Bearlord Posted April 9 Clone Share Posted April 9 (edited) Njardun Istare CN humanVariant male | ClericCleric of Umberlee (Tempest) 6 AC 15Scale Mail: AC 14 Dexterity: +1 (Shield: +2) | HP 51/51| INIT +1 | P. Perception 22 | Move 30' (Land and Swim) | Spells 1st: 3/4, 2nd: 2/3, 3rd:1/3 | Channel Divinity 1/3 STRSAVE +3 Athletics +6 16 | DEXSAVE + 1 Acrobatics +1 Slight of Hand +1 Stealth +1 12 | CONSAVE +3 16 | INTSAVE +0 Arcane +0 History +0 Investigation +0 Nature +0 Religion +3 10 | WISSAVE +7 Animal Handling +4 Insight +7 Medicine +4 Perception +7 Survival +7 18 | CHASAVE +5 Deception +2 Intimidation +2 Performance +2 Persuasion +2 14 | Feat ObservantQuick to notice details of your environment, you gain the following benefits: Increase your Wisdom score by 1, to a maximum of 20. If you can see a creature's mouth while it is speaking a language you understand, you can interpret what it's saying by reading its lips. You have a +5 bonus to your passive Wisdom (Perception) and passive Intelligence (Investigation) scores. War CasterYou have practiced casting spells in the midst of combat, learning techniques that grant you the following benefits: 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. | Features Wrath of the StormAlso at 1st level, you can thunderously rebuke attackers. When a creature within 5 feet of you that you can see hits you with an attack, you can use your reaction to cause the creature to make a Dexterity saving throw. The creature takes 2d8 lightning or thunder damage (your choice) on a failed saving throw, and half as much damage on a successful one. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest., Channel DivinityDestructive Wrath - When you roll lightning or thunder damage, you can use your Channel Divinity to deal maximum damage, instead of rolling. Turn Undead - As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage. A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action., Thunderbolt StrikeWhen you deal lightning damage to a Large or smaller creature, you can also push it up to 10 feet away from you. Wearing: Mariner's Scale Mail, City Watchman helmet, traveler's outfit, +2 longsword, dagger, Amulet of the Devout, Necklace of Adaption Njardun wasn't used to all this swimming before getting in position for a marine attack. With the navy they had usually attacked from small rowboats when stealth was needed. More common was just to approach with the main ship and board the pirates they hunted. This was completely different and he just had to adapt, something he was pretty good at. He left his pack and shield behind on Sweet Pea, checked the new longsword in its scabbard by his hip. The helmet didn't fit very well and obscured his vision but it might serve a purpose. His clothes were still wet from the previous swim when he dropped into the water again. He didn't see much in the darkness but approached Eirann who he was assigned together with. "I don't see much down here. You are a faster swimmer than me but I need someone to follow in the water. Will you stay just ahead of me and keep my pace until we reach our target?" OOC...Actions main hand: -- off hand: -- Actions - ooc: Just before we climb aboard Mary Rose Njardun will cast Enhance Ability (Cat's Grace) on himself to hopefully become a little stealthier. Edited April 9 by Bearlord (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
omegoku Posted April 9 Clone Share Posted April 9 Eireann III - High Elf Rogue 6 HP: 45/45 | AC: 17 | Speed: 30ft | HD: 6d8/6d8 Perception: +6 | Saving Throws: Str +0 Dex +8 Con +2 Int +3 Wis +1 Cha +3 | Initiative: +8 StatisticsStr +1 Dex +5 Con +2 Int +1 Wis +0 Cha +3 Languages: Common, Elvish, Goblin, Dwarvish Attacks: -Rapier +10 Damage: 1d8+7 • Piercing, Finesse -Dagger +8 Damage: 1d4+5 • Piercing, Finesse, Thrown Range 20/60ft -Shortbow +8 Damage: 1d6+7 • Piercing, Ammuntion, Two Handed, Range 80/320ft Cantrip: Booming Blade (1d8 damage + 2d8 bonus) | EquipmentMagic: -Cape of Montebank -Rapier +2 -Cap of Waterbreathing -Bracers of Archery -Potion of Greater Healing Worn: -Fine Clothes -Studded Leather Armour -Signet Ring -Skin of Fine Wine -Waterskin Backpack: -Thieves' tools, Scroll of Pedigree, Bag of Ball Bearings, String (10ft), Bell, Candles (5) -Rations (5), Crowbar, Pitons (10), Hammer, Hooded Lantern, Flask of Oil (2), Tinderbox -Rope (50ft) Coins: 20gp | SkillsAcrobatics: +11** Arcana: +1 Athletics: +7** Animal Handling: +1 Deception: +0 History: +4* Intimidate: +3 Insight: +0 Investigate: +1 Medicine: +1 Nature: +1 Perception: +6** Performance: +3 Persuasion: +6* Religion: +1 Stealth: +11** Sleight of Hand: +8 Survival: +0 | AbilitiesKept in Style: While you are in cities nearby your house sees to your everyday needs. Your name and signet are sufficient to cover most of your expenses; the inns, taverns, and feasthalls you frequent are glad to record your debt and send an accounting to your family's estate to settle what you owe. This advantage enables you to live a comfortable lifestyle without having to pay 2 gp a day for it, or reduces the cost of a wealthy or aristocratic lifestyle by that amount. You may not maintain a less affluent lifestyle and use the difference as income-the benefit is a line of credit, not an actual monetary reward. Darkvision: You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. Trance: Elves don’t need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. Fey Ancestry: You have advantage on saving throws against being charmed, and magic can’t put you to sleep. Expertise (Acrobatics, Athletics, Perception, Stealth): At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves’ tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. At 6th level, you can choose two more of your proficiencies (in skills or with thieves’ tools) to gain this benefit. Sneak Attack (3d6): Beginning at 1st level, you know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon. You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll. The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Rogue table. Thieves' Cant: During your rogue training you learned thieves’ cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves’ cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly. In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves’ guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run. Tavern Brawler Increase your Strength or Constitution score by 1, to a maximum of 20. • You are proficient with improvised weapons and unarmed strikes. • Your unarmed strike uses a d4 for damage. • When you hit a creature with an unarmed strike or an improvised weapon on your turn, you can use a bonus action to attempt to grapple the target. Cunning Action Starting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action. Fancy Footwork When you choose this archetype at 3rd level, you learn how to land a strike and then slip away without reprisal. During your turn, if you make a melee attack against a creature, that creature can’t make opportunity attacks against you for the rest of your turn. Rakish Audacity Starting at 3rd level, your confidence propels you into battle. You can give yourself a bonus to your initiative rolls equal to your Charisma modifier. You also gain an additional way to use your Sneak Attack; you don’t need advantage on the attack roll to use your Sneak Attack against a creature if you are within 5 feet of it, no other creatures are within 5 feet of you, and you don’t have disadvantage on the attack roll. All the other rules for Sneak Attack still apply to you. Uncanny Dodge Starting at 5th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you. Eireann gave Njardun a wink and smile, through gritted teeth he spoke. "Worry not friend, I won't let you get lost." Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
JubalBreakbottle Posted April 9 Clone Share Posted April 9 Jubal Breakbottle | Sailor, grizzly, baby kraken 3' 1" tall | Hard-looking, adult halfling with a perpetual squint and knife cut, short hair with mutton chops to the extent that he can grow facial hair, the color of a stone-scrubbed deck. Exotic tattoos cover his lean, sun-tanned muscles. gear.. vest & pants of sailcloth, bare hairy feet, leather bracers on forearms, bracelet made of silvered fish hooks, ring on right middle finger, pouch (22 sp, 7 gp) hanging from neck, sickle and shortsword on weapons' belt HP 51/51 | HD 6/6 | ClawEldritch Maul. As a bonus action, you can empower the tattoo for 1 minute. For the duration, each of your melee attacks with a weapon or an unarmed strike can reach a target up to 15 feet away from you, as inky tendrils launch toward the target. In addition, your melee attacks deal an extra 1d6 force damage on a hit. Once used, this bonus action can't be used again until the next dawn. 1/1 | Wild Shape 0/2 Spells +10 DC 18 | Cantrips1. Create Bonfire VS 60 ft Dex 2d8 fire 2. Gust VS 30 ft 3. Shape Water V 30 ft | 1st1. Absorb Elements S, Reaction 2. Faerie Fire V, 60 ft Concentration 3. Goodberry VSM 4. Healing Word V, Bonus 5. Fog Cloud VS Concentration 3/4 | 2nd6. Heat Metal VSM Concentration 7. Hold Person VSM Concentration 8. Lesser Restoration VS 9. Pass without Trace VSM Concentration 3/3 | 3rd10. Conjure Animals VS 2x Dire Wolves - Land 2x Giant Octopus - Sea 2x Giant Vultures - Air 2/2 Abilities & Saves AC (bracers) 20 | Initiative +3 Passives Perception 23 | Investigation 15 | Insight 15 Speed 25 ft | Swim 40 ft Ability Mods Str +1 | Dex +3 | Con +3 | Int +0 | Wis +5 | Cha +0 Saves Str +4 | Dex +6 | Con +6 | Int +0 | Wis +5 | Cha +0 Attacks +2 Moon Sickle +8, Slashing 1d4+5 | Unarmed +7, Bludgeoning 1d4+4 | Shortsword +6, Piercing 1d6+3 Perception +8 | Acrobatics +6 | Stealth +6 | Athletics +4 Jubal-kraken glides along the darkness of the inner harbor shadowing his fellow marines, fifteen below the surface. He paces his crew trying to learn more about them and their swimming speed. Who is the slowest swimmer that he needs to track? Mechanics Senses Darkvision 60 ft, so dim light out to 60 ft Move Swim 60 ft Action Dash 60 ft Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Wizard of the Coat Posted April 10 Clone Share Posted April 10 (edited) Red Knell - Even-Keeled Beauty with a Bad Reputation... and Dark Magic Troubles Passive Perception 19 | Athletics +8 | Insight +6 | Intimidation +6 | Investigation +4 | Languages Common, Thieves Cant, Deep Speech attractive | 5'9" | athletic female build | dark red hair | grey-green eyes eye patch | jewelry | elegant traveler's clothes | rapier| two throwing knives | belaying pin | hat | bandana |gloves | thieves' tools AC 17Mage Armor: 13 Dex +4 (18Dual Wielder feat +1 to AC when wielding two weapons) | HP 29/51 | INIT +7 | Move 30 (40 swim) | Inspr. 0/1 | Spells 2/2 | HD 6d8/6d8 "D'ya have a healer onboard?" Knell asked Miss Blueblood. She was still bloodied and prefered not to enter battle at less than half strength. "Oh, and, anyone have a spare dagger or dueling knife to lend me?" she asked her new shipmates. OOC Equipped Main hand: empty Off Hand: empty Actions Stat Block Human (Variant) Female Swashbuckler (3)/Fathomless Warlock (3) Pirate (Bad Reputation) STRSAVE +2 Athletics +8 14 | DEXSAVE + 7 Acrobatics +7 Slight of Hand +4 Stealth +7 18 | CONSAVE +3 17 | INTSAVE +4 Arcane +1 History +1 Investigation +4 Nature +1 Religion +1 12 | WISSAVE +3 Animal Handling +3 Insight +6 Medicine +3 Perception +9 Survival +3 16 | CHASAVE +3 Deception +3 Intimidation +6 Performance +3 Persuasion +3 16 | Death Saves -3 | Feat Dual WielderYou master fighting with two weapons, gaining the following benefits: You gain a +1 bonus to AC while you are wielding a separate melee weapon in each hand. You can use two-weapon fighting even when the one-handed melee weapons you are wielding aren't light. You can draw or stow two one-handed weapons when you would normally be able to draw or stow only one. Tavern BrawlerAccustomed to rough-and-tumble fighting using whatever weapons happen to be at hand, you gain the following benefits: Increase your Strength or Constitution by 1, to a maximum of 20. You are proficient with improvised weapons. Your unarmed strike uses a d4 for damage. When you hit a creature with an unarmed strike or an improvised weapon on your turn, you can use a bonus action to attempt to grapple the target. Actions Attack with Rapier of Gambling +10 (1d8+7 piercing) Attack with Pact Weapon Whip +7 (1d4+4 slashing) Attack with Shadow Blade +7 (2d8+4 psychic) Cast a Spell (Blade WardAbjuration cantrip Casting Time: 1 action Range: Self Components: V, S Duration: 1 round You extend your hand and trace a sigil of warding in the air. Until the end of your next turn, you have resistance against bludgeoning, piercing, and slashing damage dealt by weapon attacks., Chill TouchNecromancy cantrip Casting Time: 1 action Range: 120 feet Components: V, S Duration: 1 round You create a ghostly, skeletal hand in the space of a creature within range. Make a ranged spell attack against the creature to assail it with the chill of the grave. On a hit, the target takes 1d8 necrotic damage, and it can't regain hit points until the start of your next turn. Until then, the hand clings to the target. If you hit an undead target, it also has disadvantage on attack rolls against you until the end of your next turn. This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8)., Protection from Evil and Good1st-level abjuration Casting Time: 1 action Range: Touch Components: V, S, M (holy water or powdered silver and iron, which the spell consumes) Duration: Concentration, up to 10 minutes Until the spell ends, one willing creature you touch is protected against certain types of creatures: aberrations, celestials, elementals, fey, fiends, and undead. The protection grants several benefits. Creatures of those types have disadvantage on attack rolls against the target. The target also can't be charmed, frightened, or possessed by them. If the target is already charmed, frightened, or possessed by such a creature, the target has advantage on any new saving throw against the relevant effect., Spider Climb2nd-level transmutation Casting Time: 1 action Range: Touch Components: V, S, M (a drop of bitumen and a spider) Duration: Concentration, up to 1 hour Until the spell ends, one willing creature you touch gains the ability to move up, down, and across vertical surfaces and upside down along ceilings, while leaving its hands free. The target also gains a climbing speed equal to its walking speed.) Create Pact of the BladeWarlock class feature You can use your action to create a pact weapon in your empty hand. You can choose the form that this melee weapon takes each time you create it (see chapter 5 for weapon options). You are proficient with it while you wield it. This weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. Your pact weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die. Weapon Activate Magic Item: Rogue's Mantle Willful EnmityRogue's Mantle feature Willful Enmity. You can cast the Antagonize spell (save DC 15) from the mantle. Once the mantle has cast the spell, it can't cast the spell again until the next dawn. ANTAGONIZE 3rd-level enchantment Casting Time: 1 action Range: 30 feet Components: V, S, M (a playing card depicting a rogue) Duration: Instantaneous You whisper magical words that antagonize one creature of your choice within range. The target must make a Wisdom saving throw. On a failed save, the target takes 4d4 psychic damage and must immediately use its reaction to make a melee attack against another creature of your choice that you can see. If the target can't make this attack (for example, because there is no one within its reach or because its reaction is unavailable), the target instead has disadvantage on the next attack roll it makes before the start of your next turn. On a successful save, the target takes half as much damage only. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d4 for each slot level above 3rd. Bonus Actions Two-Weapon Fighting Bonus Attack with Pact Weapon Whip +7 (1d4 piercing) Two-Weapon Fighting Bonus Attack with Shadow Blade +7 (2d8 psychic) Cast a Spell (Hex1st-level enchantment Casting Time: 1 bonus action Range: 90 feet Components: V, S, M (the petrified eye of a newt) Duration: Concentration, up to 1 hour You place a curse on a creature that you can see within range. Until the spell ends, you deal an extra 1d6 necrotic damage to the target whenever you hit it with an attack. Also, choose one ability when you cast the spell. The target has disadvantage on ability checks made with the chosen ability. If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to curse a new creature. A remove curse cast on the target ends this spell early. At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours. or Shadow Blade2nd-level illusion Casting Time: 1 bonus action Range: Self Components: V, S Duration: Concentration, up to 1 minute You weave together threads of shadow to create a sword of solidified gloom in your hand. This magic sword lasts until the spell ends. It counts as a simple melee weapon with which you are proficient. It deals 2d8 psychic damage on a hit and has the finesse, light, and thrown properties (range 20/60). In addition, when you use the sword to attack a target that is in dim light or darkness, you make the attack roll with advantage. If you drop the weapon or throw it, it dissipates at the end of the turn. Thereafter, while the spell persists, you can use a bonus action to cause the sword to reappear in your hand. At Higher Levels. When you cast this spell using a 3rd- or 4th-level spell slot, the damage increases to 3d8. When you cast it using a 5th- or 6th-level spell slot, the damage increases to 4d8. When you cast it using a spell slot of 7th level or higher, the damage increases to 5d8.) Cunning Action (Dash, Disengage, Hide) Activate Magic Item: Rogue's Mantle Move in ShadowsRogue's Mantle feature While you are in dim light or darkness, you can use a bonus action to teleport, along with anything you are wearing or carrying, up to 30 feet to an unoccupied space you can see that is also in dim light or darkness. You then have advantage on the first melee attack you make before the end of the turn. (teleport 30 feet) Fathomless Warlock class feature Tentacles of the DeepYou can magically summon a spectral tentacle that strikes at your foes. As a bonus action, you create a 10-foot-long tentacle at a point you can see within 60 feet of you. The tentacle lasts for 1 minute or until you use this feature to create another tentacle. When you create the tentacle, you can make a melee spell attack against one creature within 10 feet of it. On a hit, the target takes 1d8 cold damage, and its speed is reduced by 10 feet until the start of your next turn. When you reach 10th level in this class, the damage increases to 2d8. As a bonus action on your turn, you can move the tentacle up to 30 feet and repeat the attack. You can summon the tentacle a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. Reactions Opportunity Attack with Rapier of Gambling +10 (1d8+7 piercing) Opportunity Attack with Pact Weapon Whip +7 (1d4+4 slashing) Rider Effects Fancy FootworkSwashbuckler class feature During your turn, if you make a melee attack against a creature, that creature can't make opportunity attacks against you for the rest of your turn., Rakish AudicitySwashbuckler class feature You also gain an additional way to use your Sneak Attack; you don't need advantage on your attack roll to use Sneak Attack against a creature if you are within 5 feet of it, no other creatures are within 5 feet of you, and you don't have disadvantage on the attack roll. All the other rules for Sneak Attack still apply to you., Sneak AttackRogue class feature Once per turn, you can deal an extra 2d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon. You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll., Equipment Not on Person boots and stockings, cross-body bag[This is a refluffed pouch] thieve's tools (1 lb) half-pint flask of rum (1 lb) 10 feet of silk rope (1 lb) tinder box (1 lb) empty sack (.5 lb) perfume (-) make-up kit (.5) steel mirror (.5) soap (-) Perfume of Bewitching Edited April 10 by Wizard of the Coat (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
DarkAngel Posted April 10 Author Clone Share Posted April 10 (edited) Liang Lin Pirate, Foreigner, Ship's Cook... Martial Artist, Capt. Daughter's minder Adult 5'8 female human variant monk, CN shadow 7... move 45' human traits... Chef skills.. Athletics +6, Perception +7, Acrobatics +6, Insight +7, Stealth +6 stats.. STR 16, DEX 17, CON 14, INT 12, WIS 18, CHA 8 ..saves.. STR +6, DEX +6 ..KI.. WIS..prof.. +3 The ships cook had been busy heating up a seaweed broth that was prepared earlier and in another pot was cooking fresh rice. On the menu for Red Knell there were snacks being prepared of hot seaweed soup with fresh kelp thinly chopped and some dried black fungus and lighty toasted seasame seeds... supposed to do wonders for hangovers... And rice balls wrapped in dried toasted seaweed with pickled plum. They were a tasty treat anytime. Liang Lin emerges with a tray with two bowls for Red Knell, one has the steaming Seaweed soup,, the other has two riceballs flecked with dried pickled plum shavings... 3 snacks heal 9 hp. "Here eat this while you wait for the healer... Morn wasn't it ?" Liang Lin smiles as she hands Red Knell the tray of snacks to eat. Costume, handwraps, shortword, 50' silken rope w/ grappling hook, wide sash, leather soft shoes OOC...Actions main hand: -- off hand: -- Actions - Blending in, not moving much ooc: Gear Gear - mundane Costume, 50' silken rope w/ grappling hook, wide sash, leather soft shoes magic item - *attuned (3) Wraps of unarmed prowess* +2 (rare) Shortsword +2, vicious weapon of certain death* (very rare) Clothes of mending (common) Chef Chef Time and effort spent mastering the culinary arts has paid off. You gain the following benefits: Increase your Constitution or Wisdom score by 1, to a maximum of 20. You gain proficiency with cook’s utensils if you don’t already have it. As part of a short rest, you can cook special food, provided you have ingredients and cook's utensils on hand. You can prepare enough of this food for a number of creatures equal to 4 + your proficiency bonus. At the end of the short rest, any creature who eats the food and spends one or more Hit Dice to regain hit points regains an extra 1d8 hit points. With one hour of work or when you finish a long rest, you can cook a number of treats equal to your proficiency bonus. These special treats last 8 hours after being made. A creature can use a bonus action to eat one of those treats to gain temporary hit points equal to your proficiency bonus. @DragonZaid .. paging the Healer .. Edited April 10 by DarkAngel (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Draidden Posted April 10 Clone Share Posted April 10 Grusk Hammerfist Grusk Hammerfist Smuggler Young adult 6'1" male half-orc, Paladin of Conquest 5 CN Stats Init +2, +1 mithril breastplate (AC 17, HP 59/59) Currently AC is 16 due to disguise. conditions normal, base move..30', swim and climb 30' Skills Athletics +8, Insight +4, Deception +5, Intimidation +5, Persuasion +5 stats.. STR 21, DEX 14, CON 16, INT 11, WIS 12, CHA 14 saves STR +5, DEX +2, CON +3, INT +0, WIS +4, CHA +5 ..spells.. CHA..prof.. +3 spell... Casting +5, Save DC 13 prepared (4) Cure Wounds, Divine Favor, Thunderous Smite, Lesser Restoration, Prayer of Healing slots (4/2) Perishables Potion of Greater Healing, 40 Arrows Half-Orc Traits: DarkvisionThanks to your orc blood, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray., MenacingYou gain proficiency in the Intimidation skill., Relentless EnduranceWhen you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can't use this feature again until you finish a long rest., Savage AttacksWhen you score a critical hit with a melee weapon attack, you can roll one of the weapon's damage dice one additional time and add it to the extra damage of the critical hit. Paladin Traits: Divine SenseThe presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell. You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses., Lay on HandsYour blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your paladin level × 5. As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool. Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one. This feature has no effect on undead and constructs., Divine SmiteStarting at 2nd level, when you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend, to a maximum of 6d8., Fighting StyleUnarmed Fighting TCE p42 Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren't wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8. At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you., SpellcastingBy 2nd level, you have learned to draw on divine magic through meditation and prayer to cast spells as a cleric does. See chapter 10 for the general rules of spellcasting and chapter 11 for the paladin spell list. Preparing and Casting Spells The Paladin table shows how many spell slots you have to cast your paladin spells. To cast one of your paladin spells of 1st level or higher, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. You prepare the list of paladin spells that are available for you to cast, choosing from the paladin spell list. When you do so, choose a number of paladin spells equal to your Charisma modifier + half your paladin level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots. For example, if you are a 5th-level paladin, you have four 1st-level and two 2nd-level spell slots. With a Charisma of 14, your list of prepared spells can include four spells of 1st or 2nd-level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells. You can change your list of prepared spells when you finish a long rest. Preparing a new list of paladin spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list. Spellcasting Ability Charisma is your spellcasting ability for your paladin spells, since their power derives from the strength of your convictions. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a paladin spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus + your Charisma modifier Spell attack modifier = your proficiency bonus + your Charisma modifier Spellcasting Focus You can use a holy symbol as a spellcasting focus for your paladin spells., Divine HealthBy 3rd level, the divine magic flowing through you makes you immune to disease., Sacred OathWhen you reach 3rd level, you swear the oath that binds you as a paladin forever. Up to this time you have been in a preparatory stage, committed to the path but not yet sworn to it. Now you choose from the list of available oaths. Your choice grants you features at 3rd level and again at 7th, 15th, and 20th level. Those features include oath spells and the Channel Divinity feature. Oath Spells Each oath has a list of associated spells. You gain access to these spells at the levels specified in the oath description. Once you gain access to an oath spell, you always have it prepared. Oath spells don't count against the number of spells you can prepare each day. If you gain an oath spell that doesn't appear on the paladin spell list, the spell is nonetheless a paladin spell for you. Channel Divinity PHB p82 Your oath allows you to channel divine energy to fuel magical effects. Each Channel Divinity option provided by your oath explains how to use it. When you use your Channel Divinity, you choose which option to use. You must then finish a short or long rest to use your Channel Divinity again. Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your paladin spell save DC. Channel Divinity: Harness Divine Power TCE p52 3rd-level paladin optional feature You can expend a use of your Channel Divinity to fuel your spells. As a bonus action, you touch your holy symbol, utter a prayer, and regain one expended spell slot, the level of which can be no higher than half your proficiency bonus (rounded up). The number of times you can use this feature is based on the level you've reached in this class: 3rd level, once; 7th level, twice; and 15th level, thrice. You regain all expended uses when you finish a long rest. Breaking Your Oath A paladin tries to hold to the highest standards of conduct, but even the most virtuous paladin is fallible. Sometimes the right path proves too demanding, sometimes a situation calls for the lesser of two evils, and sometimes the heat of emotion causes a paladin to transgress his or her oath. A paladin who has broken a vow typically seeks absolution from a cleric who shares his or her faith or from another paladin of the same order. The paladin might spend an all-night vigil in prayer as a sign of penitence, or undertake a fast or similar act of self-denial. After a rite of confession and forgiveness, the paladin starts fresh. If a paladin willfully violates his or her oath and shows no sign of repentance, the consequences can be more serious. At the DM's discretion, an impenitent paladin might be forced to abandon this class and adopt another, or perhaps to take the Oathbreaker paladin option that appears in the Dungeon Master's Guide. Oath of Conquest XGE p37 The Oath of Conquest calls to paladins who seek glory in battle and the subjugation of their enemies. It isn't enough for these paladins to establish order. They must crush the forces of chaos. Sometimes called knight tyrants or iron mongers, those who swear this oath gather into grim orders that serve gods or philosophies of war and well-ordered might. Some of these paladins go so far as to consort with the powers of the Nine Hells, valuing the rule of law over the balm of mercy. The archdevil Bel, warlord of Avernus, counts many of these paladins—called hell knights—as his most ardent supporters. Hell knights cover their armor with trophies taken from fallen enemies, a grim warning to any who dare oppose them and the decrees of their lords. These knights are often most fiercely resisted by other paladins of this oath, who believe that the hell knights have wandered too far into darkness. Tenets of Conquest XGE p37 A paladin who takes this oath has the tenets of conquest seared on the upper arm. Douse the Flame of Hope. It is not enough to merely defeat an enemy in battle. Your victory must be so overwhelming that your enemies' will to fight is shattered forever. A blade can end a life. Fear can end an empire. Rule with an Iron Fist. Once you have conquered, tolerate no dissent. Your word is law. Those who obey it shall be favored. Those who defy it shall be punished as an example to all who might follow. Strength Above All. You shall rule until a stronger one arises. Then you must grow mightier and meet the challenge, or fall to your own ruin. Oath Spells XGE p37 You gain oath spells at the paladin levels listed. Oath of Conquest Spells Paladin Level Spells 3rd armor of Agathys, command 5th hold person, spiritual weapon 9th bestow curse, fear 13th dominate beast, stoneskin 17th cloudkill, dominate person Channel Divinity XGE p37 When you take this oath at 3rd level, you gain the following two Channel Divinity options. Conquering Presence. You can use your Channel Divinity to exude a terrifying presence. As an action, you force each creature of your choice that you can see within 30 feet of you to make a Wisdom saving throw. On a failed save, a creature becomes frightened of you for 1 minute. The frightened creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success. Guided Strike. You can use your Channel Divinity to strike with supernatural accuracy. When you make an attack roll, you can use your Channel Divinity to gain a +10 bonus to the roll. You make this choice after you see the roll, but before the DM says whether the attack hits or misses., Extra AttackBeginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn., Aura of ProtectionStarting at 6th level, whenever you or a friendly creature within 10 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma modifier (with a minimum bonus of +1). You must be conscious to grant this bonus. At 18th level, the range of this aura increases to 30 feet. Appearance: An intimidating mountain of muscle standing at 6'1" tall. He generally is wearing some worn, but nice pants tucked into the tops of his leather boots with a thick belt around his waist holding them up. A dagger hangs from the belt. On the top he wears a sleeveless shirt of fair quality and a bandana on his head. Aside from the large bow and large quiver on his back he carries no other weapons. There are several tattoos on his arms and he walks with more of a bounce to his step than his large size would have one expect. Equipment: Chainmail suit of Waterdeep guard (so current AC is actually 16 as he is not wearing his +1 breastplate), Shield of Waterdeep guard, Helmet of Waterdeep guard, +2 Longsword, Oversized Longbow w/20 arrows, Belt of Hill Giant Strength, Gloves of Swimming and Climbing, Eldritch Claw Tattoo, Holy Symbol of Tempus tucked under his shirt/armor at this time. Grusk stores most of his gear below decks, but keeps his large longbow. He is more comfortable with it then a crossbow and it hits harder. When Red asks for a dagger he takes his off his belt and tosses it to her, sheath and all. Here ya go Red. May it serve you well. With preparations done he makes his way back down into the row boat. If someone else is joining him in the boat he will wait for them to climb in, then he sets to rowing to get himself into position. He stops when he can dimly see the lights on the deck of the Mary Rose and can see the nearby docks to keep an eye out for the Port Authority. He then waits for the others to do their part. He keeps an eye out for anyone else approaching the ship. OoC...Actions ooc: Actions Attack - Move - Bonus - Reaction - Immediate - Combat options Paladin: Oath of Conquest 6 Combat Divine Favor: Bonus Action, Adds 1d4 radiant damage to his attacks, Duration: Concentration, up to 1 minute Thunderous Smite: Bonus Action, Adds, 2d6 Thunder damage to next successful hit with a melee weapon, Strength save DC 13 or be pushed 10' away and knocked prone, Duration: Concentration, up to 1 minute Options melee.. Unarmed Attack, +9 to hit, 1d8+6 damage melee.. Dagger, +8 to hit, 1d4+5 damage melee.. ranged.. Longbow, +6 to hit, 2d6+5, Range: 150/600 ranged.. Dagger, +8 to hit, 1d4+5 damage ranged.. ranged.. Preferred technique - unarmed combat attack.. +9 to hit, 1d8+6 damage extra attack.. +9 to hit, 1d8+6 damage move.. will close with enemy if none are adjacent bonus.. reaction.. other preferred weapons Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
PureChance Posted April 10 Clone Share Posted April 10 Phlebas, Ship's Carpenter Reborn Fathomless Warlock AC: 15 (Studded Leather) | HP: 57/57 (15 THP) | HD: 6/6 | Speed: 30 ft. ; 40ft. Swim | Initiative: +3 Senses: Passive Perception 11, Insight 14, Investigation 10. Darkvision 60ft. StrSave: +2 Athletics: +5 Carrying Capacity: 210 lb. Lift/Push/Drag: 420 lb.: 12 (+2) | DexInitiative: +3 Save: +3 Acrobatics: +6 Slight-of-Hand: +3 Stealth: +3: 16 (+3) | ConSave: +4: 18 (+4) | IntSave: +0 Arcana: 0 History: 0 Investigation: 0 Nature: 0 Religion: 0: 11 (+0) | WisSave: +4 Animal Handling: +1 Insight: +4 Medicine: +1 Perception: +1 Survival: +1: 12 (+1) | ChaSave: +8 Deception: +8 Intimidation: +8 Performance: +5 Persuasion: +8: 20 (+5) Languages: Common, Chondathan, Illuskan, Comprehend any speech between fully submerged creatures Resistance: Poison, Cold | Advantage on Saving Throws vs: Disease, Poison, Death Don't need to eat, breathe, sleep and magic can't put you to sleep. Spell Slots (3rd Level): 2/2 | TalismanWhen the wearer fails an ability check, they can add a d4 to the roll, potentially turning the roll into a success. This benefit can be used a number of times equal to your proficiency bonus, and all expended uses are restored when you finish a long rest. Charges: 3/3 | TentacleAt 1st level, you can magically summon a spectral tentacle that strikes at your foes. As a bonus action, you create a 10-foot-long tentacle at a point you can see within 60 feet of you. The tentacle lasts for 1 minute or until you use this feature to create another tentacle. When you create the tentacle, you can make a melee spell attack against one creature within 10 feet of it. On a hit, the target takes 1d8 cold damage, and its speed is reduced by 10 feet until the start of your next turn. When you reach 10th level in this class, the damage increases to 2d8. As a bonus action on your turn, you can move the tentacle up to 30 feet and repeat the attack . You can summon the tentacle a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. Uses: 3/3 | Past KnowledgeYou temporarily remember glimpses of the past, perhaps faded memories from ages ago or a previous life. When you make an ability check that uses a skill, you can roll a d6 immediately after seeing the number on the d20 and add the number on the d6 to the check. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. Uses: 3/3 Current Gear: Studded leather armour, 1 dagger, Rod of the Pact Keeper, Cape of the Mountebank, Goggles of Night Phlebas offers a mock salute at the Bosun's orders, and quickly checks if there's berths assigned where he can stow his kit. If not, he'll just drop it down below. "Unfortunately I left all my spares back at the tavern," he shrugs apologetically, "but looks like you're sorted." He makes sure both his dagger and the barnacle-clad iron rod are secure in his belt, and his goggles are still tight. Then he drops into the water alongside the baby kraken and the sea elf. Seeing what he assumed was the druid watching the surface, he opens his mouth and speaks, garbled noises and bubbles floating free. Strangely, the kraken finds the sounds resonating amongst the sacs of its body, and somehow translating into speech as clear as if Phlebas was standing next to him topside. "Any questions or suggestions? I don't rightly know how your powers work, but I'm assuming you understood the plan." He didn't quite understand it, but since meeting the undead pirates he found by the end of the conversation their speech - although spectral - was clear and no longer garbled. He tried not to dwell on the circumstances of his sudden understanding, and what that might imply for his own fate or state... Best keep looking forward towards those anchor lines. He gestures to Finn to lead the way. Not only does the sea elf know the way, he'll likely receive a better reception too. OOC Action: - Bonus Action: — Movement: - Reaction: - Object Interaction: - Actions & Resources Actions: Eldritch Blast . Ranged Spell Attack (2 beams): +10 to hit, ranged 120 ft., one target. Hit: 1d10 + 5 force damage, push 10 ft. Toll the Dead . Cantrip: DC18 Wisdom Save, one creature in 60ft, Fail: +2d8/2d12 Necrotic damage. Dagger [1] . Thrown/Melee Weapon Attack: +6 to hit, ranged 20/60 ft., one target. Hit: 1d4 + 3 piercing damage. Coiling Grasp Tattoo . Melee Attack: DC14 Strength Save, reach 15 ft., one target. Fail: 3d6 force damage, grappled (DC14). Unarmed/Improvised . Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1d4 + 2 bludgeoning damage. Bonus Actions: Summon/Command Tentacle . Range: 60 ft. | Move: 30 ft. | Melee spell attack: +10 to hit, reach 10 ft., one target. Hit: 1d8 cold damage, -10ft speed. Reactions: Rebuke of the Talisman . When the wearer of your talisman is hit by an attacker you can see within 30 feet of you, you can use your reaction to deal psychic damage to the attacker equal to your proficiency bonus (3) and push it up to 10 feet away from the talisman's wearer. Other Features: Rod of the Pact Keeper +2 . 1/1 Cape of the Mountebank . 1/1 Gear Gear - mundane Studded leather armour, Cold weather clothing, Carpenter's tools, sailors kit (explorers kit minus torches, minus bedroll, plus hammock, all in an oilskin bag) a set of traveler's clothes, and a pouch containing 15gp, a light crossbow and 20 bolts, 3 1 daggers, 10 iron spikes, pint of oil, hooded lantern, fishing tackle magic items, *attuned (2/3) Rod of the Pact Keeper +2* (rare), Cape of the Mountebank (rare) Coiling Grasp Tattoo* (uncommon) Goggles of Night (uncommon) wish list Barrier tattoo medium Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Wizard of the Coat Posted April 11 Clone Share Posted April 11 Red Knell - Even-Keeled Beauty with a Bad Reputation... and Dark Magic Troubles Passive Perception 19 | Athletics +8 | Insight +6 | Intimidation +6 | Investigation +4 | Languages Common, Thieves Cant, Deep Speech attractive | 5'9" | athletic female build | dark red hair | grey-green eyes eye patch | jewelry | elegant traveler's clothes | rapier| two throwing knives | belaying pin | hat | bandana |gloves | thieves' tools AC 17Mage Armor: 13 Dex +4 (18Dual Wielder feat +1 to AC when wielding two weapons) | HP 38/51 | INIT +7 | Move 30 (40 swim) | Inspr. 0/1 | Spells 2/2 | HD 6d8/6d8 Years ago, at the Red Abbey, Knell had been treated to a meal of dishes from the far east. She had found it delightfully exotic. But having dined less than an hour earlier, she was tempted to refuse the deadly cooks offering. Then a memory came to her. She'd been asked by her sister about the meal. She had found it difficult to describe. In the end, she explained that the meal had left her feeling light and refreshing rather than heavy and ready for a nap. Knell reconsidered the rice balls and soup bowls on the tray. And she considered the very deadly cook. A moment later, she graciously accepted two rice balls and one of the steaming bowls of soup. "Thank you," she offered with a little bow to the cook, surprised to feel warmth within her even before the first sip of hot soup. The redhead stashed the two rice balls in a coat pocket just in time to catch Grusk's dagger. "Thanks!" she replied, not able to conceal her excitement. Setting the bowl down on a barrel lashed to the deck, Knell secured the dagger to her hip, then drew it, pleased with the blade. Sheathing the dagger, she met Grusk's eyes and joked, "What kind of lady doesn't carry a dagger, right?" But the soup was calling her now. She took up the bowl and began carefully sipping the steaming broth. Soon she had a rice ball in her other hand and was alternating between soup and rice ball. OOC Equipped Main hand: empty Off Hand: empty Actions Stat Block Human (Variant) Female Swashbuckler (3)/Fathomless Warlock (3) Pirate (Bad Reputation) STRSAVE +2 Athletics +8 14 | DEXSAVE + 7 Acrobatics +7 Slight of Hand +4 Stealth +7 18 | CONSAVE +3 17 | INTSAVE +4 Arcane +1 History +1 Investigation +4 Nature +1 Religion +1 12 | WISSAVE +3 Animal Handling +3 Insight +6 Medicine +3 Perception +9 Survival +3 16 | CHASAVE +3 Deception +3 Intimidation +6 Performance +3 Persuasion +3 16 | Death Saves -3 | Feat Dual WielderYou master fighting with two weapons, gaining the following benefits: You gain a +1 bonus to AC while you are wielding a separate melee weapon in each hand. You can use two-weapon fighting even when the one-handed melee weapons you are wielding aren't light. You can draw or stow two one-handed weapons when you would normally be able to draw or stow only one. Tavern BrawlerAccustomed to rough-and-tumble fighting using whatever weapons happen to be at hand, you gain the following benefits: Increase your Strength or Constitution by 1, to a maximum of 20. You are proficient with improvised weapons. Your unarmed strike uses a d4 for damage. When you hit a creature with an unarmed strike or an improvised weapon on your turn, you can use a bonus action to attempt to grapple the target. Actions Attack with Rapier of Gambling +10 (1d8+7 piercing) Attack with Pact Weapon Whip +7 (1d4+4 slashing) Attack with Shadow Blade +7 (2d8+4 psychic) Cast a Spell (Blade WardAbjuration cantrip Casting Time: 1 action Range: Self Components: V, S Duration: 1 round You extend your hand and trace a sigil of warding in the air. Until the end of your next turn, you have resistance against bludgeoning, piercing, and slashing damage dealt by weapon attacks., Chill TouchNecromancy cantrip Casting Time: 1 action Range: 120 feet Components: V, S Duration: 1 round You create a ghostly, skeletal hand in the space of a creature within range. Make a ranged spell attack against the creature to assail it with the chill of the grave. On a hit, the target takes 1d8 necrotic damage, and it can't regain hit points until the start of your next turn. Until then, the hand clings to the target. If you hit an undead target, it also has disadvantage on attack rolls against you until the end of your next turn. This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8)., Protection from Evil and Good1st-level abjuration Casting Time: 1 action Range: Touch Components: V, S, M (holy water or powdered silver and iron, which the spell consumes) Duration: Concentration, up to 10 minutes Until the spell ends, one willing creature you touch is protected against certain types of creatures: aberrations, celestials, elementals, fey, fiends, and undead. The protection grants several benefits. Creatures of those types have disadvantage on attack rolls against the target. The target also can't be charmed, frightened, or possessed by them. If the target is already charmed, frightened, or possessed by such a creature, the target has advantage on any new saving throw against the relevant effect., Spider Climb2nd-level transmutation Casting Time: 1 action Range: Touch Components: V, S, M (a drop of bitumen and a spider) Duration: Concentration, up to 1 hour Until the spell ends, one willing creature you touch gains the ability to move up, down, and across vertical surfaces and upside down along ceilings, while leaving its hands free. The target also gains a climbing speed equal to its walking speed.) Create Pact of the BladeWarlock class feature You can use your action to create a pact weapon in your empty hand. You can choose the form that this melee weapon takes each time you create it (see chapter 5 for weapon options). You are proficient with it while you wield it. This weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. Your pact weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die. Weapon Activate Magic Item: Rogue's Mantle Willful EnmityRogue's Mantle feature Willful Enmity. You can cast the Antagonize spell (save DC 15) from the mantle. Once the mantle has cast the spell, it can't cast the spell again until the next dawn. ANTAGONIZE 3rd-level enchantment Casting Time: 1 action Range: 30 feet Components: V, S, M (a playing card depicting a rogue) Duration: Instantaneous You whisper magical words that antagonize one creature of your choice within range. The target must make a Wisdom saving throw. On a failed save, the target takes 4d4 psychic damage and must immediately use its reaction to make a melee attack against another creature of your choice that you can see. If the target can't make this attack (for example, because there is no one within its reach or because its reaction is unavailable), the target instead has disadvantage on the next attack roll it makes before the start of your next turn. On a successful save, the target takes half as much damage only. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d4 for each slot level above 3rd. Bonus Actions Two-Weapon Fighting Bonus Attack with Pact Weapon Whip +7 (1d4 piercing) Two-Weapon Fighting Bonus Attack with Shadow Blade +7 (2d8 psychic) Cast a Spell (Hex1st-level enchantment Casting Time: 1 bonus action Range: 90 feet Components: V, S, M (the petrified eye of a newt) Duration: Concentration, up to 1 hour You place a curse on a creature that you can see within range. Until the spell ends, you deal an extra 1d6 necrotic damage to the target whenever you hit it with an attack. Also, choose one ability when you cast the spell. The target has disadvantage on ability checks made with the chosen ability. If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to curse a new creature. A remove curse cast on the target ends this spell early. At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours. or Shadow Blade2nd-level illusion Casting Time: 1 bonus action Range: Self Components: V, S Duration: Concentration, up to 1 minute You weave together threads of shadow to create a sword of solidified gloom in your hand. This magic sword lasts until the spell ends. It counts as a simple melee weapon with which you are proficient. It deals 2d8 psychic damage on a hit and has the finesse, light, and thrown properties (range 20/60). In addition, when you use the sword to attack a target that is in dim light or darkness, you make the attack roll with advantage. If you drop the weapon or throw it, it dissipates at the end of the turn. Thereafter, while the spell persists, you can use a bonus action to cause the sword to reappear in your hand. At Higher Levels. When you cast this spell using a 3rd- or 4th-level spell slot, the damage increases to 3d8. When you cast it using a 5th- or 6th-level spell slot, the damage increases to 4d8. When you cast it using a spell slot of 7th level or higher, the damage increases to 5d8.) Cunning Action (Dash, Disengage, Hide) Activate Magic Item: Rogue's Mantle Move in ShadowsRogue's Mantle feature While you are in dim light or darkness, you can use a bonus action to teleport, along with anything you are wearing or carrying, up to 30 feet to an unoccupied space you can see that is also in dim light or darkness. You then have advantage on the first melee attack you make before the end of the turn. (teleport 30 feet) Fathomless Warlock class feature Tentacles of the DeepYou can magically summon a spectral tentacle that strikes at your foes. As a bonus action, you create a 10-foot-long tentacle at a point you can see within 60 feet of you. The tentacle lasts for 1 minute or until you use this feature to create another tentacle. When you create the tentacle, you can make a melee spell attack against one creature within 10 feet of it. On a hit, the target takes 1d8 cold damage, and its speed is reduced by 10 feet until the start of your next turn. When you reach 10th level in this class, the damage increases to 2d8. As a bonus action on your turn, you can move the tentacle up to 30 feet and repeat the attack. You can summon the tentacle a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. Reactions Opportunity Attack with Rapier of Gambling +10 (1d8+7 piercing) Opportunity Attack with Pact Weapon Whip +7 (1d4+4 slashing) Rider Effects Fancy FootworkSwashbuckler class feature During your turn, if you make a melee attack against a creature, that creature can't make opportunity attacks against you for the rest of your turn., Rakish AudicitySwashbuckler class feature You also gain an additional way to use your Sneak Attack; you don't need advantage on your attack roll to use Sneak Attack against a creature if you are within 5 feet of it, no other creatures are within 5 feet of you, and you don't have disadvantage on the attack roll. All the other rules for Sneak Attack still apply to you., Sneak AttackRogue class feature Once per turn, you can deal an extra 2d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon. You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll., Equipment Not on Person boots and stockings, cross-body bag[This is a refluffed pouch] thieve's tools (1 lb) half-pint flask of rum (1 lb) 10 feet of silk rope (1 lb) tinder box (1 lb) empty sack (.5 lb) perfume (-) make-up kit (.5) steel mirror (.5) soap (-) Perfume of Bewitching Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
DarkAngel Posted April 20 Author Clone Share Posted April 20 (edited) @JagrHunter @DragonZaid You are up buddy DM Everyone : Feel free to reposition yourself in the water around the 'Mary Rose' as appropriate on the interactive map , screenshot below. Edited April 20 by DarkAngel (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
JagrHunter Posted April 20 Clone Share Posted April 20 Finn, Rogue, Swashbuckler (6th) Young adult 5'11 Male Half-Sea Elf Rogue, CG move 30' / swim 30' | InheiritorYou are the heir to something of great value — not mere coin or wealth, but an object that has been entrusted to you and you are alone. Your inheritance might have come directly to you from a member of your family, by right of birth, or it could have been left to you by a friend, a mentor, a teacher, or someone else important in your life. The revelation of your inheritance changed your life and might have set you on the path to adventure, but it could also come with many dangers, including those who covet your gift and want to take it from you — by force, if need be. Skill Proficiencies: Survival, plus one from among Arcana, History, and Religion Tool Proficiencies: Flute Languages: Elvish Equipment: Your inheritance, a set of traveler’s clothes, the tool you choose for this background’s tool proficiency, and a pouch containing 15 gp, stats.. STR 14, DEX 16, CON 11, INT 15, WIS 12, CHA 16 | ..saves.. Dex +6, INT +5 | prof.. +3 Skills: Perception +7, Acrobatics +6, History +5, Stealth +9, Persuasion +9, Survival +4 Actions: Stabbing Spear +1 (+6, 1d6+3/1d6+1) | Dagger (+6, 1d4+3, 1d4+1, 20/60) | Unarmed (+5, 3) Lang: Chondathan, Aquan, Elvish, Common, Thieves' Cant Feats / BenefitsBuild bonus feat: Observant: WIS +1 Half-Sea Elf. Swim 30' Child of the Sea Level benefits Fighting Style - Expertise (Stealth, Perception, History, Thieves Tools) - Sneak Attack -extra 1d6 damage w/ advantage Cunning Action - Take Dash, Disengage, or Hide action as a bonus action. Steady Aim - Advantage on next attack roll as bonus action. , Archetype (Swashbuckler) - Feat - Dual Wield You master fighting with two weapons, gaining the following benefits: - You gain a +1 bonus to AC while you are wielding a separate melee weapon in each hand. - You can use two-weapon fighting even when the one-handed melee weapons you are wielding aren't light. - You can draw or stow two one-handed weapons when you would normally be able to draw or stow only one. Uncanny Dodge - When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you. Finn sliced through the murky waters, his short spear at the ready. Pausing just before the ship's bow, he surveyed the shadowy depths for lurking eyes before approaching the thick rope that anchored the Mary Rose to the seabed. OOC...Actions main hand:spear off hand: Actions - swinmming ooc: Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
JubalBreakbottle Posted April 20 Clone Share Posted April 20 (edited) Jubal Breakbottle | Sailor, grizzly, baby kraken 3' 1" tall | Hard-looking, adult halfling with a perpetual squint and knife cut, short hair with mutton chops to the extent that he can grow facial hair, the color of a stone-scrubbed deck. Exotic tattoos cover his lean, sun-tanned muscles. gear.. vest & pants of sailcloth, bare hairy feet, leather bracers on forearms, bracelet made of silvered fish hooks, ring on right middle finger, pouch (22 sp, 7 gp) hanging from neck, sickle and shortsword on weapons' belt HP 51/51 | HD 6/6 | ClawEldritch Maul. As a bonus action, you can empower the tattoo for 1 minute. For the duration, each of your melee attacks with a weapon or an unarmed strike can reach a target up to 15 feet away from you, as inky tendrils launch toward the target. In addition, your melee attacks deal an extra 1d6 force damage on a hit. Once used, this bonus action can't be used again until the next dawn. 1/1 | Wild Shape 0/2 Spells +10 DC 18 | Cantrips1. Create Bonfire VS 60 ft Dex 2d8 fire 2. Gust VS 30 ft 3. Shape Water V 30 ft | 1st1. Absorb Elements S, Reaction 2. Faerie Fire V, 60 ft Concentration 3. Goodberry VSM 4. Healing Word V, Bonus 5. Fog Cloud VS Concentration 3/4 | 2nd6. Heat Metal VSM Concentration 7. Hold Person VSM Concentration 8. Lesser Restoration VS 9. Pass without Trace VSM Concentration 3/3 | 3rd10. Conjure Animals VS 2x Dire Wolves - Land 2x Giant Octopus - Sea 2x Giant Vultures - Air 2/2 Abilities & Saves AC (bracers) 20 | Initiative +3 Passives Perception 23 | Investigation 15 | Insight 15 Speed 25 ft | Swim 40 ft Ability Mods Str +1 | Dex +3 | Con +3 | Int +0 | Wis +5 | Cha +0 Saves Str +4 | Dex +6 | Con +6 | Int +0 | Wis +5 | Cha +0 Attacks +2 Moon Sickle +8, Slashing 1d4+5 | Unarmed +7, Bludgeoning 1d4+4 | Shortsword +6, Piercing 1d6+3 Perception +8 | Acrobatics +6 | Stealth +6 | Athletics +4 You could imagine octopus eyebrows shooting up when Phlebas starts talking to him. "Woah! Can understand you! That's awesome! Animal shape can be quite isolating." Jubal-kraken reacts with surprise. "Aye, understand the plan, but this form is so alien, it's challenging to show agreement. Can you speak to all animals?" Jubal-kraken asks conversationally as they close on the Mary Rose keeping pace with the slower carpenter. Mechanics Senses Darkvision 60 ft, so dim light out to 60 ft Move Swim 40 ft (of 60 ft Move) Action Dash 40 ft @PureChance Edited April 20 by JubalBreakbottle (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
DarkAngel Posted April 21 Author Clone Share Posted April 21 (edited) Mary Rose 'Mary Rose' BATTLE MAP interactive (SCREENSHOT) OBJECTIVES @JagrHunter @Bearlord @PureChance @omegoku @DragonZaid @Wizard of the Coat @JubalBreakbottle @Draidden Stealth mission ... to avoid involving crew from below deck, silence and a swift suprise attack upon the night watch above deck to take them out quickly and quietly will ensure success for this part of the mission, scuttling of the 'Mary Rose'. tasks Cut anchor rope(s) :: Phlebas, Finn loose sails from main masts :: Blueblood (Stern) , Red Knell (Bow) Steer ship to harbour wall :: Shadow monk Take out night watch :: (marines) Njardun, Eiranne, Jubal-Kraken... et al. Take out all lanterns on Mary Rose :: All, no light sources to remain. Port Authourity :: (distraction) Weapons master Grusk in rowboat to help take out night watch, may begin 60' + away from ship and reappear anywhere on the map when approaching the ship. Escape into harbour :: (Stealth) All to leave once tasks aboard ship are complete, - Grusk in rowboat to escape harbour... dump the dead. - Everyone else will remain underwater, help Sea Elves to secure 'Mary Rose' underwater and retrieve cargo from sunken ship. DM You have maintained subterfuge and silence thus far being unknown to the night watch of the ship. Illumination ... night time Sea ... none, obscurement in waves Ship ... lanterns illuminate the main deck, from the cross masts Map square is 5' ... you may relocate your position as appropriate upon the map. Once Red Knell and Blueblood board the ship, I shall reveal the ships deck area. North is top of the map. Booty ... there are (1) Longsword +2 ... (2) Crossbows with bolt cases... unclaimed for this mission. @Alterangel ... Ship Astrologer may be in rowboat with Grusk if you are ready to join in. FIRST WAVE begins Edited April 21 by DarkAngel (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
DarkAngel Posted April 21 Author Clone Share Posted April 21 (edited) ms.'Blueblood' Pirate, Rogue, Swashbuckler, Duelist, Captain's daughter... Young adult 5'11 female human variant fighter, CN eldritch knight 6 swimming costume, leather bracers, weapons belt, dagger, watertight mapcase, pouch, leather soft shoes. It was a short swim through the choppy water as the stormy winds whipped up the waves towards the 'Mary Rose' that did not take long to eventually appear from the darkness. A single light, then another, then others gradually appeared through the haze of the stormy night. Remarkably there was no floating islands of seaweed between 'Sweat Pea' and the 'Mary Rose'. You could feel the current from the tide pulling you towards the harbour exit on every stroke... ms. Blueblood swum just below the surface flanked by Red Knell swimming beside her on one side and her cook, Liang Lin on the other until the dark outline of the 'Mary Rose' came into view at which point they paused and spoke at the surface ... "... Red ...we are the first wave... the others won't board until you signal me from the foremast... first avoid the crew and get up to the top of the mast to spy on any night crew to point out on deck ...when I give the order... release the sails top to bottom. I'll be on the rear mast... to release the sails." ms. Blueblood makes a gesture with a one hand to indicate the 'release of the sails' "...Marines ...watch out for Red and me, who will point out the nightwatch... when I raise my rapier... board the ship... swiftly and quietly does it. Finn ...make sure all the anchor lines are cut, take someone with you and keep an eye underwater to report back to me once the night crew have been dealt with." ...and with that ms. Blueblood breaks company and *swims* to the Stern or rear of the two masted ship with Liang Lin, as Red Knell and some others swim to the Bow or front of the ship... Plan First Wave - Masks On Red Knell, ms. Blueblood and Liang Lin climb aboard sneakily and climb up rigging or mast directly without being observed. Marines await boarding order (DM: time to buff up) and reposition themselves on the map for a waterborne swift and silent attack upon the night crew as appropriate. Finn and co... sever anchor lines (when revealed), scan underwater for dangers to report, prepare to board the 'Mary Rose' Grusk in Rowboat can be at max darkvision range so to observe the goings on around one side of the 'Mary Rose'... you choose... North, East, West or South (on the map North is top). Please advise distance and bearing for Rowboat. Second Wave - Masks on Await Blueblood's orders Board .. Everyone - Swiftly and silently take out night crew if you can to secure main deck without an Alarm being raised... Release Sails .. Red Knell - After climb up rigging or mast directly without being seen, release sails from storm bindings... cut ropes to drop sails Edited April 21 by DarkAngel (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Wizard of the Coat Posted April 21 Clone Share Posted April 21 (edited) Red Knell - Even-Keeled Beauty with a Bad Reputation... and Dark Magic Troubles Passive Perception 19 (darkvision 120 ft)| Athletics +8 | Insight +6 | Intimidation +6 | Investigation +4 | Languages Common, Thieves Cant, Deep Speech attractive | 5'9" | athletic female build | dark red hair | grey-green eyes eye patch | jewelry | elegant traveler's clothes | rapier| two throwing knives | belaying pin | hat | bandana |gloves | thieves' tools AC 17Mage Armor: 13 Dex +4 (18Dual Wielder feat +1 to AC when wielding two weapons) | HP 38/51 | INIT +7 | Move 30 (40 swim) | Inspr. 0/1 | Spells 2/2 | HD 6d8/6d8 Knell was stuffed and warmed by the cook's snacks, she again had a dagger, and now she found herself doing what she did best--a skullduggerous boarding action. All in all, her dismal evening was looking to end on a high note. She had a smile on her face as she melted into shadow, disappearing from the dark waves at Mary Rose's prow, only to reappear a heartbeat later up above atop the gunwale. Of course, no one would see the smile, her face covered by the bandana, eyepatch and wide-brimmed hat. Red Knell immediately slinked down onto the deck of the forecastle, crouching well out of sight of the gambling guards seated below on the main deck. Quietly, she padded barefoot across the rain-slicked deck to a spot between the bowsprit brace and the anchor wheel--so as to be hidden should a patrol climb up to the forecastle. Satisfied with her concealed position, the redhead looked around her, fearful of possible familiars--rats, birds or other small creatures--spying on her, then turned her attention to the foremast and rigging, considering the best concealed climbing approach up to the yard. Given her ability to instantly move through shadows up to a distance of some ten paces, Knell's climbing approaches were not constrained by details such as easy reach or access points. The one-eye'd pirate again faded into shadows, appearing some thirty feet above in the rigging. With a combination of climbing and moving through shadows, she reached a position atop the yard where she could conceal herself from the gamblers below, but still survey the deck below. OOC Equipped Main hand: empty Off Hand: empty Actions Bonus Action: Move Through Shadows (teleport 30 feet) up to gunwale of prow. Move & Standard Action: Stealth check to move quietly a couple of squares from the gunwale down to the forecastle deck, then to the hidden spot between the bowsprit brace and the anchor wheel. Passive Perception: 19 (I described her looking around, but that's just fluff. I'll go with her passive perception rather than spend an action. Stat Block Human (Variant) Female Swashbuckler (3)/Fathomless Warlock (3) Pirate (Bad Reputation) STRSAVE +2 Athletics +8 14 | DEXSAVE + 7 Acrobatics +7 Slight of Hand +4 Stealth +7 18 | CONSAVE +3 17 | INTSAVE +4 Arcane +1 History +1 Investigation +4 Nature +1 Religion +1 12 | WISSAVE +3 Animal Handling +3 Insight +6 Medicine +3 Perception +9 Survival +3 16 | CHASAVE +3 Deception +3 Intimidation +6 Performance +3 Persuasion +3 16 | Death Saves -3 | Feat Dual WielderYou master fighting with two weapons, gaining the following benefits: You gain a +1 bonus to AC while you are wielding a separate melee weapon in each hand. You can use two-weapon fighting even when the one-handed melee weapons you are wielding aren't light. You can draw or stow two one-handed weapons when you would normally be able to draw or stow only one. Tavern BrawlerAccustomed to rough-and-tumble fighting using whatever weapons happen to be at hand, you gain the following benefits: Increase your Strength or Constitution by 1, to a maximum of 20. You are proficient with improvised weapons. Your unarmed strike uses a d4 for damage. When you hit a creature with an unarmed strike or an improvised weapon on your turn, you can use a bonus action to attempt to grapple the target. Actions Attack with Rapier of Gambling +10 (1d8+7 piercing) Attack with Pact Weapon Whip +7 (1d4+4 slashing) Attack with Shadow Blade +7 (2d8+4 psychic) Cast a Spell (Blade WardAbjuration cantrip Casting Time: 1 action Range: Self Components: V, S Duration: 1 round You extend your hand and trace a sigil of warding in the air. Until the end of your next turn, you have resistance against bludgeoning, piercing, and slashing damage dealt by weapon attacks., Chill TouchNecromancy cantrip Casting Time: 1 action Range: 120 feet Components: V, S Duration: 1 round You create a ghostly, skeletal hand in the space of a creature within range. Make a ranged spell attack against the creature to assail it with the chill of the grave. On a hit, the target takes 1d8 necrotic damage, and it can't regain hit points until the start of your next turn. Until then, the hand clings to the target. If you hit an undead target, it also has disadvantage on attack rolls against you until the end of your next turn. This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8)., Protection from Evil and Good1st-level abjuration Casting Time: 1 action Range: Touch Components: V, S, M (holy water or powdered silver and iron, which the spell consumes) Duration: Concentration, up to 10 minutes Until the spell ends, one willing creature you touch is protected against certain types of creatures: aberrations, celestials, elementals, fey, fiends, and undead. The protection grants several benefits. Creatures of those types have disadvantage on attack rolls against the target. The target also can't be charmed, frightened, or possessed by them. If the target is already charmed, frightened, or possessed by such a creature, the target has advantage on any new saving throw against the relevant effect., Spider Climb2nd-level transmutation Casting Time: 1 action Range: Touch Components: V, S, M (a drop of bitumen and a spider) Duration: Concentration, up to 1 hour Until the spell ends, one willing creature you touch gains the ability to move up, down, and across vertical surfaces and upside down along ceilings, while leaving its hands free. The target also gains a climbing speed equal to its walking speed.) Create Pact of the BladeWarlock class feature You can use your action to create a pact weapon in your empty hand. You can choose the form that this melee weapon takes each time you create it (see chapter 5 for weapon options). You are proficient with it while you wield it. This weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. Your pact weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die. Weapon Activate Magic Item: Rogue's Mantle Willful EnmityRogue's Mantle feature Willful Enmity. You can cast the Antagonize spell (save DC 15) from the mantle. Once the mantle has cast the spell, it can't cast the spell again until the next dawn. ANTAGONIZE 3rd-level enchantment Casting Time: 1 action Range: 30 feet Components: V, S, M (a playing card depicting a rogue) Duration: Instantaneous You whisper magical words that antagonize one creature of your choice within range. The target must make a Wisdom saving throw. On a failed save, the target takes 4d4 psychic damage and must immediately use its reaction to make a melee attack against another creature of your choice that you can see. If the target can't make this attack (for example, because there is no one within its reach or because its reaction is unavailable), the target instead has disadvantage on the next attack roll it makes before the start of your next turn. On a successful save, the target takes half as much damage only. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d4 for each slot level above 3rd. Bonus Actions Two-Weapon Fighting Bonus Attack with Pact Weapon Whip +7 (1d4 piercing) Two-Weapon Fighting Bonus Attack with Shadow Blade +7 (2d8 psychic) Cast a Spell (Hex1st-level enchantment Casting Time: 1 bonus action Range: 90 feet Components: V, S, M (the petrified eye of a newt) Duration: Concentration, up to 1 hour You place a curse on a creature that you can see within range. Until the spell ends, you deal an extra 1d6 necrotic damage to the target whenever you hit it with an attack. Also, choose one ability when you cast the spell. The target has disadvantage on ability checks made with the chosen ability. If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to curse a new creature. A remove curse cast on the target ends this spell early. At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours. or Shadow Blade2nd-level illusion Casting Time: 1 bonus action Range: Self Components: V, S Duration: Concentration, up to 1 minute You weave together threads of shadow to create a sword of solidified gloom in your hand. This magic sword lasts until the spell ends. It counts as a simple melee weapon with which you are proficient. It deals 2d8 psychic damage on a hit and has the finesse, light, and thrown properties (range 20/60). In addition, when you use the sword to attack a target that is in dim light or darkness, you make the attack roll with advantage. If you drop the weapon or throw it, it dissipates at the end of the turn. Thereafter, while the spell persists, you can use a bonus action to cause the sword to reappear in your hand. At Higher Levels. When you cast this spell using a 3rd- or 4th-level spell slot, the damage increases to 3d8. When you cast it using a 5th- or 6th-level spell slot, the damage increases to 4d8. When you cast it using a spell slot of 7th level or higher, the damage increases to 5d8.) Cunning Action (Dash, Disengage, Hide) Activate Magic Item: Rogue's Mantle Move in ShadowsRogue's Mantle feature While you are in dim light or darkness, you can use a bonus action to teleport, along with anything you are wearing or carrying, up to 30 feet to an unoccupied space you can see that is also in dim light or darkness. You then have advantage on the first melee attack you make before the end of the turn. (teleport 30 feet) Fathomless Warlock class feature Tentacles of the DeepYou can magically summon a spectral tentacle that strikes at your foes. As a bonus action, you create a 10-foot-long tentacle at a point you can see within 60 feet of you. The tentacle lasts for 1 minute or until you use this feature to create another tentacle. When you create the tentacle, you can make a melee spell attack against one creature within 10 feet of it. On a hit, the target takes 1d8 cold damage, and its speed is reduced by 10 feet until the start of your next turn. When you reach 10th level in this class, the damage increases to 2d8. As a bonus action on your turn, you can move the tentacle up to 30 feet and repeat the attack. You can summon the tentacle a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. Reactions Opportunity Attack with Rapier of Gambling +10 (1d8+7 piercing) Opportunity Attack with Pact Weapon Whip +7 (1d4+4 slashing) Rider Effects Fancy FootworkSwashbuckler class feature During your turn, if you make a melee attack against a creature, that creature can't make opportunity attacks against you for the rest of your turn., Rakish AudicitySwashbuckler class feature You also gain an additional way to use your Sneak Attack; you don't need advantage on your attack roll to use Sneak Attack against a creature if you are within 5 feet of it, no other creatures are within 5 feet of you, and you don't have disadvantage on the attack roll. All the other rules for Sneak Attack still apply to you., Sneak AttackRogue class feature Once per turn, you can deal an extra 2d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon. You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll., Equipment Not on Person boots and stockings, cross-body bag[This is a refluffed pouch] thieve's tools (1 lb) half-pint flask of rum (1 lb) 10 feet of silk rope (1 lb) tinder box (1 lb) empty sack (.5 lb) perfume (-) make-up kit (.5) steel mirror (.5) soap (-) Perfume of Bewitching Edited April 22 by Wizard of the Coat (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Stealth Check to Move Silently (in a storm) 26 1d20+7 19 Link to comment Share on other sites More sharing options...
PureChance Posted April 21 Clone Share Posted April 21 (edited) Phlebas, Ship's Carpenter Reborn Fathomless Warlock AC: 15 (Studded Leather) | HP: 57/57 (15 THP) | HD: 6/6 | Speed: 30 ft. ; 40ft. Swim | Initiative: +3 Senses: Passive Perception 11, Insight 14, Investigation 10. Darkvision 60ft. StrSave: +2 Athletics: +5 Carrying Capacity: 210 lb. Lift/Push/Drag: 420 lb.: 12 (+2) | DexInitiative: +3 Save: +3 Acrobatics: +6 Slight-of-Hand: +3 Stealth: +3: 16 (+3) | ConSave: +4: 18 (+4) | IntSave: +0 Arcana: 0 History: 0 Investigation: 0 Nature: 0 Religion: 0: 11 (+0) | WisSave: +4 Animal Handling: +1 Insight: +4 Medicine: +1 Perception: +1 Survival: +1: 12 (+1) | ChaSave: +8 Deception: +8 Intimidation: +8 Performance: +5 Persuasion: +8: 20 (+5) Languages: Common, Chondathan, Illuskan, Comprehend any speech between fully submerged creatures Resistance: Poison, Cold | Advantage on Saving Throws vs: Disease, Poison, Death Don't need to eat, breathe, sleep and magic can't put you to sleep. Spell Slots (3rd Level): 2/2 | TalismanWhen the wearer fails an ability check, they can add a d4 to the roll, potentially turning the roll into a success. This benefit can be used a number of times equal to your proficiency bonus, and all expended uses are restored when you finish a long rest. Charges: 2/3 | TentacleAt 1st level, you can magically summon a spectral tentacle that strikes at your foes. As a bonus action, you create a 10-foot-long tentacle at a point you can see within 60 feet of you. The tentacle lasts for 1 minute or until you use this feature to create another tentacle. When you create the tentacle, you can make a melee spell attack against one creature within 10 feet of it. On a hit, the target takes 1d8 cold damage, and its speed is reduced by 10 feet until the start of your next turn. When you reach 10th level in this class, the damage increases to 2d8. As a bonus action on your turn, you can move the tentacle up to 30 feet and repeat the attack . You can summon the tentacle a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. Uses: 2/3 | Past KnowledgeYou temporarily remember glimpses of the past, perhaps faded memories from ages ago or a previous life. When you make an ability check that uses a skill, you can roll a d6 immediately after seeing the number on the d20 and add the number on the d6 to the check. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. Uses: 2/3 Current Gear: Studded leather armour, 1 dagger, Rod of the Pact Keeper, Cape of the Mountebank, Goggles of Night "Good to hear, and good to hear you are the druid," Phlebas chuckles in reply to Jubal. His own skirt of spectral tentacles skull his half-dead form through the water with little apparent effort on his part, though it is not truly effortless nor as graceful or swift as the beast truly born of the sea. "To be honest, I'm not sure. Kinda noticed it happening with those long dead pirate we spoke to earlier, then some of the animals swimming by when scouting earlier. Didn't think to try it on the boat, I guess you're used to not speaking os there wouldn't have been anything the hear." Much further conversation ends up being cut short by their new boss, and Phlebas wonders what the more seasoned sailor makes of her. "Heads up, looks like Blueblood has some new orders. Maybe the Captain's just a story and it's all her," he mutters to the baby kraken as he spins to get a better view. He nods once to signal his understanding, then drops down after Finn, keeping a wary eye out whilst the sea elf works. "Let me know if you need anything," he bubbles in their direction. OOC Action: - Bonus Action: — Movement: - Reaction: - Object Interaction: - Actions & Resources Actions: Eldritch Blast . Ranged Spell Attack (2 beams): +10 to hit, ranged 120 ft., one target. Hit: 1d10 + 5 force damage, push 10 ft. Toll the Dead . Cantrip: DC18 Wisdom Save, one creature in 60ft, Fail: +2d8/2d12 Necrotic damage. Dagger [1] . Thrown/Melee Weapon Attack: +6 to hit, ranged 20/60 ft., one target. Hit: 1d4 + 3 piercing damage. Coiling Grasp Tattoo . Melee Attack: DC14 Strength Save, reach 15 ft., one target. Fail: 3d6 force damage, grappled (DC14). Unarmed/Improvised . Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1d4 + 2 bludgeoning damage. Bonus Actions: Summon/Command Tentacle . Range: 60 ft. | Move: 30 ft. | Melee spell attack: +10 to hit, reach 10 ft., one target. Hit: 1d8 cold damage, -10ft speed. Reactions: Rebuke of the Talisman . When the wearer of your talisman is hit by an attacker you can see within 30 feet of you, you can use your reaction to deal psychic damage to the attacker equal to your proficiency bonus (3) and push it up to 10 feet away from the talisman's wearer. Other Features: Rod of the Pact Keeper +2 . 1/1 Cape of the Mountebank . 1/1 Gear Gear - mundane Studded leather armour, Cold weather clothing, Carpenter's tools, sailors kit (explorers kit minus torches, minus bedroll, plus hammock, all in an oilskin bag) a set of traveler's clothes, and a pouch containing 15gp, a light crossbow and 20 bolts, 3 1 daggers, 10 iron spikes, pint of oil, hooded lantern, fishing tackle magic items, *attuned (2/3) Rod of the Pact Keeper +2* (rare), Cape of the Mountebank (rare) Coiling Grasp Tattoo* (uncommon) Goggles of Night (uncommon) wish list Barrier tattoo medium Edited April 22 by PureChance (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
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