Hudsonpolar Posted April 11 Clone Share Posted April 11 Araxis Malthen-Galad Passive Insight: 13 || Passive Investigation: 17 || Passive Perception: 13 AC: 13 HP: 78/78 Hit Dice Used (d6): 0 Speed: 30 Spell Slots: 1st - 4 2nd - 3 3rd - 3 4th - 3 5th - 2 Araxis did not speak. He knew that the people here had no love for him. Stubborn kin of his would never learn and the death of his people would continue because they were such. He was too of course. He attempted to make sure they were too busy in their disgust that they couldn't tie a decent knot. He would follow the rest with whatever they had planned next and hopefully with a little magic in the process. Actions Name xDiceName xDiceResult xDiceString xDiceRolls roll 9 1d20+4 5 Link to comment Share on other sites More sharing options...
codexgigas Posted April 12 Author Clone Share Posted April 12 Tuesday, 24th of Winter Night, Morning Moon Magic Lunitari and Nuitari are in conjunction and at Low Sanction. The bonus for being in conjunction cancels out the penalty for being at Low Sanction. All Wizards of High Sorcery cast spells as normal. Solinari (19)--Waning, 3 days to Low Sanction Lunitari (16)--Low Sanction, 7 days to Waxing Nuitari (3)--Low Sanction, 2 days to Low Waxing Despite Araxis' best efforts, the other elves tie his hands tightly together, preventing him from casting any spells with somatic components. As the elves argue, Silvara leans in close, maneuvering so that Merathanos cannot see her hands. Taking a dagger, she neatly slices the ropes tying Araxis' hands together and quickly slides a short wand made of yew into his hands. "I don't know the best way to get you out of here," she whispers, frustration in her voice. "If they hadn't taken most of your weapons, we might be able to do something. As it is, you have a dwarf and a wizard. I don't know if that will be enough to get the Orb back from Merathanos. I've done what I can for the moment." Silvara steps forward, reaching out her hands toward Gilthanas. "My lord," she says. "You know how cruelly the Silvanesti treat my people. Your ancestor Kith-Kanan was a friend of the Kagonesti. Surely you will be too?" Merathanos leans down on horseback, slapping Silvara across the face. "Silence, slave!" she hisses. Gilthanas draws his sword. You notice his eyes are fixed on Silvara as he addresses the Silvanesti. "That was poorly done. You hold our allies captive, and you mistreat our cousins. Why should we permit you to leave this clearing?" he asks loudly. Porthios glares at his brother. "The Kagonesti are savages. We and the Silvanesti are doing them a favor by civilizing them. I do protest the treatment of allies of the Speaker of the Sun, but I don't care what Merathanos does with her slaves." The dispute between the elven factions is growing. Perhaps there is something you can do to take advantage of this? Tabletop Araxis has an arcane focus. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
JubalBreakbottle Posted April 13 Clone Share Posted April 13 (edited) Gareth uth Fearfold, Knight of the Crown AC 21 | HP 101/101 | Channel Divinity* 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. Starting at 8th level, when an undead of CR 1 or lower fails its saving throw against your Turn Undead feature, the creature is instantly destroyed. * Channel Divinity: Preserve Life Starting at 2nd level, you can use your Channel Divinity to heal the badly injured. As an action, you present your holy symbol and evoke healing energy that can restore a number of hit points equal to five times your cleric level. Choose any creatures within 30 feet of you, and divide those hit points among them. This feature can restore a creature to no more than half of its hit point maximum. You can't use this feature on an undead or a construct. * Channel Divinity: Harness Divine Power 2/2 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: 2nd level, once; 6th level, twice; and 18th level, thrice. You regain all expended uses when you finish a long rest. 3/2+1 StrSave +4 * Athletics +8 18 | DexSave +0 Initiative +0 Acrobatics +0 Sleight of Hand +0 Stealth +0 11 | ConSave +2 Concentration +2 with advantage 14 | IntSave +0 Arcana +0 History +0 Investigation +0 Nature +0 * Religion +4 10 | Wis* Save +9 Animal Handling +5 Insight +5 Medicine +5 * Perception +9 * Survival +9 20 | Cha* Save +5 Deception +1 Intimidation +1 Performance +1 * Persuasion +5 12 Precise StrikeOnce per turn, when you make a weapon attack roll against a creature, you can cause the attack roll to have advantage. If the attack hits, you roll a d8 and add the number rolled as a bonus to the attack’s damage roll. You can use this benefit a number of times equal to your proficiency bonus, but a use is expended only if the attack hits. You regain all expended uses when you finish a long rest. 4/4 | Commanding RallyAs a bonus action, you can command one ally within 30 feet of yourself to attack. If that ally can see or hear you, they can immediately make one weapon attack as a reaction. If the attack hits, the ally can roll a d8 and add the number rolled as a bonus to the attack’s damage roll. You can use this bonus action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. 4/4 | Demoralizing StrikeOnce per turn, when you hit a creature with a weapon attack roll, you can attempt to frighten that target. The target must make a Wisdom saving throw DC 17. On a failed save, the target is frightened of you until the end of your next turn. On a successful save, the target has disadvantage on the next attack roll it makes before the end of its next turn. You can use this benefit a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. 4/4 Spells +10 DC 18 | Cantrips1. Guidance,VS Concentration 2. Light, VM 3. Sacred Flame, VS 4. Word of Radiance, VM 5. Thaumaturgy V | 1stD. Bless, VSM, Concentration, 1 minute D. Cure Wounds, VS 1. Detect Magic, VS, Ritual, Concentration, 10 minutes 2. Guiding Bolt, VS, 120 ft 3. Healing Word, Bonus, V, 60 ft 4/4 | 2ndD. Lesser Restoration, VS D. Spiritual Weapon, VS, Bonus 4. Aid, VSM 5. Augury, VSM, Ritual 6. Enhance Ability, VSM, Concentration 7. Silence, VS, Ritual, Concentration 2/3 | 3rdD. Beacon of Hope, VS, Concentration D. Revivify, VSM, needs 300 gp diamond dust 8. Dispel Magic, VS 9. Mass Healing Word, V, bonus 10. Motivational Speech, V, 1 minute 11. Speak with Dead, VSM 12. Spirit Guardians, VSM, Concentration 13. Water Walk, VSM, Ritual 3/3 | 4thD. Death Ward, VS D. Guardian of Faith, VS 14. Divination, VSM Ritual 3/3 | 5thD. Mass Cure Wounds, VS D. Raise Dead, VSM 500 gp, 15. Greater Restoration, VSM 100 gp 2/2 Gareth is shocked at the slap to Silvara. After a few moments to collect himself, the knight straightens up and addresses Merathanos and her entourage, "Habakkuk blesses us. It's clear your manners do not befit our surrender, so I'm going to have to ask for our possessions back. We have no desire for violence, but please know the Blue Phoenix empowers me with his divine power. And, he will send his blessed spiritual knights to protect me if you deny my request." "Please return our weapons and dragon orb now." Mechanics Action: cast Enhance Ability on Araxis Edited April 13 by JubalBreakbottle (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Persuasion 18 1d20+5 13 Link to comment Share on other sites More sharing options...
Hudsonpolar Posted April 14 Clone Share Posted April 14 Araxis Malthen-Galad Passive Insight: 13 || Passive Investigation: 17 || Passive Perception: 13 AC: 13 HP: 78/78 Hit Dice Used (d6): 0 Speed: 30 Spell Slots: 1st - 4 2nd - 3 3rd - 3 4th - 3 5th - 2 He was about done with all the squabbling between what he unfortunately called kin at this point. Araxis closed his eyes for a moment and then opened them to a slight arcane flare as what was a wooded and gentle space melted away into a blasted scorching battlefield that smelled for brimstone and death. "You pompous, stubborn, idiotic fools! You stand here bickering back and forth about who is right, who is in control, all the while our enemy...or mutual blasted gods forsaken enemy laughs at us! This! This is what our lands...Silvanetsi, Qualanesti, and Kagoneeti lands will look like! This is what human lands, dwarf lands, elf lands will look like! Would you like to see who will be living in our homes?!" Araxis stepped back, using his illusions to darken the area a little with bits of light from explosions and fire peeking through as he casted Seeming on everyone present, turning them into the dragon foes they continued to fight. Each of the leaders molded and twisted into ancient dragons. At everyone's feet lie their own bodies, burned, beaten, bitten. Araxis kept his distance but addressed them as sternly as his voice would allow, using his terrain to make it more oppressive. "While you look down on the races, look down upon your own race, upon your kin our greatest enemies...THE QUEEN OF DRAGONS HERSELF...rise in power and sweep across the lands killing us all. Shove you gods damn egos, your miserable beliefs, and your stupid history of how everyone treated everyone because we are no longer in that world. Here, now, we battle for survival and if you do not put a blasted end to it there will be no tomorrow!" He let the illusion hover for a moment before letting it fade around them. Actions Hallucinary terrain then seeming while using mailable illusions [b][url=/sheets/?id=1774607]Araxis Malthen-Galad[/url][/b] [i]High Elf Wizard 10 NG[/i] [b]AC[/b] 14 [b]HP[/b] 78 [b]Speed[/b] 30ft [b]Str[/b] 12 (1) [b]Dex[/b] 18 (4) [b]Con[/b] 19 (4) [b]Wis[/b] 12 (1) [b]Int[/b] 20 (5) [b]Cha[/b] 8 (-1) [b]Attacks[/b] [b]Dagger[/b] +6 1d4+3 [b]Longsword[/b] +4 1d8+1 [b]Staff of Magius[/b] +5 1d6+2 [b][/b] [b][/b] Class feature: Spellcasting Class feature: Ritual Casting Class feature: Arcane Recovery Class: Arcane Tradition - Illusion Class: Arcane Tradition - Illusion Savant Class: Arcane Tradition - Improved Minor Illusion Class: Arcane Tradition - Malleable Illusion Class: Illusionary Self Racial Feature: Darkvision Racial Feature: Keen Senses Racial Feature: Fey ancestry Racial Feature: Trance Racial Feature: Elf Weapon Training Racial Feature: Extra Cantrip Racial Feature: Extra Language Background Feature: Researcher Background Feature: Two Languages Feat: Telekenetic Level 4 ASI: +1 Dex, +1 Con Level 8 Feat: Resilient Constitution Araxis Malthen-Galad High Elf Wizard 10 NG AC 14 HP 78 Speed 30ft Str 12 (1) Dex 18 (4) Con 19 (4) Wis 12 (1) Int 20 (5) Cha 8 (-1) Attacks Dagger +6 1d4+3 Longsword +4 1d8+1 Staff of Magius +5 1d6+2 Class feature: Spellcasting Class feature: Ritual Casting Class feature: Arcane Recovery Class: Arcane Tradition - Illusion Class: Arcane Tradition - Illusion Savant Class: Arcane Tradition - Improved Minor Illusion Class: Arcane Tradition - Malleable Illusion Class: Illusionary Self Racial Feature: Darkvision Racial Feature: Keen Senses Racial Feature: Fey ancestry Racial Feature: Trance Racial Feature: Elf Weapon Training Racial Feature: Extra Cantrip Racial Feature: Extra Language Background Feature: Researcher Background Feature: Two Languages Feat: Telekenetic Level 4 ASI: +1 Dex, +1 Con Level 8 Feat: Resilient Constitution Name xDiceName xDiceResult xDiceString xDiceRolls Persuasion 16; 10 1d20-1;1d20-1 [17]; [17,11] Link to comment Share on other sites More sharing options...
codexgigas Posted April 19 Author Clone Share Posted April 19 Tuesday, 24th of Winter Night, Mid-Day Moon Magic Lunitari and Nuitari are in conjunction and at Low Sanction. The bonus for being in conjunction cancels out the penalty for being at Low Sanction. All Wizards of High Sorcery cast spells as normal. Solinari (19)--Waning, 3 days to Low Sanction Lunitari (16)--Low Sanction, 7 days to Waxing Nuitari (3)--Low Sanction, 2 days to Low Waxing Lady Merathanos laughs at Gareth as the knight demands she return the Dragon Orb. "I see no reason to hand over such a prize to someone who has so clearly been bested..." The elf never has a chance to finish her sentence, because Araxis casts his spell. As the horrifying illusions cover the elves, Merathanos drops the Dragon Orb from a now-bloodless hand. As the illusion grows in horror, most of the elves and the majority of the sailors flee, leaving you alone with Gilthanas and Silvara. The Qualinesti prince is looking directly at the Kagonesti elf, perhaps explaining why he is unaffected by Araxis' illusion. A slight blush creeps into Gilthanas' cheeks. Silvara chuckles, and her laughter is echoed by the remaining Kagonesti elves. "That was a good trick, wizard," she says. "My people have never practiced the Moon Gods' arts, but you have shown how useful they can be. But come, let us depart from here before the others realize their folly and return." Silvara leaps into motion, moving quickly through the forest. With her guidance, you are able to find hidden paths through the tall trees. After two hours of travel, Silvara's pace finally slows. You are grateful for this. Derek Crownguard, weighed down by his heavy armor, has especially had trouble keeping up. The forest floor is a soft bed of pine needles, and the high branches of the sur ounding spruce trees create the effect of a natural cathedral. Through the breaks in the trees you can see the rising smoke of several small fires. Silvara leads you toward the wood smoke. You have found a small village made of huts of leather stretched over wooden frames. The entire village looks as if it could be disassembled and moved easily. Silvara smiles at you. "The city elves have not found all of my people," she says. "I have been spying on them, keeping the Kagonesti informed of their movements so that we might avoid them as best we can. There is much you need to see in Southern Ergoth, but you have been through much. You can rest here and we will gather provisions for the journey. Lady Merathanos will undoubtedly attempt to pursue us, but she will have a hard time finding this village." Tabletop Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
JubalBreakbottle Posted April 19 Clone Share Posted April 19 (edited) Gareth uth Fearfold, Knight of the Crown AC 21 | HP 101/101 | Channel Divinity* 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. Starting at 8th level, when an undead of CR 1 or lower fails its saving throw against your Turn Undead feature, the creature is instantly destroyed. * Channel Divinity: Preserve Life Starting at 2nd level, you can use your Channel Divinity to heal the badly injured. As an action, you present your holy symbol and evoke healing energy that can restore a number of hit points equal to five times your cleric level. Choose any creatures within 30 feet of you, and divide those hit points among them. This feature can restore a creature to no more than half of its hit point maximum. You can't use this feature on an undead or a construct. * Channel Divinity: Harness Divine Power 2/2 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: 2nd level, once; 6th level, twice; and 18th level, thrice. You regain all expended uses when you finish a long rest. 3/2+1 StrSave +4 * Athletics +8 18 | DexSave +0 Initiative +0 Acrobatics +0 Sleight of Hand +0 Stealth +0 11 | ConSave +2 Concentration +2 with advantage 14 | IntSave +0 Arcana +0 History +0 Investigation +0 Nature +0 * Religion +4 10 | Wis* Save +9 Animal Handling +5 Insight +5 Medicine +5 * Perception +9 * Survival +9 20 | Cha* Save +5 Deception +1 Intimidation +1 Performance +1 * Persuasion +5 12 Precise StrikeOnce per turn, when you make a weapon attack roll against a creature, you can cause the attack roll to have advantage. If the attack hits, you roll a d8 and add the number rolled as a bonus to the attack’s damage roll. You can use this benefit a number of times equal to your proficiency bonus, but a use is expended only if the attack hits. You regain all expended uses when you finish a long rest. 4/4 | Commanding RallyAs a bonus action, you can command one ally within 30 feet of yourself to attack. If that ally can see or hear you, they can immediately make one weapon attack as a reaction. If the attack hits, the ally can roll a d8 and add the number rolled as a bonus to the attack’s damage roll. You can use this bonus action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. 4/4 | Demoralizing StrikeOnce per turn, when you hit a creature with a weapon attack roll, you can attempt to frighten that target. The target must make a Wisdom saving throw DC 17. On a failed save, the target is frightened of you until the end of your next turn. On a successful save, the target has disadvantage on the next attack roll it makes before the end of its next turn. You can use this benefit a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. 4/4 Spells +10 DC 18 | Cantrips1. Guidance,VS Concentration 2. Light, VM 3. Sacred Flame, VS 4. Word of Radiance, VM 5. Thaumaturgy V | 1stD. Bless, VSM, Concentration, 1 minute D. Cure Wounds, VS 1. Detect Magic, VS, Ritual, Concentration, 10 minutes 2. Guiding Bolt, VS, 120 ft 3. Healing Word, Bonus, V, 60 ft 4/4 | 2ndD. Lesser Restoration, VS D. Spiritual Weapon, VS, Bonus 4. Aid, VSM 5. Augury, VSM, Ritual 6. Enhance Ability, VSM, Concentration 7. Silence, VS, Ritual, Concentration 2/3 | 3rdD. Beacon of Hope, VS, Concentration D. Revivify, VSM, needs 300 gp diamond dust 8. Dispel Magic, VS 9. Mass Healing Word, V, bonus 10. Motivational Speech, V, 1 minute 11. Speak with Dead, VSM 12. Spirit Guardians, VSM, Concentration 13. Water Walk, VSM, Ritual 3/3 | 4thD. Death Ward, VS D. Guardian of Faith, VS 14. Divination, VSM Ritual 3/3 | 5thD. Mass Cure Wounds, VS D. Raise Dead, VSM 500 gp, 15. Greater Restoration, VSM 100 gp 2/2 Gareth's grimace at Lady Merathanos' laughter transitions to a jaw-drop when Araxis starts the show, then to a broad smile when the Silvanesti drop their possessions and flee. Great potential allies! If they retreat to an illusion, what could happen if they face the real threat? As the knight collects his flaming mace, dagger, and crossbow, he praises Araxis between chuckles, "Well done. I knew Habakkuk's blessing would inspire you." He walks toward the abandoned dragon orb looking at Crownguard, "Sir Derek, would you mind if Habakkuk helped me carry this burden for you?" "And, should Sir Aran and Sir Brian take command of the sailors' with their captain, while we further investigate this place with the Kargonesti? The sailors who fled need to rounded up and best prepared for when the Silvanesti return. They'll need leadership, and I hope knights among will ensure better treatment." Mechanics Action: Persuasion Edited April 19 by JubalBreakbottle (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Persuasion 23 1d20+5 18 Link to comment Share on other sites More sharing options...
Hudsonpolar Posted April 22 Clone Share Posted April 22 Araxis Malthen-Galad Passive Insight: 13 || Passive Investigation: 17 || Passive Perception: 13 AC: 13 HP: 78/78 Hit Dice Used (d6): 0 Speed: 30 Spell Slots: 1st - 4 2nd - 3 3rd - 3 4th - 3 5th - 2 Araxis watched, almost dumbfounded as the elves ran as fast as they could from the area. Raising an eyebrow he looked over towards those that remained and gave them a shrug before gingerly walking over to pick up his walking stick and other equipment. Making sure he had everything in it's proper place he went to address the others. "I agree, let us be off. To think the backbone was taken from them with their lands. Their reactions just prove that the need to work together is vital. Perhaps even more so than I had thought. Anyways, let us go." He gave a nod to the knight for his appreciation of the magic. Actions H Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
codexgigas Posted April 24 Author Clone Share Posted April 24 Tuesday, 24th of Winter Night, Mid-Day Moon Magic Lunitari and Nuitari are in conjunction and at Low Sanction. The bonus for being in conjunction cancels out the penalty for being at Low Sanction. All Wizards of High Sorcery cast spells as normal. Solinari (19)--Waning, 3 days to Low Sanction Lunitari (16)--Low Sanction, 7 days to Waxing Nuitari (3)--Low Sanction, 2 days to Low Waxing Gareth's words surprisingly find Derek Crownguard in an obliging mood. "Sir Gareth, I believe the Orb may have influenced my thoughts," he says. "I beg your pardon if I have acted in an unknightly fashion toward you. I have not been myself. I would be glad if you would share the burden of the Orb with me. Perhaps Habakkuk can shield you from its influence." As Gareth takes the Dragon Orb, he notes that it feels much heavier in his hands than its appearance would indicate. When his hands are in contact with the Orb, he hears a soft whispering sound. He can almost make out words, but not quite. Whatever the sound is, it is filled with hatred and malice. Aran takes charge of the sailors who did not flee in terror. Under his leadership, they form a search party to search for their shipmates whom Araxis' spell scared off. The knight bids you a courteous farewell, trusting that you will meet again on Sancrist, if not before. The Kagonesti village offers you a respite after the harrowing events of the morning and the past day. You smell the delicious smells of roasting meat. Silvara smiles at you. "Make yourselves at ease," she says. "There are some here I would have you meet before we depart." Among the elves, you see two odd figures: a kender and a half-ogre. You wonder how they came to be among the reclusive wild elves. They are in conversation with one of the Kagonesti. Tabletop Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
daltar Posted April 24 Clone Share Posted April 24 [fieldset=Kyra of the Spirit Elk][table=2,1] [r=1,1][img2=150]https://i.imgur.com/kt3X1iD.jpeg[/img2] [r=2,1][center][b][url=https://www.myth-weavers.com/sheets/?id=2895703][font=palatino linotype][size=4][color=DarkRed]Kyra of the Spirit Elk[/color][/size][/font][/url][/b] [I]Half Ogre Giant Barbarian 10[/I] [b]HP:[/b] 143/143 [b]HD:[/b] 10/10d12 [b]AC:[/b] 18 [b]Rages:[/b] 4/4 LR [b]Relentless Endurance:[/b] 1/1 LR [b]Status:[/b] Normal and Healthy [/center][/table][/fieldset] Kyra of the Spirit Elk Kyra of the Spirit Elk Half Ogre Giant Barbarian 10 HP: 143/143 HD: 10/10d12 AC: 18 Rages: 4/4 LR Relentless Endurance: 1/1 LR Status: Normal and Healthy A large, stocky built woman lies on her side floor in the company of the Kender and the Kagonesti Elf. She lounges seemingly without much worry at the moment, if involved in their conversation she's currently giving little nods and small replies while she rests, her head propped up lazily upon one hand, eyes closed. She'd dressed up in a light outfit of cloth, furs and accessories of metal and bone both. Calm and at ease, yet, most definitely and obviously to the sight, she is a half-ogre, born of that often tragic, often despised race. Nonetheless, whenever guest or prisoner of the elves she currently lies patiently in wait... Yet, when the group arrives within sight, her wide nose would take the sniff at the air and her eyes would open, light blue as she gives a look at the incoming party of heroes. Her lips curl into a small smile as she pushes herself up into a sitting position, waiting for the moment. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
JubalBreakbottle Posted April 24 Clone Share Posted April 24 (edited) Gareth uth Fearfold, Knight of the Sword, Clerist of Habakkuk AC 21 | HP 101/101 | HD 10/10d8 | Channel Divinity* 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. Starting at 8th level, when an undead of CR 1 or lower fails its saving throw against your Turn Undead feature, the creature is instantly destroyed. * Channel Divinity: Preserve Life Starting at 2nd level, you can use your Channel Divinity to heal the badly injured. As an action, you present your holy symbol and evoke healing energy that can restore a number of hit points equal to five times your cleric level. Choose any creatures within 30 feet of you, and divide those hit points among them. This feature can restore a creature to no more than half of its hit point maximum. You can't use this feature on an undead or a construct. * Channel Divinity: Harness Divine Power 2/2 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: 2nd level, once; 6th level, twice; and 18th level, thrice. You regain all expended uses when you finish a long rest. 3/2+1 StrSave +4 * Athletics +8 18 | DexSave +0 Initiative +0 Acrobatics +0 Sleight of Hand +0 Stealth +0 11 | ConSave +2 Concentration +2 with advantage 14 | IntSave +0 Arcana +0 History +0 Investigation +0 Nature +0 * Religion +4 10 | Wis* Save +9 Animal Handling +5 Insight +5 Medicine +5 * Perception +9 * Survival +9 20 | Cha* Save +5 Deception +1 Intimidation +1 Performance +1 * Persuasion +5 12 Precise StrikeOnce per turn, when you make a weapon attack roll against a creature, you can cause the attack roll to have advantage. If the attack hits, you roll a d8 and add the number rolled as a bonus to the attack’s damage roll. You can use this benefit a number of times equal to your proficiency bonus, but a use is expended only if the attack hits. You regain all expended uses when you finish a long rest. 4/4 | Commanding RallyAs a bonus action, you can command one ally within 30 feet of yourself to attack. If that ally can see or hear you, they can immediately make one weapon attack as a reaction. If the attack hits, the ally can roll a d8 and add the number rolled as a bonus to the attack’s damage roll. You can use this bonus action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. 4/4 | Demoralizing StrikeOnce per turn, when you hit a creature with a weapon attack roll, you can attempt to frighten that target. The target must make a Wisdom saving throw DC 17. On a failed save, the target is frightened of you until the end of your next turn. On a successful save, the target has disadvantage on the next attack roll it makes before the end of its next turn. You can use this benefit a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. 4/4 Spells +10 DC 18 | Cantrips1. Guidance,VS Concentration 2. Light, VM 3. Sacred Flame, VS 4. Word of Radiance, VM 5. Thaumaturgy V | 1stD. Bless, VSM, Concentration, 1 minute D. Cure Wounds, VS 1. Detect Magic, VS, Ritual, Concentration, 10 minutes 2. Guiding Bolt, VS, 120 ft 3. Healing Word, Bonus, V, 60 ft 4/4 | 2ndD. Lesser Restoration, VS D. Spiritual Weapon, VS, Bonus 4. Aid, VSM 5. Augury, VSM, Ritual 6. Enhance Ability, VSM, Concentration 7. Silence, VS, Ritual, Concentration 2/3 | 3rdD. Beacon of Hope, VS, Concentration D. Revivify, VSM, needs 300 gp diamond dust 8. Dispel Magic, VS 9. Mass Healing Word, V, bonus 10. Motivational Speech, V, 1 minute 11. Speak with Dead, VSM 12. Spirit Guardians, VSM, Concentration 13. Water Walk, VSM, Ritual 3/3 | 4thD. Death Ward, VS D. Guardian of Faith, VS 14. Divination, VSM Ritual 3/3 | 5thD. Mass Cure Wounds, VS D. Raise Dead, VSM 500 gp, 15. Greater Restoration, VSM 100 gp 2/2 Gareth sincerely thanks Derek. Crownguard's ego has been so massive, that he has been challenging Gareth's sponsor Gunther uth Wistan for leadership of the order for years. Relinquishing the dragon orb must have been tremendously difficult. "We'll deliver this orb to Sancrist together and complete the mission." He wraps the orb in part of his bedroll, so he doesn't have to touch it to move it, and secures it within his pack. Gareth also thanks Aran for taking the leadership of the shipwreck and crew. He wishes him well and looks forward to reuniting. ~~~ At the Kargonesti camp, he nods toward Silvara acknowledging her request and walks over the odd figures. This knight stands a bit over six feet tall and wears a dazzling bejeweled pectoral amulet with a similar symbol hangs in front of the plate armor engraving of the crown, kingfisher, sword, and rose of the knighthood of Solamnia. His ginger hair is short and full beard trimmed to look older. His intense blue eyes constantly search. On his weapons' belt hangs a helmet upside down containing a pair of gauntlets, a mace with its head magically, heatlessly flaming, and a sheathed dagger. He shoulders a pack, crossbow, quiver, and a shield emblazoned with the symbol of a kingfisher displayed azure. "Please allow me to introduce myself. I am Gareth uth Fearfold, a Knight of the Sword and clerist of Habakkuk who has returned. Habakkuk champions the perseverance of the soul and our struggle against adversity towards the greater good." Respectfully gesturing toward Derek, he introduces, "and this is Derek Crownguard, a Knight of the Rose and my senior." Mechanics Action: Persuasion Edited April 25 by JubalBreakbottle (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
darlis moonbeam Posted April 24 Clone Share Posted April 24 Thorin Firestone Statblock Thorin Firestone Dwarf Drakewarden Ranger 10 Gender: Male Alignment: Neutral Good Background: Outlander Deity: Reorx AC: 20 HP: 105 Str: 21 (+8) Dex: 18 (+4) Con: 14 (+2) Int: 13 (+1) Wis: 18 (+4) Cha: 10 (0) Saves: Strength and Dexterity Skills: Athletics, Nature, Stealth, Perception, Survival Feat: Skill Expert Melee Attack: WyrmSlayer +2 BattleAxe - +13 to hit Handaxe x3 - +8 to hit Ranged Attack: Heavy Crossbow - +8 to hit Handaxe x3 - +8 to hit Flaw I am too enamored of ale, dwarven spirits, and a good pipe at the end of the day. Personality Trait I once ran twenty-five miles without stopping to warn my clan of an approaching Draconian horde. I'd do it again if I had to. Ideal It is each person's responsibility to make the most happiness for the whole clan. Bond My clan is the most important thing in my life, even when they are far from me. I want to bring honor to their name. Skills Skill Name Modifier Athletics +8 Acrobatics +4 Stealth +10 Sleight of Hand +4 Arcana +2 History +2 Investigation +2 Nature +5 Religion +2 Animal Handling +4 Insight +7 Medicine +4 Perception +10 Survival +7 Deception +0 Intimidation +0 Performance +0 Persuasion +0 Passive Perception: 18 Feats and Abilities Feats: Skill Expert Race Traits Ability Score Increase: CON+2, WIS +1 Darkvision Accustomed to twilit forests and the night sky, 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 Dwarven Resilience You have advantage on saving throws against poison, and you have resistance against poison damage. Tool Proficiency You gain proficiency with the artisan’s tools of your choice: smith’s tools, brewer’s supplies, or mason’s tools. Brewers supplies Stonecunning Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus. Dwarven Combat Training You have proficiency with the battleaxe, hand axe, light hammer, and war hammer. Dwarven ToughnessYour hit point maximum increases by 1, and it increases by 1 every time you gain a level. Class Features Hit Dice: d10 Saving Throws: STR, DEX Skills: Stealth, Nature, Perception Favored Foe This 1st-level feature replaces the Favored Enemy feature and works with the Foe Slayer feature. You gain no benefit from the replaced feature and don't qualify for anything in the game that requires it. 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 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 Deft Explorer This 1st-level feature replaces the Natural Explorer feature. You gain no benefit from the replaced feature and don't qualify for anything in the game that requires it. You are an unsurpassed explorer and survivor, both in the wilderness and in dealing with others on your travels. You gain the Canny benefit below, and you gain an additional benefit when you reach 6th level and 10th level in this class. Canny (1st Level) Choose one of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make using the chosen skill. You can also speak, read, and write 2 additional languages of your choice. Roving (6th Level) Your walking speed increases by 5, and you gain a climbing speed and a swimming speed equal to your walking speed. Tireless (10th Level) As an action, you can give yourself a number of temporary hit points equal to 1d8 + your Wisdom modifier (minimum of 1 temporary hit point). You can use this action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. In addition, whenever you finish a short rest, your exhaustion level, if any, is decreased by 1 r Fighting StyleAt 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again. • Dueling. When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon. SpellcastingBy the time you reach 2nd level, you have learned to use the magical essence of nature to cast spells, much as a druid does. Spell save DC = 15 Spell attack modifier = 7 Primal Awareness This 3rd-level feature replaces the Primeval Awareness feature. You gain no benefit from the replaced feature and don't qualify for anything in the game that requires it. You can focus your awareness through the interconnections of nature: you learn additional spells when you reach certain levels in this class if you don't already know them, as shown in the Primal Awareness Spells table. These spells don't count against the number of ranger spells you know. Primal Awareness Spells Ranger Level Spell 3rd Speak with Animals 5th Beast Sense 9th Speak with Plants 13th Locate Creature 17th Commune with Nature You can cast each of these spells once without expending a spell slot. Once you cast a spell in this way, you can't do so again until you finish a long rest Drakewarden Your connection to the natural world takes the form of a draconic spirit, which can manifest in physical form as a drake. As your powers grow, your drake grows as well, blossoming from a small four-legged companion to a majestic winged creature large and strong enough for you to ride. Along the way, you gain an increasing share of the awe-inspiring power of dragons. Draconic Gift At 3rd level, the bond you share with your drake creates a connection to dragonkind, granting you understanding and empowering your presence. You gain the following benefits: • Thaumaturgy. You learn the Thaumaturgy cantrip, which is a ranger spell for you. • Tongue of Dragons. You learn to speak, read, and write Draconic or one other language of your choice. Drake Companion At 3rd level, as an action, you can magically summon the drake that is bound to you. It appears in an unoccupied space of your choice within 30 feet of you. The drake is friendly to you and your companions, and it obeys your commands. See its game statistics in the accompanying Drake Companion stat block, which uses your proficiency bonus (PB) in several places. Whenever you summon the drake, choose a damage type listed in its Draconic Essence trait. You can determine the cosmetic characteristics of the drake, such as its color, its scale texture, or any visible effect of its Draconic Essence; your choice has no effect on its game statistics. In combat, the drake shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the drake can take any action of its choice, not just Dodge. The drake remains until it is reduced to 0 hit points, until you use this feature to summon the drake again, or until you die. Anything the drake was wearing or carrying is left behind when the drake vanishes. Once you summon the drake, you can’t do so again until you finish a long rest, unless you expend a spell slot of 1st level or higher to summon it. Drake Companion Small dragon Armor Class: 17 (natural armor) Hit Points: 5 + five times your ranger level (the drake has a number of hit dice equal to your ranger level) Speed: 40 ft. STR DEX CON INT WIS CHA 16 (+3) 12 (+1) 15 (+2) 8 (−1) 14 (+2) 8 (−1) Saving Throws: Dex +4, Wis +5 Damage Immunities: Cold Senses: darkvision 60 ft., passive Perception 12 Languages: Draconic Challenge: Proficiency Bonus (PB) +3 Draconic Essence. When you summon the drake, choose a damage type: acid, cold, fire, lightning, or poison. The chosen type determines the drake’s damage immunity and the damage of its Infused Strikes trait. Actions Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 1d6 +3 piercing damage. Reactions Infused Strikes. When another creature within 30 feet of the drake that it can see hits a target with a weapon attack, the drake infuses the strike with its essence, causing the target to take an extra 1d6 damage of the type determined by its Draconic Essence. Bond of Fang and Scale At 7th level the bond you share with your drake intensifies, protecting you and stoking the drake’s fury. When you summon your drake, it grows wings on its back and gains a flying speed equal to its walking speed. In addition, while your drake is summoned, you and the drake gain the following benefits: Drake Mount. The drake grows to Medium size. Reflecting your special bond, you can use the drake as a mount if your size is Medium or smaller. While you are riding your drake, it can’t use the flying speed of this feature. Magic Fang. The drake’s Bite attack deals an extra 1d6 damage of the type chosen for the drake’s Draconic Essence. Resistance. You gain resistance to the damage type chosen for the drake’s Draconic Essence. Drake’s Breath At 11th level, as an action, you can exhale a 30-foot cone of damaging breath or cause your drake to exhale it. Choose acid, cold, fire, lightning, or poison damage (your choice doesn’t have to match your drake’s Draconic Essence). Each creature in the cone must make a Dexterity saving throw against your spell save DC, taking 8d6 damage on a failed save, or half as much damage on a successful one. This damage increases to 10d6 when you reach 15th level in this class. Once you use this feature, you can’t do so again until you finish a long rest, unless you expend a spell slot of 3rd level or higher to use it again. Perfected Bond At 15th level, your bond to your drake reaches the pinnacle of its power. While your drake is summoned, you and the drake gain the following benefits: Empowered Bite. The drake’s Bite attack deals an extra 1d6 damage of the type chosen for its Draconic Essence (for a total of 2d6 extra damage). Large Drake. The drake grows to Large size. When you ride your drake, it is no longer prohibited from using the flying speed of Bond of Fang and Scale. Reflexive Resistance. When either you or the drake takes damage while you’re within 30 feet of each other, you can use your reaction to give yourself or the drake resistance to that instance of damage. You can use this reaction a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest Level 4 ASI: +2 Dex Nature's VeilThis 10th-level feature replaces the Hide in Plain Sight feature. You gain no benefit from the replaced feature and don't qualify for anything in the game that requires it. You draw on the powers of nature to hide yourself from view briefly. As a bonus action, you can magically become invisible, along with any equipment you are wearing or carrying, until the start of your next turn. 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. Background Features Skills: Athletics, Survival Wanderer You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth. Proficiencies Armor: None Weapons: None Tools: Mandolin Languages: Common Dwarven Draconic Elvish Hand Talk Ogre Plains Nomad Spells Spells Known: Cantrips: Thaumaturgy Transmutation cantrip Casting Time: 1 action Range: 30 feet Components: V Duration: Up to 1 minute You manifest a minor wonder, a sign of supernatural power, within range. You create one of the following magical effects within range: Your voice booms up to three times as loud as normal for 1 minute. You cause flames to flicker, brighten, dim, or change color for 1 minute. You cause harmless tremors in the ground for 1 minute. You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers. You instantaneously cause an unlocked door or window to fly open or slam shut. You alter the appearance of your eyes for 1 minute. If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time, and you can dismiss such an effect as an action. Level 1 Spells: Detect Magic 1st-level divination (ritual) Casting Time: 1 action Range: Self Components: V, S Duration: Concentration, up to 10 minutes For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any. The spell can penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt. Goodberry1st-level transmutation Casting Time: 1 action Range: Touch Components: V, S, M (a sprig of mistletoe) Duration: Instantaneous Up to ten berries appear in your hand and are infused with magic for the duration. A creature can use its action to eat one berry. Eating a berry restores 1 hit point, and the berry provides enough nourishment to sustain a creature for one day. The berries lose their potency if they have not been consumed within 24 hours of the casting of this spell. Fog Cloud1st-level conjuration Casting Time: 1 action Range: 120 feet Components: V, S Duration: Concentration, up to 1 hour You create a 20-foot-radius sphere of fog centered on a point within range. The sphere spreads around corners, and its area is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the radius of the fog increases by 20 feet for each slot level above 1st Level 2 Spells: Locate Object2nd-level divination Casting Time: 1 action Range: Self Components: V, S, M (a forked twig) Duration: Concentration, up to 10 minutes Describe or name an object that is familiar to you. You sense the direction to the object’s location, as long as that object is within 1,000 feet of you. If the object is in motion, you know the direction of its movement. The spell can locate a specific object known to you, as long as you have seen it up close – within 30 feet – at least once. Alternatively, the spell can locate the nearest object of a particular kind, such as a certain kind of apparel, jewelry, furniture, tool, or weapon. This spell can’t locate an object if any thickness of lead, even a thin sheet, blocks a direct path between you and the object. Lesser Restoration 2nd-level abjuration Casting Time: 1 action Range: Touch Components: V, S Duration: Instantaneous You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned. Primal Awareness Spells: These can be done once a day. Speak with Animals 1st-level divination (ritual) Casting Time: 1 action Range: Self Components: V, S Duration: 10 minutes You gain the ability to comprehend and verbally communicate with beasts for the duration. The knowledge and awareness of many beasts is limited by their intelligence, but at minimum, beasts can give you information about nearby locations and monsters, including whatever they can perceive or have perceived within the past day. You might be able to persuade a beast to perform a small favor for you, at the DM’s discretion. Beast Sense2nd-level divination (ritual) Casting Time: 1 action Range: Touch Components: S Duration: Concentration, up to 1 hour You touch a willing beast. For the duration of the spell, you can use your action to see through the beast’s eyes and hear what it hears, and continue to do so until you use your action to return to your normal senses.< Equipment Equipment WyrmSlayer +2 Battle Axe Heavy Crossbow Hand Axe x3 Mithral Half Plate Belt of Giant Strength Explorer’s Pack Flask of Dwarven Spirits Jug of Ale Pouch of Dwarven Smoking tobacco Dwarven Pipe Deck of Cards Grooming Kit Mirror Assorted herbs and spices for cooking Iron Pot Mandolin Shield Drake Companion Stats Name: Silvena Gender: Female Size: Small/Medium HP: 40 Proficiency Bonus:+3 Speed: 40 Saves: Dex +4, Wis +5 Abilities: STR 16(+3), DEX 12(+1), CON 15(+2), INT 8 (-1), WIS 14(+2), CHA 8 (-1) Damage Immunities:Cold Senses: Darkvision 60 ft, Passive Perception: 12 Languages: Draconic Actions: Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 2d6 +3 piercing cold damage. Reactions: Infused Strikes. When another creature within 30 feet of the drake that it can see hits a target with a weapon attack, the drake infuses the strike with its essence, causing the target to take an extra 1d6 cold damage Thorin's hand tightens on the handle of his axe as the arrogant elf slaps Silvara. Though he was shocked when Araxis stepped forward and performed his bit of magic, it was certainly impressive. He was amazed at times the level of power the mage presented, as he was usually shy and stuck to the shadows. He gives a chuckle as the arrogant bitch was put in her place and how the tables had turned on her. He then happily left with Silvara to where she wanted to bring them. Silvena flew just above his head, at this point in her small size. When they got to their destination she flew around the clearing looking for anything that might be trying to sneak up on them. As he was introduced to the new folks he introduced himself "I am Thorin Firestone, I am a warden of my people and was sent to join this group in order to help them succeed in their missions. My friend here..." he points to Silvena who had just landed and began to sniff the newcomers "is called Silvena. Not to be confused with Silvara of course." he says with a wink to Silvara. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
JagrHunter Posted April 24 Clone Share Posted April 24 (edited) Telemachus Burrowdown (Tel) Thief 2 Paladin 8 AC: 18 | HP: 86/86 | Lay on Hands: 40/40 | Passive Perception/Insight: 20/19 Tel nodded to the Kagonesti, then shifted his attention to the newcomers, glanced back at the Giant, and again at the Elf. He sighed visibly, exchanged brief words with the Elf, gave the Giant a nod of recognition, and approached the group. As introductions began, Tel crossed his arms and listened intently, nodding to each person in turn. After the introductions, he sighed again and spoke, "I am Telemachus Burrowdown, Servant of the Blue Lady. But please, call me Tel." He paused briefly, then added, "Our hosts mention you're passing through?" Tel is unmistakably a Kender, yet his armor, lack of a smile, and absence of the traditional top-knot indicate he does not typify his race. Indeed, were it not for his short stature and the Hoopak, he could be mistaken for a gnome or a similar creature. Mechanics Main Hand: Empty Off Hand: Empty Action: Your action goes here. Bonus Action: Your bonus action goes here. Move: Your movement goes here. Manipulate: Your one free object interaction goes here. Edited April 24 by JagrHunter (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
JubalBreakbottle Posted April 25 Clone Share Posted April 25 Gareth uth Fearfold, Knight of the Sword, Clerist of Habakkuk AC 21 | HP 101/101 | HD 10/10d8 | Channel Divinity* 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. Starting at 8th level, when an undead of CR 1 or lower fails its saving throw against your Turn Undead feature, the creature is instantly destroyed. * Channel Divinity: Preserve Life Starting at 2nd level, you can use your Channel Divinity to heal the badly injured. As an action, you present your holy symbol and evoke healing energy that can restore a number of hit points equal to five times your cleric level. Choose any creatures within 30 feet of you, and divide those hit points among them. This feature can restore a creature to no more than half of its hit point maximum. You can't use this feature on an undead or a construct. * Channel Divinity: Harness Divine Power 2/2 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: 2nd level, once; 6th level, twice; and 18th level, thrice. You regain all expended uses when you finish a long rest. 3/2+1 StrSave +4 * Athletics +8 18 | DexSave +0 Initiative +0 Acrobatics +0 Sleight of Hand +0 Stealth +0 11 | ConSave +2 Concentration +2 with advantage 14 | IntSave +0 Arcana +0 History +0 Investigation +0 Nature +0 * Religion +4 10 | Wis* Save +9 Animal Handling +5 Insight +5 Medicine +5 * Perception +9 * Survival +9 20 | Cha* Save +5 Deception +1 Intimidation +1 Performance +1 * Persuasion +5 12 Precise StrikeOnce per turn, when you make a weapon attack roll against a creature, you can cause the attack roll to have advantage. If the attack hits, you roll a d8 and add the number rolled as a bonus to the attack’s damage roll. You can use this benefit a number of times equal to your proficiency bonus, but a use is expended only if the attack hits. You regain all expended uses when you finish a long rest. 4/4 | Commanding RallyAs a bonus action, you can command one ally within 30 feet of yourself to attack. If that ally can see or hear you, they can immediately make one weapon attack as a reaction. If the attack hits, the ally can roll a d8 and add the number rolled as a bonus to the attack’s damage roll. You can use this bonus action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. 4/4 | Demoralizing StrikeOnce per turn, when you hit a creature with a weapon attack roll, you can attempt to frighten that target. The target must make a Wisdom saving throw DC 17. On a failed save, the target is frightened of you until the end of your next turn. On a successful save, the target has disadvantage on the next attack roll it makes before the end of its next turn. You can use this benefit a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. 4/4 Spells +10 DC 18 | Cantrips1. Guidance,VS Concentration 2. Light, VM 3. Sacred Flame, VS 4. Word of Radiance, VM 5. Thaumaturgy V | 1stD. Bless, VSM, Concentration, 1 minute D. Cure Wounds, VS 1. Detect Magic, VS, Ritual, Concentration, 10 minutes 2. Guiding Bolt, VS, 120 ft 3. Healing Word, Bonus, V, 60 ft 4/4 | 2ndD. Lesser Restoration, VS D. Spiritual Weapon, VS, Bonus 4. Aid, VSM 5. Augury, VSM, Ritual 6. Enhance Ability, VSM, Concentration 7. Silence, VS, Ritual, Concentration 2/3 | 3rdD. Beacon of Hope, VS, Concentration D. Revivify, VSM, needs 300 gp diamond dust 8. Dispel Magic, VS 9. Mass Healing Word, V, bonus 10. Motivational Speech, V, 1 minute 11. Speak with Dead, VSM 12. Spirit Guardians, VSM, Concentration 13. Water Walk, VSM, Ritual 3/3 | 4thD. Death Ward, VS D. Guardian of Faith, VS 14. Divination, VSM Ritual 3/3 | 5thD. Mass Cure Wounds, VS D. Raise Dead, VSM 500 gp, 15. Greater Restoration, VSM 100 gp 2/2 Gareth nods toward the kender. "Yes, we're traveling to Sancrist and were shipwrecked. A corpse of a white dragon landed on and broke our ship." He watches their reactions to the death of a dragon. "Please excuse my ignorance. Who is the Blue Lady?" Mechanics @JagrHunter Name xDiceName xDiceResult xDiceString xDiceRolls Insight (read reactions) 16 1d20+5 11 Link to comment Share on other sites More sharing options...
daltar Posted April 25 Clone Share Posted April 25 [fieldset=Kyra of the Spirit Elk][table=2,1] [r=1,1][img2=150]https://i.imgur.com/kt3X1iD.jpeg[/img2] [r=2,1][center][b][url=https://www.myth-weavers.com/sheets/?id=2895703][font=palatino linotype][size=4][color=DarkRed]Kyra of the Spirit Elk[/color][/size][/font][/url][/b] [I]Half Ogre Giant Barbarian 10[/I] [b]HP:[/b] 143/143 [b]HD:[/b] 10/10d12 [b]AC:[/b] 18 [b]Rages:[/b] 4/4 LR [b]Relentless Endurance:[/b] 1/1 LR [b]Status:[/b] Normal and Healthy [/center][/table][/fieldset] Kyra of the Spirit Elk Kyra of the Spirit Elk Half Ogre Giant Barbarian 10 HP: 143/143 HD: 10/10d12 AC: 18 Rages: 4/4 LR Relentless Endurance: 1/1 LR Status: Normal and Healthy Kyra's eyes practically sparkled as she hears the news of the dragon's death. Even sitting down she was higher up than one may expect in height... after all, her legs didn't contribute as much to it as a normal human's might. She didn't have to look too far up as she smiled to Gareth's report "So, you lot slew a white dragon?" she asks for a moment "Now, that's impressive... a grand feat. How big was it?" She asks curiously... Yet a moment later she laughs at her own rudeness "My manners... I'm Kyra. First spear of the Spirit Elk Tribe of the Taman Busuk mountains. I walked a long way to kill dragons as you have, until they no longer cloud the skies. If you are going to keep killing dragons, you'll have an easier job with me there" says the ogre blooded woman confidently and quite directly. When the objective of her quest was put right in front of her, there's little reason to be patient instead of pouncing at it. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
JagrHunter Posted April 25 Clone Share Posted April 25 (edited) Telemachus Burrowdown (Tel) Thief 2 Paladin 8 AC: 18 | HP: 86/86 | Lay on Hands: 40/40 | Passive Perception/Insight: 20/19 "Mishakal" added Tel in response. "The Kender of Hylo refer to her as such. Lightbringer is how she is referred to in Solmania." Mechanics Main Hand: Empty Off Hand: Empty Action: Your action goes here. Bonus Action: Your bonus action goes here. Move: Your movement goes here. Manipulate: Your one free object interaction goes here. Edited April 25 by JagrHunter (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
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