 2/5 (Short Rest, 1/turn)

  Lead the Charge. When you roll initiative you gain temporary hit points equal to your Charisma modifier + your proficiency bonus (6 THP).

Edited by PureChance (see edit history)
Name
Longsword vs Dragonnel
25
1d20+6 19
Longsword Damage
10
1d8+6 4
Precise Heroic Strike vs Lanse
23
keep(2d20,highest,1)+6 17,1
Damage
17
2d8+1d6+6 3,7,1
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 spacer.pngColtan Bluetemper

Level 5 Neidar Folk Hero Forge Cleric


AC: 20 (Splint +Cloak +2 Shield) | HP: 38/51 (5d8+15+5) | Speed: 25 ft.
Senses: Darkvision 60 ft., Passive Perception 17, Insight 14, Investigation 13
Str: 14 (+2) | Dex: 8 (–1) | Con: 16 (+3) | Int: 10 (+0) | Wis: 18 (+4) | Cha: 10 (+0)
Magic: +7 DC 15 | Channel 1/1 | Cantrips | 1st 3/4 | 2nd 1/3 | 3rd 1/2

Languages: Speak, read, and write Common and Dwarvish


Coltan exhales when he's able to accept how handsome his large self-image, but sharply inhales when the captain's crossbow bolt finds a chink in his armor. He grits his teeth and tries not to say, 'message for you, sir.'

The Apprentice follows Artanis toward the captain bringing his army of translucent angelic gnomes and dwarves, and even a gully dwarf. As soon as he sets his boot inside the large, spectral image of himself, his boot loses traction causing him to go down hard. "What the ***?" The rhetorical question includes and is followed by a large list of dwarven curse words.

He tries to crawl five more feet to bring his spiritual army to attack the dragonarmy captain, which could tear at him relentlessly with brilliant effects. From his back, he screams at the enemy officer trying to soothe his dignity, "Your end is near! So, you will soon experience the hell of your Mistress for eternity!" With that, he flings another blue sacred flame from his blazing warhammer at the captain, which catches him in the chink of his armor to return the favor.


OOC

Round 9

Damage 51 -12 -3 +2 = 38

Bonus Action:

Movement: to Y21, prone maybe in Y22

Action: Cast Sacred Flame at the captain. Captain takes 9 +2 = 11 radiant damage

Reaction:

Concentration: Spirit Guardians. Captain takes 10 radiant damage, despite typoed DCs

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: +7 or DC 15 | 1st 4/4 | 2nd 3/3 | 3rd 2/2

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.

3rd-Level Spells Prepared

  • Forge Domain: Elemental Weapon (V,S) Concentration. A nonmagical weapon you touch becomes a magic weapon. Choose one of the following damage types: acid, cold, fire, lightning, or thunder. For the duration, the weapon has a +1 bonus to attack rolls and deals an extra 1d4 damage of the chosen type when it hits.
  • Forge Domain: Protection from Energy (V,S) Concentration. For the duration, the willing creature you touch has resistance to one damage type of your choice: acid, cold, fire, lightning, or thunder.
  • 9. Spirit Guardians: (V,S,M) Concentration. You call forth angelic spirits to protect you. They flit around you to a distance of 15 feet for the duration. When you cast this spell, you can designate any number of creatures you can see to be unaffected by it. An affected creature's speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Wisdom saving throw. On a failed save, the creature takes 3d8 radiant damage. On a successful save, the creature takes half as much damage.

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. Starting at 5th level, when an undead of CR 1/2 or lower fails its saving throw against your Turn Undead feature, the creature is instantly destroyed.

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
Concentration DC 10
23
drop(2d20,lowest,1)+4 19,9
Spirit Guardians Wis DC 18 for half
10
3d8 1,3,6
Captain's save DC 14
11
1d20+4 7
Sacred Flame Dex DC 15 vs captain
5
1d20+4 1
Radiant damage on captain
9
2d8 7,2
Heroic damage from Artanis
2
1d6 2
Grease Dex DC 15
14
1d20-1 15
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Sir Not-Appearing-in-This-Game McHolyGrail IIIModri

Hill Dwarf Outlander Wild Magic Barbarian


AC: 17 (+1Dex + 4Con + 2Shield ) | HP: 70/75 (5d12+20+10+5) | Speed: 25'
Senses: 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

Wild Surge Rages: 1/3 | Magic Awareness: 2/2

Darkvision 60' | Dwarven Resilience | Stonecunning | Unarmored Defense | Danger Sense | Reckless Attack | Extra Attack | Fast Movement


“My words,” Modri said. | ‘My thoughts,’ Modri thought. | My actions . . .


"As you command! Aharharhar!" Modri charges the enemy Captain, but doesn't strike at first, instead pushing past and around the now dead or dying beast to block the enemy from moving further north along the wall. "Feel free to surrender the fort. Or not."

Modri throws himself at the Captain, getting past his shield and delivering two hefty blows. Internally he doesn't see the same grit, the same determination, the same will to endure that he saw Michele had, but he's not such a hypocrite as to not let the man have the option to surrender as well. He's just less nice about it.

 

OOC

Movement: Move around the enemy Captain to X18

Bonus Action: -

Action: Attack the Captain, reckless

Reaction: Sentinel in effect

*Modri started with extra temporary hit points. After halving the non-fire damage, he's down to 65. EDIT: With the retcon of how much Modri was hit, he's actually back to 70

 

 

Edited by Peacemonger (see edit history)
Name
Reckless Attack on Captain
22
drop(2d20,lowest)+6 16,2
Damage
12
1d8+5 7
Reckless Attack 2 on Captain
19
drop(2d20,lowest)+6 5,13
Damage
6
1d8+5 1
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fairla_token.png.3ec0cf634c791239cd69134297408c22.pngFairla 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
Str: 10 (+0) | Dex: 14 (+2) | Con: 14 (+2) | Int: 18 (+4) | Wis: 8 (-1) | Cha: 12 (+1)
Languages: You can speak, read, and write Common, Dwarvish, Elvish, Gnomish, Kenderspeak, Primordial, and Solamnic
Arcane Recovery
: 2 spell levels per LR | Arcane Ward: 14/14 HP


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


Fairla hears Artanis's call to Modri and sees the now Dragonell-less Captain Vanse ahead of them. 'How can I slow him down?' she wonders. She considers casting Hold Person again, but notices that he's standing of the ledge of a 20 foot wall. 'That'd do it,' Fairla thinks as she runs over to him.

When she gets past Captain Vanse, she readies herself and rams her shoulder into his side, augmenting her shove with telekinetic force. It feels like crashing into a brick wall, but with the added boost of her psychic powers, she sends Captain Vanse tumbling over the edge and falling on his face down near Lanal and Arlo.

OOC

Action: Attempt to shove Captain Vanse towards Z19 --> Failed

Bonus Action: Telekinetic push --> Success! Vanse moves to Z19, takes 9 falling damage, and falls prone.

Movement: From AA18, up the stairs, and down the wall to X17

Reaction: Casting Shield, if attacked, (AC would be 20)

Object Interaction:

Continuing Effects:
Grease on 10 foot square centered on Y-Z21-22 (difficult terrain and DC 15 Dex save when enter else fall prone)
Mage Armor (current AC is 15)

Spells

Spellcasting

Modifier (Int): +4
Spell Attack: +7
Save DC: 15

Cantrips

  1. Fire Bolt
  2. Light
  3. Mage Hand
  4. Mending
  5. Prestidigitation

1st-Level
2/4 Spell Slots

  1. ( ) Absorb Elements
  2. ( ) Alarm [R]
  3. (P) Comprehend Languages [R]
  4. ( ) Detect Magic [R]
  5. ( ) Feather Fall
  6. ( ) Floating Disk [R]
  7. (p) Grease
  8. (p) Mage Armor
  9. (p) Magic Missile
  10. (P) Shield
  11. ( ) Unseen Servant [R]

2nd-Level
1/3 Spell Slots

  1. (p) Detect Thoughts [c]
  2. (p) Hold Person [c]
  3. (p) Invisibility [c]
  4. (P) Lesser Restoration
  5. (p) Misty Step

3rd-Level
2 Spell Slots

  1. (p) Counterspell
  2. (p) Dispel Magic
  3. ( ) Tiny Hut [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

  1. Bag of Holding
  2. Clothes, Common
  3. Healer's Kit
  4. Orb
  5. Quarterstaff
  6. Robes
  7. Spellbook

Bag of Holding

  1. Abacus
  2. Backpack
  3. Ball Bearings (bag of 1000)
  4. Bedroll
  5. Bell
  6. Blanket
  7. Block and Tackle
  8. Book
  9. Bottle, Glass
  10. Bucket
  11. Candle
  12. Case, Map or Scroll
  13. Clothes, Fine
  14. Clothes, Traveler's
  15. Crowbar
  16. Fishing Tackle
  17. Flask
  18. Grappling Hook
  19. Hammer
  20. Hammer, Sledge
  21. Healer's Kit
  22. Ink Pen
  23. Ink, Black
  24. Ink, Blue
  25. Lantern, Hooded
  26. Little Bag of Sand
  27. Manacles
  28. Mess Kit
  29. Oil (flask)
  30. Parchment (sheet)
  31. Perfume (vial)
  32. Pick, Miner's
  33. Piton
  34. Pouch
  35. Rations (1 day)
  36. Rope, Hempen (50 ft.)
  37. Rope, Silk (50 ft.)
  38. Sack
  39. Scale, Merchant's
  40. Sealing Wax
  41. Shovel
  42. Signal Whistle
  43. Small Knife
  44. Soap
  45. Spikes, Iron
  46. String (10 ft.)
  47. Tent, Two-Person
  48. Tinderbox
  49. Vial
  50. Waterskin
  51. Wine, Common (pitcher) + pitcher
  52. Wine, Fine (bottle)

Riding Horse

  1. Bit and Bridle
  2. Riding Saddle
  3. Saddlebags
  4. Feed (10 days)
Edited by morgan_ (see edit history)
Name
Fairla Athletics
9
1d20 9
Vanse Athletics
19
1d20+5 14
Vanse Strength save (DC 15)
10
1d20+3 7
Vanse falling damage
9
2d6 4,5
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token_1.png.451fa62d12c0f2185636025bbfd5d519.pngArlo 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, Kenderspeak, and Thieves' Cant


Arlo nods as the knight tells him to look for a key. He likes keys, so it makes sense for him to look for one. As he's about to do that, Fairla shoves the big Red Dragon Meanie off the wall and he lands on the ground right in front of Arlo. Arlo hadn't realized that Fairla was that strong, and he makes a mental note to assume that Fairla can and will do anything she wants to.

"I'll look for the key in a minute!" Arlo shouts. "I have one thing I have to do first!" He lifts up his hoopak and slams the pointy end into Captain Vanse, casting his thunder spell again as he does so. The attack barely misses the meanie, and Arlo takes the opportunity to skip back to the other side of the grease. He looks for any signs of a key as he passes through the grease.

OOC

Action: Cast booming blade on Captain Vanse.
Move: Z20 to Z23.
Bonus Action:
Arlo is just using his Passive Perception score to look for a key. Let me know if I need to spend an action to make a Perception or Investigation check next round

Taunt: 1/3
Spell Slots: 2/3 1st Level

Edited by codexgigas (see edit history)
Name
Booming Blade (piercing; thunder)
18; 6; 7
1d20+7; 1d6+4; 1d8 [11]; [11,2]; [11,2,7]
Bonus Thunder Damage
8
2d8 3,5
Dexterity Save (Grease)
21
1d20+8 13
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MerituuliToken.png.53f9774174cd1fbd27a1aa51cf1736c8.pngMerituuli 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: 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 . . .


Merituuli watches as his allies make short work of the dragonnel and leave the captain in a vulnerable position - pushed off the wall and prone on the ground. Before taking aim with his heavy crossbow, he commands Kalasääski to harry Captain Vanse, causing the officer to sit up slightly to swat the osprey away and giving the sea elf an easier target. Merituuli takes aim and fires the bolt at the perfect moment, weaving through his allies and piercing Captain Vanse's armor. Suddenly, the bolt explodes into a tangle of razor-sharp seaweed that wraps around the Red Dragon Army officer, leaving him restrained and writhing on the ground!

OOC

Alert: Other creatures don't gain advantage on attack rolls against you as a result of being unseen by you.

Concentration: Ensnaring Strike

Bonus Action: Command Kalasääski to Take Action, using the Help action.

Action: Crossbow bolt vs. Captain Vanse. Kalasääski's Help action negates the disadvantage from Prone. Ensnaring Strike triggers on hit and restrains Captain Vanse!

While restrained by this spell, the target takes 1d6 piercing damage at the start of each of its turns. A creature restrained by the vines or one that can touch the creature can use its action to make a Strength check against your spell save DC. On a success, the target is freed.

Movement: None.

Reaction: Cast Absorb Elements if needed.

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:

  • 2/3 Favored Foe Marks
  • 3/4 1st Level Spells
  • 1/2 2nd Level Spells
Edited by PhoenixSlayer (see edit history)
Name
Crossbow vs. Captain Vanse (AC 19)
22
1d20+5 17
Crossbow Damage (Piercing)
6
1d10+2 4
Vanse Strength Save vs. Ensnaring Strike (DC 15)
11
1d20+3 8
Ensnaring Strike Damage (at start of Vanse's turn)
3
1d6 3
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2010-kabini-osprey.jpg.2fc78c838a7e1bc0d48144b4320c0ba5.jpgKalasääski
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: 6 (-2) | Dex: 16 (+3) | Con: 13 (+1) | Int: 8 (-1) | Wis: 14 (+2) | Cha: 11 (+0)
Languages: understands the languages Merituuli speaks


At Merituuli's order, Kalasääski flies in and harasses Captain Vanse with a bevy of wingbeats before flying out of reach and up to the wall, giving the sea elf a more visible target! The osprey ends up perching by the revitalized Elgo, poking at the pouch holding her sling bullets with their beak.

OOC

Action: Help action to assist Merituuli in attacking Captain Vanse.

Bonus Action: —

Movement:  5 ft. to Z19, then up to V18.

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.

 

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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: 40/40 (15 THP) (hd 5d8) | 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


Muttering inaudibly to herself, Hunni moves around, trying to get out of the Silence spell so she can do something to the remaining foe. If it means she moves away from the giant Coltan, that's just a bonus. She shakes her whip occasionally as she runs, and when she can hear herself, she turns to look back at the battle. So far away...

Calling on her arcane knowledge again, shakily, with the giant Coltan in view, she whispers at the Captain, who seems to hear her in his mind.

OOC

Armor of Agathys: 15 temporary hit points, 15 cold damage to any who strike her in melee.

Concentrating on Hex.

Action: Casting Dissonant whispers, at 1st level, since she is using the bonus casting from her Feat. Failed save does 3d6 psychic damage, and requires him to move away from her, although I don't think he can. Save means half damage. Saved, so 7 damage I think.

Bonus Action: Shifting Hex to Captain Ardlic Vanse. It doesn't do anything this turn, since she isn't using an attack.

Movement: Moving to AA 27, I think; just out of the Silence bubble, so she can cast.

Reaction:

Must remember Wisdom save this turn. Eh, failed.

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 by KingGoblin (see edit history)
Name
Captain Ardlic Vanse Wisdom Save DC 15
20
1d20+2 18
Dissonant Whispers Damage Psychic
13
3d6 4,3,6
Wisdom Save DC 14
5
1d20+1 4
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Vigdan 'The Dog' Luchen

Variant Human Smuggler Scout Rogue


smuggler1-2.png.53cb73f51d778015c4d7e51e12f5e926.png

AC: 16 (Studded Leather, +4 Dex) | HP: 43/43 | Speed: 30 ft.

Senses: passive Perception 15, Insight 15, Investigation 12
Str: 8 (-1) | Dex: 18 (+4) | Con: 12 (+1) | Int: 14 (+2) | Wis: 14 (+2) | Cha: 10 (+0)
Languages: You can speak, read, and write Common, Solamnic and Thieves' Cant


“My words,” Vigdan said. | ‘My thoughts’ Vigdan thought. | My actions . . .


Watching the dragonelle fly away, Vigdan steps out of the doorway and watches it land on the wall. His gaze shifts to the screaming image of the dwarf, and it unlocks some sort of primal fear inside of him. He breaks out in a cold sweat and backpedals away from it, not wanting to get any closer to that...thing. He moves until he's standing next to the blue skinned elf and nods at him wordlessly. He turns back towards the fight, trying to ignore the shrieking image and watches Fairla shove the dragon knight off the wall. He reaches for an arrow, his hand shaking slightly. The elf next to him fires a crossbow bolt that seems to encircle the knight in twisted vines. Vigdan raises his bow, takes a deep breath to quiet the fear inside of him and looses. The arrow flies true and slams into the knight's shoulder deeply.

OOC

Action: Sneak Attack on Cpt. Vanse. Advantage of Ensnared and Disadvantage of Frightened cancel out. Sharpshooter feat negates 1/2-3/4 cover. 19pts damage.

Bonus Action: Nothing

Movement: W22 -> Y21

Reaction: Uncanny Dodge on any melee attacks.

Arrows: 17/20

OOC:

 

Edited by RagallachMC (see edit history)
Name
DC 14 Wisdom Save vs Draconian Image
12
1d20+2 10
Sneak Attack Action vs AC19
25
1d20+8 17
Sneak Attack Damage
8; 11
1d6+5;3d6 [3]; [3,4,2,5]
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Posted (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 9 (Concluded)

   Atanis kills Ixenkuhri, putting it out of its misery, really. He then deals Captain Vanse a devastating blow.

   Coltan grits his teeth and maintains his concentration on his /spirit guardians spell. He then casts a fairly high-powered sacred flame spell at the captain and manages to crawl into position such that the captain suffers the effects of his /spirit guardians.

   Modri wallops the captain hard.

   Where Fairla fails to shove the captain, her telekinetic push succeeds, sending the badly slashed and battered captain to his ignoble death, landing on his head and breaking his neck. His body lies limp and dead at the base of the wall, his dragonelle’s blood dripping down the wall above him.

   Absolutely ensuring that the captain is dead, Arlo spears his hoopak into the captain’s corpse and casts the booming blade spell.

   Merituuli shoots a crossbow bolt into the body and then casts the ensnaring strike spell on it after Kalasääski harries it.

   Hunni casts the dissonant whispers spell that disturbs the corpse’s unhearing ears.

   Vigdan shoots the corps very, very well.

Combat has ended; you are no longer in initiative!

   It takes you no time at all to fish the one-and-a-half-foot-long, gigantic brass key out of the pile of ashes that was the sivak draconian. After all the fighting, it’s eerily silent, but you’re not sure how much time you have left before another patrol comes out the west towers.

   Inserting the keys, they turn easily and you can hear them engaging a set of gears.

   Remembering that the last time they tested out the wheels that operate the gate controls, they gave an unholy squeal and the gates looks heavy enough that they might be very very loud, perhaps he chooses to cast the silence spell upon the area of the gate and gate controls.

   Assuming you silence the area, lest you wake up Kalaman, 20-some-odd miles away, with the noise of opening the gate, you find that the wheel is significantly harder to turn than its free spinning earlier, without the mechanism engaged. It takes a full minute—by which time Fairla’s grease and the spectral Coltan have disappeared. With the gates fully open, Coltan gives the signal and Mayor-cum-Lieutenant Raven’s platoon of Voglerites pours in. It doesn’t take them long at all to subdue and kill most of the rest of the dragon army soldiers. They take two prisoner for interrogation in the jail that some of you had finally gotten free of.

   Fortunately, no one is killed, but a few learn the hard way what being too close to a freshly killed draconian means when they enter the northeast tower and find couple of them!

Vigdan, Arlo, and anyone else who wants to investigate the storage room discovers that it is filled with at least 3 months worth of provisions for the fort, but they also discover treasure! You find:

  • 4,310 gp in coinage:
    • 130 pp
    • 2,100 gp
    • 9,000 sp
    • 1,000 cp
  • 11 × 100 gp gemstones (worth 1,100 gp total):
    • 2 × Spinel (transparent red, red-brown, or deep green)
    • 2 × Tourmaline (transparent pale green, blue, brown, or red)
    • 2 × Coral (opaque crimson)
    • 1 × Pearl (opaque lustrous white, yellow, or pink)
    • 2 × Jade (translucent light green, deep green, or white)
    • 1 × Amethyst (transparent deep purple)
    • 1 × Chrysoberyl (transparent yellow-green to pale green)
  • Magic Items (Table B)
    • 1 × Potion of Growth
  • 6 × 250 gp art objects (worth 1,500 gp total):
    • 1 × Gold bird cage with electrum filigree
    • 1 × Large gold bracelet
    • 1 × Gold ring set with bloodstones
    • 1 × Silk robe with gold embroidery
  • 3 × 25 gp art objects (worth 75 gp total):
    • 1 × Carved bone statuette
    • 1 × Black velvet mask stitched with silver thread
    • 1 × Small mirror set in a painted wooden frame
  • 6 × Magic Items (Table A)
    • 1 × Potion of Healing
    • 1 × Spell Scroll (1st Level): Protection from Evil and Good
    • 1 × Spell Scroll (1st Level): Sleep
    • 1 × Potion of Healing
    • 1 × Spell Scroll (2nd Level): Rope Trick
    • 1 × Potion of Greater Healing
  • 15 × Red Dragon Army Scale Mail (proper uniform style and color scheme, i.e., these aren’t just sets of armor, they’re actual uniforms you can use to perfidiously trick the enemy into believing you’re part of the Red Dragon Army if you wear them. Just to be clear, if you attempt to use a disguise kit to do the same for your own armor, not only will you have disadvantage on the roll to set the DC, but RDAS/Officers will have Advantage to see through the disguise. Uniforms are uniforms and have their little peculiarities that someone sufficiently familiar with them will spot if they’re out of place or not there—sorry to be a hardass about this in particular, but this might come up later hint-hint, and last-ditch appeals to disguising your own armor will not work. That’s not to say that you /must commit perfidy—Artanis might be steadfastly against it—but it is to say that this is how you can go about it.)
  • 15 × Red Dragon Army Shields (see note above)
  • 75 × Vicious Javelins (Hit: 3 (1d6) piercing damage plus 2 (1d4) fire damage.)
  • 15 × Vicious Longswords (Hit: 4 (1d8) slashing damage, or 5 (1d10) slashing damage if used with two hands, plus 2 (1d4) fire damage.)
  • 1 × Vicious Lance (reach 10 ft., one target. Hit: 5 (1d10) piercing damage plus 2 (1d4) fire damage.)
  • 1 × Vicious Crossbow (range 100/400 ft., one target. Hit: 5 (1d10) piercing damage plus 5 (1d10) fire damage.)
  • 1 × Dragon Army Officer (Captain’s) Splint Mail (see note above)
  • 1 × Dragon Army Officer (Captain’s) Shield (see note above)
  • 1 × Dragonelle Brestplate barding

   Harvesting Parts. A dragonelle is a wild, lesser cousin of the storied dragons that disappeared from Krynn. Thus, its body parts can be harvested for items!

   These parts are easily harvested, any experienced adventurer can do it with a well sharpened dagger, unless stated otherwise. A Survival (Wisdom) check for each activity allows the following items harvested. Anyone with proficiency can provide the help action on these checks.

   There is no DC on the check, per se, but instead, treat a natural 20 as 100% of the harvestable amount. Your modifier is just extra +5%s you add after the roll. Whatever you roll + your modifier, you cannot go above 100% of the harvestable amount. For example, you can harvest up to 40 teeth, so if you roll a 3 with a +5 modifier, that 8 × 5% = 40%, and 40% of 40 is 16, so you’d harvest 16 teeth. However, if you roll a 19 and add 5 to it, that’s 120%, and you cannot magically harvest 48 teeth from a 40-tooth dragonelle; you’d just harvest the 40 teeth.

   Obviously, round down. For example, if you rolled a 1 to harvest the claws, and add 5 from your modifier, that’s 30% of 16, or 4.8 claws. Well, you can’t use 0.8 claws, so you can only get 4 claws from that roll. For the meat, round to the nearest pound.

Teeth (2 teeth per 1 on your check, up to 40 teeth). The teeth of a dragonelle have been the end of many a hapless adventurer. A master fletcher can craft a special set of arrows from them turning the tables on this old feud betweenman and dragon.
No matter the size of the dragon, each teeth can be made into an arrow +1 using a woodcarver’s tools, or a master fletcher (you can find one in Castle Kalaman) can make a bundle (20) of them for 10 gp. The dragonelle has approximately 40 harvestable teeth in its mouth. Each is worth 2 gp. Just remember, these arrows are lost forever at the same rate that normal arrows are lost.

NOTE:

   For those of you who just joined the game, I have you keep track of arrows (and crossbow bolts) the Angry™ way: when you fire an arrow, you mark it off as used (unrecoverable) if you (A) miss or (B) hit with a natural 20 on the die. This represents (A) the arrow or bolt flying off and being unfindable or (B) the arrow being obliterated when it does critical damage to the enemy.

   Arrows (or bolts) that hit normally, can just be yanked out of the enemy and reused. I very much dislike cheese, so no, you may not walk around with 4 quivers full of arrows or whatever stupid number beyond 1. You may have ONE quiver-full of arrows, and ONE backup stored in a backpack, which takes your full turn (no movement, no action, no bonus action, and you sacrifice your reaction) to take the arrows out of your backpack and put them into your quiver.

   That is it.

   Fangs (0.2 fangs per 1 of your check, up to 4 fangs, rounded down to the nearest 1 fang). The teeth devour you, but the fangs kill you before that, long and sharp they are among some of the most deadly weapons in the natural world. Any dragon (including dragonelles) has four fangs that can be used to make javelins, these javelins are unbreakable, and are small and light enough that you can fit six in a quiver of four javelins. Dragonelle fangs can be made into +1 javelins.

   Claws (0.8 claws per 1 of your check, up to 16 claws, rounded downto the nearest 1 claw). Sharp enough to scratch and cut through the flesh of another dragon, one can only imagine the sharpness of the blade made from them. Sadly they are only big enough for daggers, like a throwing dagger or a normal one. Excluding wyrmlings, any dragon (including dragonelles) has sixteen claws that can be used to make such daggers, these daggers are unbreakable. Each dragonelle claw can be made into a +1 dagger.

   Dragon Meat (6.4 lbs. per 1 of your check, up to 128 lbs. rounded down to the nearest 1 lb.). A common misconception that people usually make, is that dragon flesh does not contain any magical benefit. It does however contain many culinary benefits. The exact flavor differs depending on the type of dragon it was taken from, but anybody that has eaten a dragon steak claims that it puts even the most exquisite aged beef to shame. There are many royal cooks that would pay a high sum for just a pound of this delicacy. You can harvest up to 128 lbs. of edible meat from the dragonelle.

   Scales (0.1 usable sets per 1 of your check, up to 2 usable sets, rounded down to the nearest 1 set). The incredibly hard scales of a dragon are the reason many a blade fail to slay the beast. You can harvest enough of them to have an armor smith, such as Coltan, put them together into up to two sets of Red Dragonelle Scale Mail (not to be confused with Red Dragon Scale Mail!).

Red Dragonelle Scale Mail

Medium armor, rare (requires attunement)
Major tier
45 lb.
AC 14 + 1 = 15 + Dex (max 2)

While wearing this armor, you gain a +1 bonus to AC and you have resistance to fire damage.

The wearer has disadvantage on Dexterity (Stealth) checks.

   “Thank you all so very much!” Lt. Raven gushes. “It looks like you did the lion’s share of the work here, but you’ve left enough for my men and women to get bloodied, so to speak, without truly endangering our lives. I really can’t thank you enough!”

   Lt. Raven uses the desk in the jail to draft a note with the results of your re-taking the fort, filling half the page with abundant praise for your great success, as well as the interrogation of the prisoners. She affixes her seal after going over it with you:

   She reports that the prisoners said:

  • Futile Victory. The Dragon Army is certain to retake Wheelwatch at any time. Kalaman’s defenders should surrender now.
  • Gathering Threat. The Red Dragon Army’s leader, Dragon Highmaster Kansaldi Fire-Eyes, is still preparing her forces. Her troops will subdue the region before turning to greater conquests.
  • Messenger. The dragonnel stationed here was a mere messenger. When war truly comes to the region, red wings will darken the skies.
OOC

Map

Statblocks

   The trip from Wheelwatch back to Kalaman is uneventful. On your return to Castle Kalaman, Merituuli notices that the castle is unusually quiet. When you all report to Marshal Vendri’s office, an aide informs you that the marshal is away from Kalaman and shares the following facts:

  • After the characters left Kalaman, the city council got word that a contingent of Dragon Army troops had broken away from the larger force.
  • Tired of measured steps, members of Kalaman’s leadership—spurred by Lord Bakaris—demanded Kalaman’s military ride out to seize a victory.
  • With Marshal Vendri away leading troops further west, Governor Miat approved the strike.
  • Lord Bakaris and his son are leading the attack. Darrett is serving under them.
  • They plan to ambush the Red Dragon Army near a crossing of the Inkwater called Steel Springs, thirty miles west of Kalaman.

   The aide knows nothing more, but before the characters leave, the aide discreetly slips them a sealed note signed by Darrett that reads as follows:

Note from Darrett

   Come at once. Bakaris is leading us to ruin at Steel Springs. He’s the commander of this mission, and I can’t disobey. I’ll do what I can, but I need your help.

-Darrett

   If you all seek out Governor Miat, he’s busy conducting other business with the city’s guild leaders and won’t be available for hours. Even if you do end up finding him, he isn’t a military leader; he doesn’t understand your concern, and can do little now that the troops have already been sent.

Edited by Kamishiro_Rin (see edit history)
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 spacer.pngColtan Bluetemper

Level 5 Neidar Folk Hero Forge Cleric


AC: 20 (Splint +Cloak +2 Shield) | HP: 38/51 (5d8+15+5) | Speed: 25 ft.
Senses: Darkvision 60 ft., Passive Perception 17, Insight 14, Investigation 13
Str: 14 (+2) | Dex: 8 (–1) | Con: 16 (+3) | Int: 10 (+0) | Wis: 18 (+4) | Cha: 10 (+0)
Magic: +7 DC 15 | Channel 1/1 | Cantrips | 1st 3/4 | 2nd 0/3 | 3rd 0/2

Languages: Speak, read, and write Common and Dwarvish


Coltan crawls out of the Greased area beneath the large, spectral image of himself. He could not determine what was worse for his ego. Introspectively, he believed Reorx taught him a painful lesson in humility. Fortunately, the swirling, translucent spirits of dwarves and gnomes are stoic on the subjects of his humility, instead they celebrated the opportunity to wreak havoc on the behalf of Reorx.

While personally not very silent in his dragonarmy splint armor, Reorx can create bubbles of Silence after sending home his heavenly host from the battlefield. With two more blessings, his companions are able to open the gates quietly without alerting the rest of the outpost before reinforcements arrive.

Having completed their mission, Coltan illuminates arrows in emerald green, the signal to go as planned. He watches contentedly as the plan comes together when the Mayor-cum-Lieutenant Raven’s platoon of Voglerites pours in with their personally serving of revenge

~~~

After the battle for the Wheelwatch Outpost expending the last of his healing magics and ensuring there are no Volgerite casualties, the Apprentice examines the officer's splint armor. He never thought to keep Michelle's insignia to potentially pose as an officer in the dragonarmy, but this mission confirmed that they may have to repeat sneaking into a dragonarmy camp. And since he is far from stealthy, the only obvious way would be dressed in a dragonarmy uniform. He plans to pray to Reorx for duplicate captain insignias that he could install on his own splint armor when he needed.

When his companions' attention falls on to the harvesting of the dragonelle, he confirms what a good smith can do with the claws and scales. With a deft hand for field dressing, the Apprentice takes the lead to harvest the useful bits of the dragonelle. He pulls out 20 teeth for arrowheads, and 3 fangs to tip javelins. He is able to recover all 16 claws which can be made into daggers. He saves enough scales for one suit of scale mail armor with extra for repairs, and 96 pounds of meat for the celebration feast.

~~~

When they return to Kalaman, Coltan supports catching up with the army. He share that he believes Bakaris is incompetent at best and ready to surrender at worst. They need prevent another disaster like Vogler.

Before they go, the Apprentice assembles Kalaman and Voglerite crafters to distribute the teeth, fangs, claws, and scales. Need to make weapons and armor for the war effort as soon as possible.


OOC

Bonus Action:

Movement:

Action: Use Artisan's Blessing to duplicate the lieutenant's insignia for his splint armor sacrificing 10 gp

Reaction:

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: +7 or DC 15 | 1st 4/4 | 2nd 3/3 | 3rd 2/2

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.

3rd-Level Spells Prepared

  • Forge Domain: Elemental Weapon (V,S) Concentration. A nonmagical weapon you touch becomes a magic weapon. Choose one of the following damage types: acid, cold, fire, lightning, or thunder. For the duration, the weapon has a +1 bonus to attack rolls and deals an extra 1d4 damage of the chosen type when it hits.
  • Forge Domain: Protection from Energy (V,S) Concentration. For the duration, the willing creature you touch has resistance to one damage type of your choice: acid, cold, fire, lightning, or thunder.
  • 9. Spirit Guardians: (V,S,M) Concentration. You call forth angelic spirits to protect you. They flit around you to a distance of 15 feet for the duration. When you cast this spell, you can designate any number of creatures you can see to be unaffected by it. An affected creature's speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Wisdom saving throw. On a failed save, the creature takes 3d8 radiant damage. On a successful save, the creature takes half as much damage.

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. Starting at 5th level, when an undead of CR 1/2 or lower fails its saving throw against your Turn Undead feature, the creature is instantly destroyed.

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
Harvest teeth
10
drop(2d20,lowest)+7 1,3
Harvest claws
24
drop(2d20,lowest)+7 17,7
Harvest fangs
19
drop(2d20,lowest)+7 4,12
Harvest meat
15
drop(2d20,lowest)+7 3,8
Harvest scales
14
drop(2d20,lowest)+7 7,7
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