Hudsonpolar Posted March 2 Clone Share Posted March 2 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 feels his confidence in talking to others fade a bit as his memory becomes a bit fuzzy only to be looking down at a scarf. "I agree. It does seem a bit holier than most things so be best left in his hands. If you cannot figure it out later I can have a look. The more pressing matter is that cloud." He watched as Gareth went to go speak to his fellow knight. He could handle that matter. As he went to the back of the ship, he gazed out to determine if the cloud was as bad as it seemed like it would be. Actions I guess an arcana roll...and perception. Name xDiceName xDiceResult xDiceString xDiceRolls roll arcana 22 1d20+8 14 Roll perception 16 1d20+4 12 Link to comment Share on other sites More sharing options...
codexgigas Posted March 4 Author Clone Share Posted March 4 Monday, 23rd of Winter Night, Morning Moon Magic Solinari, Lunitari, and Nuitari are in conjunction. All Wizards of High Sorcery receive a +1 bonus to Spell Attack Rolls and Spell Save DCs. Solinari (9)--Waning, 4 days to Low Sanction Lunitari (6)--Waning, 1 day to Low Sanction Nuitari (9)--Waning, 1 day to Low Sanction The captain and the sailors are unsure of what the cloud is, but there is frantic activity as they attempt to identify it. Meanwhile, Sir Gareth goes below decks, where Derek refuses to acknowledge his presence outside the cabin door. When he returns to the deck, the scene has become grim. Araxis recognizes the cloud is not a cloud shortly before the captain resorts to his spyglass. Araxis speaks seconds before the captain says, "That's not a cloud. It's a dragon!" In the next few minutes, as the sailors prepare as best they can for a draconic assault, the cloud resolves into the form of a white dragon. It looks eerily like Sleet, but Araxis notes that its snout in longer than hers was, marking this dragon as a male. It seems as if Sleet had a mate who is now out for revenge. Based on the speed at which the dragon is moving, you have perhaps four more minutes before the Windrider will be within range of its breath weapon. Tabletop You have diamonds worth 2500 steel left. If you intend to draw cards from the Deck of Many Things, you need to declare how many cards you wish to draw in advance. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
JubalBreakbottle Posted March 5 Clone Share Posted March 5 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 3/3 | 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 exhales, "a dragon. It's tracking the orb. We've got to get to Derek." He heads down to the cabin hoping his companions to follow. "Derek! Derek! There's a dragon tracking the orb! Open the door! Open the door! I need to bless you!" If he doesn't open the door, Gareth will break down the door. OOC Active spells: Water Walk Name xDiceName xDiceResult xDiceString xDiceRolls Athletics 20 1d20+8 12 Link to comment Share on other sites More sharing options...
BobtheWizard Posted March 5 Clone Share Posted March 5 Javeq - Half-Elf Warlock 10 sheet AC: 16 | HP: 103/103 | FeaturesHit Dice: 10/10d8 Spell Slots, 5th: 2 / 2 Hexblade's Curse: 1 /1 SR Accursed Specter: 1 / 1 LR Tome of Levistus: 1 / 1 LR Fire Resistance Ring: Shield 5 / 5 | Conditions: Knowing he has a few moments before the dragon arrives, Javeq is a little concerned for Gareth and Derek, so he follows his friend to the cabin, standing behind him when he knocks on the door. "I hope he's ok." Mechanics Main Hand: Frostbrand Off Hand: Empty Action: none Bonus Action: none Move: none Object: none Reaction: shield if it helps ACTIONS Greatsword +9 to hit, 2d6+5 slashing +1d6 cold (-5/+10 for GWM, triple advantage from EA) Eldritch Blast +8 to hit, 1d10+4 damage 150' range Cantrips: Minor Illusion, Prestidigitation Spells, cast at 5th level: Armor of Agathys, Shield, Hold Person x4, Invisibility x4, Summon Shadowspawn, Dispel Magic, Fly x3, Dimension Door, Shadow of Moil, Far Step Ring of Spell Storing: shield x5 Armor of Hexes: Reaction for d6, Hexed misses on 4+ Notes travelled via Sia Mori to Pax Tharkas to free hostages and lead a slave revolt. Ka'Dzenha kidnapped Laurana, serves Verminaard Gilthanas - elf we rescued Eben - human who survived battle against draconics. TRAITOR Laurena - captured by Ka'Dzenha, now rescued Verminaard - sitting on throne, defeated and revived Goldmoon - of the Que-shu, now rescued Flamestrike - very old red dragon Riverwind, one of Goldmoon's people. "The other men will listen to him, and he knows the ways of the warrior. He is tall, with raven-black hair and green eyes." Fizban - wizard in skull lair. Blaize - brass dragon in bubble. Fistandantlus Grallen, son of Duncan, Thane of the Hylar and High King of Thorbardin. Cannot rest until helm is returned to the Hall of the Thanes in Hybardin Dream - "I have entered this door and cannot find my way back," Goldmoon cries. "Please! Come and bring that which I left behind!" There were seven open archways into the tower. As I watched, a group of hooded pilgrims approached, changing into draconians. I followed the dim hallway and the draconian attacked. I tried to fight them, but everything went wrong. They killed Jolly. I killed Sir Gareth. Kharas - dwarf son of Glade Glade Hornfel - Thane of Hylar in Lifetree on Council of Thanes Hammer of Kharas was lost by High King Duncan Governor Elistan Castleguard Silvanesti noble Lady Starbreeze Derek Crownguard, leader of knights of solamnia. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Hudsonpolar Posted March 6 Clone Share Posted March 6 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 stares down the giant lizard across the waves. There was no chance in getting away. Best they could do was fend it off and hope they did enough damage to it to scare it away. He wasn't sure he had enough firepower to do the job. An angry mate typically tends to be more aggressive and is willing to go all out. He looked around the ship for whatever would help in the battle. If he knew that he would have to fight another one, he would have prepared this morning a little better. Actions Investigation check Name xDiceName xDiceResult xDiceString xDiceRolls Investigation 19 1d20+8 11 Link to comment Share on other sites More sharing options...
darlis moonbeam Posted March 6 Clone Share Posted March 6 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 A look of annoyance crosses Thorin's face as he sees the dragon in the sky behind them, he looks to the rest of the group. "I hope that someone can put another fly spell on me because WyrmSlayer is thirsty?" Silvena hops up on the railing of the ship and stares out at the dragon, she too was ready to attack. She was not a fan of her evil cousins. Name xDiceName xDiceResult xDiceString xDiceRolls Investigation 16 1d20+2 14 Link to comment Share on other sites More sharing options...
BobtheWizard Posted March 6 Clone Share Posted March 6 Javeq - Half-Elf Warlock 10 sheet AC: 16 | HP: 103/103 | FeaturesHit Dice: 10/10d8 Spell Slots, 5th: 2 / 2 Hexblade's Curse: 1 /1 SR Accursed Specter: 1 / 1 LR Tome of Levistus: 1 / 1 LR Fire Resistance Ring: Shield 5 / 5 | Conditions: As he waits for Gareth to break down Derek's door, Javeq looks back at Thorin and smiles. "I've got you, friend." He then looks at Araxis, "How would you like to fly this time, too?" Right before the dragon arrives, Javeq plans to cast fly on his three friends. This time he will stay on the ground. Mechanics Main Hand: Frostbrand Off Hand: Empty Action: none Bonus Action: none Move: none Object: none Reaction: shield if it helps ACTIONS Greatsword +9 to hit, 2d6+5 slashing +1d6 cold (-5/+10 for GWM, triple advantage from EA) Eldritch Blast +8 to hit, 1d10+4 damage 150' range Cantrips: Minor Illusion, Prestidigitation Spells, cast at 5th level: Armor of Agathys, Shield, Hold Person x4, Invisibility x4, Summon Shadowspawn, Dispel Magic, Fly x3, Dimension Door, Shadow of Moil, Far Step Ring of Spell Storing: shield x5 Armor of Hexes: Reaction for d6, Hexed misses on 4+ Notes travelled via Sia Mori to Pax Tharkas to free hostages and lead a slave revolt. Ka'Dzenha kidnapped Laurana, serves Verminaard Gilthanas - elf we rescued Eben - human who survived battle against draconics. TRAITOR Laurena - captured by Ka'Dzenha, now rescued Verminaard - sitting on throne, defeated and revived Goldmoon - of the Que-shu, now rescued Flamestrike - very old red dragon Riverwind, one of Goldmoon's people. "The other men will listen to him, and he knows the ways of the warrior. He is tall, with raven-black hair and green eyes." Fizban - wizard in skull lair. Blaize - brass dragon in bubble. Fistandantlus Grallen, son of Duncan, Thane of the Hylar and High King of Thorbardin. Cannot rest until helm is returned to the Hall of the Thanes in Hybardin Dream - "I have entered this door and cannot find my way back," Goldmoon cries. "Please! Come and bring that which I left behind!" There were seven open archways into the tower. As I watched, a group of hooded pilgrims approached, changing into draconians. I followed the dim hallway and the draconian attacked. I tried to fight them, but everything went wrong. They killed Jolly. I killed Sir Gareth. Kharas - dwarf son of Glade Glade Hornfel - Thane of Hylar in Lifetree on Council of Thanes Hammer of Kharas was lost by High King Duncan Governor Elistan Castleguard Silvanesti noble Lady Starbreeze Derek Crownguard, leader of knights of solamnia. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Hudsonpolar Posted March 6 Clone Share Posted March 6 Araxis Malthen-Galad Passive Insight: 13 || Passive Investigation: 17 || Passive Perception: 13 AC: 14 (17 MA) HP: 78/78 Hit Dice Used (d6): 0 Speed: 30 Spell Slots: 1st - 4 2nd - 3 3rd - 3 4th - 3 5th - 2 He let a smirk come across his face. "That is tempting Javeq. Are we going for the kill here or we just trying to get away?" He looked back over his shoulder after addressing Javeq towards the dragon. He tapped his walking stick twice into the deck, activating his mage armor. Actions Cast Mage Armor Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
codexgigas Posted March 7 Author Clone Share Posted March 7 Monday, 23rd of Winter Night, Morning Moon Magic Solinari, Lunitari, and Nuitari are in conjunction. All Wizards of High Sorcery receive a +1 bonus to Spell Attack Rolls and Spell Save DCs. Solinari (9)--Waning, 4 days to Low Sanction Lunitari (6)--Waning, 1 day to Low Sanction Nuitari (9)--Waning, 1 day to Low Sanction Gareth slams his armor into the door to Derek's cabin, shattering the wood. He takes a staggering step into the cabin after crashing through the door. Derek sneers at the other knight. The Dragon Orb is not visible, but there is a telling lump in the pack that Derek is swinging on to his back. "That's what a Dragon Orb does, uth Fearfold," the Knight of the Rose says. "The wizards created them to call the dragons down. But I haven't used the orb. It takes a wielder to call the dragons, and no one on this ship has been authorized by the Council to use the Orb. My orders were to retrieve and return it. I'm sure the Whitestone Council will listen to reason and give me permission to use the Dragon Orb against our foes, but until they do, I will not presume to use its powers. Now come with me. It appears I have another dragon to slay." With that, Derek heads above decks. Araxis peers around the deck, finding relatively little that will be of use against a dragon. There are some whaling harpoons stacked on the deck. However, it will take a great deal of strength to use them to pierce a dragon's thick hide. Javeq and Araxis cast their spells. You make your preparations as best you can. The dragon comes within 60 feet of the boat. At this point, Gareth and Thorin leap into action. Tabletop You have diamonds worth 2500 steel left. If you intend to draw cards from the Deck of Many Things, you need to declare how many cards you wish to draw in advance. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
BobtheWizard Posted March 7 Clone Share Posted March 7 (edited) Javeq - Half-Elf Warlock 10 sheet AC: 19 | HP: 103/103 | FeaturesHit Dice: 10/10d8 Spell Slots, 5th: 2 / 2 Hexblade's Curse: 1 /1 SR Accursed Specter: 1 / 1 LR Tome of Levistus: 1 / 1 LR Fire Resistance Ring: Shield 5 / 5 | Conditions: Javeq responds to Araxis. "We need to kill it if we can. It will destroy others if we leave it alive." He suggests to Araxis that we let Derek fly too. If Araxis agrees, he will cast fly on Derek instead of the wizard. But if Araxis is excited about flying, he will keep his spell on his friends. As the dragon approaches, Javeq finds cover. His primary goal is to avoid the breath weapon so the others can keep flying. He also grabs a shield from the ship's supplies. Mechanics Main Hand: Empty Off Hand: Shield Action: cast fly on Gareth, Thorin and either Derek or Araxis (Hudson's choice) Bonus Action: none Move: none Object: none Reaction: shield if it helps ACTIONS Longsword +9 to hit, 1d8+5 slashing +1d6 cold (triple advantage from EA) Eldritch Blast +8 to hit, 1d10+4 damage 150' range Cantrips: Minor Illusion, Prestidigitation Spells, cast at 5th level: Armor of Agathys, Shield, Hold Person x4, Invisibility x4, Summon Shadowspawn, Dispel Magic, Fly x3, Dimension Door, Shadow of Moil, Synaptic Static Ring of Spell Storing: shield x5 Armor of Hexes: Reaction for d6, Hexed misses on 4+ Notes travelled via Sia Mori to Pax Tharkas to free hostages and lead a slave revolt. Ka'Dzenha kidnapped Laurana, serves Verminaard Gilthanas - elf we rescued Eben - human who survived battle against draconics. TRAITOR Laurena - captured by Ka'Dzenha, now rescued Verminaard - sitting on throne, defeated and revived Goldmoon - of the Que-shu, now rescued Flamestrike - very old red dragon Riverwind, one of Goldmoon's people. "The other men will listen to him, and he knows the ways of the warrior. He is tall, with raven-black hair and green eyes." Fizban - wizard in skull lair. Blaize - brass dragon in bubble. Fistandantlus Grallen, son of Duncan, Thane of the Hylar and High King of Thorbardin. Cannot rest until helm is returned to the Hall of the Thanes in Hybardin Dream - "I have entered this door and cannot find my way back," Goldmoon cries. "Please! Come and bring that which I left behind!" There were seven open archways into the tower. As I watched, a group of hooded pilgrims approached, changing into draconians. I followed the dim hallway and the draconian attacked. I tried to fight them, but everything went wrong. They killed Jolly. I killed Sir Gareth. Kharas - dwarf son of Glade Glade Hornfel - Thane of Hylar in Lifetree on Council of Thanes Hammer of Kharas was lost by High King Duncan Governor Elistan Castleguard Silvanesti noble Lady Starbreeze Derek Crownguard, leader of knights of solamnia. Edited March 7 by BobtheWizard (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
JubalBreakbottle Posted March 7 Clone Share Posted March 7 (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 3/3 | 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 2/3 | 4thD. Death Ward, VS D. Guardian of Faith, VS 14. Divination, VSM Ritual 2/3 | 5thD. Mass Cure Wounds, VS D. Raise Dead, VSM 500 gp, 15. Greater Restoration, VSM 100 gp 2/2 Gareth shakes his head in the irony of being told to follow a knight into battle that he just had to break down the door to get him out. No wonder he hates this tool. And, there is no way that Crownguard should be allowed to attempt to command the dragon orb. Emerging on deck, Gareth finds a high spot and addresses the crew with a Motivational Speech. "My brothers. I see in your eyes the same fear that would take the heart of me! A day may come, when the courage of men fails, when we forsake our friends and break all bonds of Fellowship, but it is not this day! An hour of dragons and shattered shields when the age of men comes crashing down! But it is not this day! This day we fight! By all that you hold dear on this good earth, I bid you, stand!" When the dragon gets within 60 feet, Gareth draws his magically flaming mace and calls out, "Habukkuk! Please send your spiritual knights!" Causing transculent angelic knights to appear and swirl around the knight of the sword. Mechanics Active spells: Water WalkTarget: Up to ten willing creatures you can see within range Duration: 1 hour This spell grants the ability to move across any liquid surface—such as water, acid, mud, snow, quicksand, or lava—as if it were harmless solid ground (creatures crossing molten lava can still take damage from the heat). Up to ten willing creatures you can see within range gain this ability for the duration. If you target a creature submerged in a liquid, the spell carries the target to the surface of the liquid at a rate of 60 feet per round., Motivational Speech (Gareth, Javeq, Araxis, Thorin, Silvena)Duration: 1 hour Choose up to five creatures within range that can hear you. For the duration, each affected creature gains 5 temporary hit points and has advantage on Wisdom saving throws. If an affected creature is hit by an attack, it has advantage on the next attack roll it makes. Once an affected creature loses the temporary hit points granted by this spell, the spell ends for that creature., FlyDuration: Javeq Concentration, Up to 10 minutes You touch a willing creature. The target gains a flying speed of 60 feet for the duration. When the spell ends, the target falls if it is still aloft, unless it can stop the fall. Action Spirit Guardians at 4thThey flit around you to a distance of 15 feet for the duration. An affected creature’s speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Wisdom saving throw. On a failed save, the creature takes 3d8 radiant damage. On a successful save, the creature takes half as much damage. Move Fly to just get the dragon into the Spirit Guardians; off center to avoid dragon breath included with Thorin or ship; and near the water surface Edited March 7 by JubalBreakbottle (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Spirit Guardians Wis DC 18 for half 15 4d8 1,5,3,6 Link to comment Share on other sites More sharing options...
darlis moonbeam Posted March 7 Clone Share Posted March 7 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 A grin comes across his face as the fly spell kicks in and he takes to the air, Silvena circling around him, keeping in a position to help flank them. He speaks to Silvena in draconic "Well my dear, you ready to dance?" Silvena roars in response, her defiance of her evil cousin readily apparent. As she sweeps in and attempts to snap her jaws on her evil cousin. Thorin comes in for an attack as well sweeping both high and low. If either of his attacks hit Silvena will react by adding her essence damage. He will also tag them as his favored foe. Name xDiceName xDiceResult xDiceString xDiceRolls First attack 31 1d20+13 18 First damage 17 1d8+9 8 Extra damage 7 2d6 3,4 Second attack 17 1d20+13 4 Second damage 10 1d8+9 1 Second extra damage 9 2d6 5,4 Silvena attack 21 1d20+7 14 Silvena damage 9 2d6+4 1,4 Silvena reaction 3 1d6 3 Extra damage from favored foe 5 1d6 5 Link to comment Share on other sites More sharing options...
Hudsonpolar Posted March 7 Clone Share Posted March 7 Araxis Malthen-Galad Passive Insight: 13 || Passive Investigation: 17 || Passive Perception: 13 AC: 14 (17 MA) HP: 78/78 Hit Dice Used (d6): 0 Speed: 30 Spell Slots: 1st - 4 2nd - 3 3rd - 3 4th - 3 5th - 2 "Let the knights fly Javeq, I will have my day. For now, I will do my most from here." Araxis pointed straight at the dragon as it came barreling towards them and let loose a spell to hopefully benefit them in this tricky battle. Actions Cast Synaptic Static Name xDiceName xDiceResult xDiceString xDiceRolls Synaptic Static 29 8d6 3,1,6,3,5,4,6,1 Link to comment Share on other sites More sharing options...
codexgigas Posted March 8 Author Clone Share Posted March 8 (edited) Monday, 23rd of Winter Night, Morning Moon Magic Solinari, Lunitari, and Nuitari are in conjunction. All Wizards of High Sorcery receive a +1 bonus to Spell Attack Rolls and Spell Save DCs. Solinari (9)--Waning, 4 days to Low Sanction Lunitari (6)--Waning, 1 day to Low Sanction Nuitari (9)--Waning, 1 day to Low Sanction Gareth casts his spell. His spectral knights fly around him. He flies into the air so that his knights attack the dragon, but the dragon avoids the worst of their attacks. Thorin and Silvena join Gareth in the air. Thorin's first attack with his magic axe hits the dragon, but he is buffeted by wind from the dragon's wings and his second strike goes wide. Silvena bites the larger dragon, flames from her jaws causing additional damage. The dragon flaps its wings, buffeting Thorin and Silvena. Both take 12 points of bludgeoning damage. The force of the wind knocks Silvena from the air, and she fallf to hit the water below with a loud splash. Silvena takes 11 points of bludgeoning damage from the fall. While the rest of you master the dragon fear, Derek and Aran fall prey to it. Derek grows in frustration as he finds himself unable to move toward the dragon. He fires a single crossbow bolt at it, but his trembling hands make the bolt fly wide. "Master yourself, Aran!" he cries. Aran's hands likewise tremble as he fires two arrows at the dragon. Both miss. However, his commander's encouragement provides Aran with the courage he needs to overcome his fear of the dragon. The dragon opens its maw, spewing icy breath. However, the breath weapon avoids all of you, and instead hits the ship itself. With a jerk, the ship stops its movement. It is frozen in place in the sea. Spears of ice pierce the ship's hull in several places, and a slurry of ice and water begins to pour in. It then dives below the water, disappearing from your sight. Tabletop The full party is up. Thorin and Silvena fail their dexterity saves against the dragon's wing attack legendary action. This causes them to fall prone. Thorin is protected by the fly spell, but Silvena immediately falls, since her speed is now 0. She falls 60 feet, taking a total of 6d6 fall damage. They must use half their movement to "stand" from prone, but they will then regain their fly speed. Derek uses his leadership ability. Once per round, one ally within 30' of Derek can add 1d4 to an attack roll or saving throw. The dragon has taken 48 damage. Edited March 11 by codexgigas (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
JubalBreakbottle Posted March 9 Clone Share Posted March 9 (edited) Gareth uth Fearfold, Knight of the Crown AC 21 | HP 101+5/101 | 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 3/3 | 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 2/3 | 4thD. Death Ward, VS D. Guardian of Faith, VS 14. Divination, VSM Ritual 2/3 | 5thD. Mass Cure Wounds, VS D. Raise Dead, VSM 500 gp, 15. Greater Restoration, VSM 100 gp 2/2 Gareth mouths O when the dragon pins the ship and dives below the water. Protect the orb! Where is that clown? Screams in his mind as the knight races back to the ship to station himself above and to the outboard side of Derek, so he doesn't fall on Derek if Fly quits. Translucent spiritual knights engulf a large portion of the deck. On his way flying five feet above the water, he looks to send a Sacred Flame at the dragon when he sees it. Mechanics Active spells: Water WalkTarget: Up to ten willing creatures you can see within range Duration: 1 hour This spell grants the ability to move across any liquid surface—such as water, acid, mud, snow, quicksand, or lava—as if it were harmless solid ground (creatures crossing molten lava can still take damage from the heat). Up to ten willing creatures you can see within range gain this ability for the duration. If you target a creature submerged in a liquid, the spell carries the target to the surface of the liquid at a rate of 60 feet per round., Motivational Speech (Gareth, Javeq, Araxis, Thorin, Silvena)Duration: 1 hour Choose up to five creatures within range that can hear you. For the duration, each affected creature gains 5 temporary hit points and has advantage on Wisdom saving throws. If an affected creature is hit by an attack, it has advantage on the next attack roll it makes. Once an affected creature loses the temporary hit points granted by this spell, the spell ends for that creature., FlyDuration: Javeq Concentration, Up to 10 minutes You touch a willing creature. The target gains a flying speed of 60 feet for the duration. When the spell ends, the target falls if it is still aloft, unless it can stop the fall., Spirit Guardians at 4thThey flit around you to a distance of 15 feet for the duration. An affected creature’s speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Wisdom saving throw. On a failed save, the creature takes 3d8 radiant damage. On a successful save, the creature takes half as much damage. Move Fly return to ship. Position immediately above Derek and closer to the edge of the deck. Action Cast Sacred Flame or Ready if he doesn't see it Edited March 9 by JubalBreakbottle (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Spirit Guardians Wis DC 18 for half 18 4d8 5,7,2,4 Perception to spot dragon 26 1d20+9 17 Sacred Flame Dex DC 18 for none 16 3d8 6,6,4 Link to comment Share on other sites More sharing options...
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