JubalBreakbottle Posted April 25 Clone Share Posted April 25 (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 smiles at the half ogre and replies holding two fingers up, "It's a pleasure to meet you Kyra. Actually, we killed two white dragons. Their wingspans were from that tree to that one. The second one that broke our ship was probably the mate and out for revenge." To the kender, he replies nodding, "Ah, Mishakal. She has returned, too. We've met a cleric Goldmoon who carries Her blue crystal staff." Unknown to everyone, Kitiara uth Matar, general of the blue dragonarmy, would also become known as the Blue Lady. Mechanics @JagrHunter Edited April 25 by JubalBreakbottle (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
daltar Posted April 26 Clone Share Posted April 26 [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 "Now that is news... Killing one dragon is a heroic feat, but killing two shows more strength than luck was involved in it. Very impressive... uh, Sir Gareth" says Kyra, hoping she remembered correctly. The man gave a lot of names and titles and while it is only fitting, she gave a lot of her own, it is a bit harder for her to remember a lot of information, specially at once. She takes a deep breath and a few moments to try to commit to memory the names she's listening... at least one to each person. That should not be too hard. After tapping her head a few times, trying to make sure she got it all. However, all this talk of the Good Gods returning was certainly concerning to the wild woman. As a follower of the ways of balance and nature... the Good Gods do represent concepts she and her people find laudable, but them acting up usually is a direct answer to the forces of Evil rising up as well "Hmmm... that's not good... if the Patron of Hunters and the Healing Mother are back that must mean the other side is gaining a lot of strength as we feared... Things are dire all around the world... I don't know how to stop the Dark Lady's plots, just that killing her strongest followers ought to make things hard for her. That's why I'm looking to slay dragons" Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Hudsonpolar Posted April 29 Clone Share Posted April 29 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 feel like conversing at the moment. He wanted to make sure that he was mentally ready for the next problem that came their way. At the rate they were going it would be a day, maybe two. It was getting bothersome but that was the way it seemed to be going. He looked over towards the half ogre. "We have slain more than just the two. The two just happened to be in quick succession. There was a red in there, an undead, and some others. While it may seem that we have made a dent I assure you we have not. Each one has been that much more a challenge and I fear that there may be more on the way much stronger than what we have faced. If you think yourself ready, but in reality none of us are." Actions Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
codexgigas Posted April 30 Author Clone Share Posted April 30 (edited) Wednesday, 25th of Winter Night, Evening 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+1)--Waning, 2 days to Low Sanction Lunitari (16+1)--Low Sanction, 6 days to Waxing Nuitari (4)--Low Sanction, 1 day to Waxing Silvara laughs as you engage in conversation. "It is good you are getting to know one another. I have a feeling you were all brought to this land at this time for a reason," she says. You pass a pleasant afternoon and evening among the Stagherd Clan of the Kagonesti. The wild elves are gracious hosts, making you to feel welcome and at ease. You feast on venison, wild fruits, flatbreads and a mead the elves brew. For those of you who survived the ship-wreck, you feel as if you can finally let your guard down after a long time of vigilance. That evening, your hosts lead you to a longhouse, where you sleep on comfortable pallets. In the morning, Silvara leads you into the woods once more. The Kagonesti fill your packs with supplies for the journey, mostly dried venison and flatbread, but you each find a wineskin filled with mead in your packs as well. Even Derek is pleasant for once, although his heavy armor is ill-suited for your journey. As night begins to fall, you come to the banks of a broad river. The water has a sharp, metallic appearance, and it reflects the setting sun and rising moons. Silvara bids you to halt. "This is the Thon-Sorpon, the Silverroad," she says. As she speaks, you see a single, unattended canoe float down the river. As it draws near, you can peer inside, seeing a young Kagonesti warrior stretched out on the bottom of the canoe. His body bears grievous wounds, and broken weapons are piled at his feat. Several of them are clearly of draconian make, speaking to the presence of Takhisis' armies, even here. "This is the road of the dead," Silvara tells you, her voice soft and reverent. "We send our dead down it, and there they join the River of Souls to be judged. I would not have brought you here, but our need is great. The Thon-Sorpon is also the straightest road to our destination. It may be that the gods will let us take it." She falls silent, waiting for something. After a long pause, three more canoes float down the river. These come to rest at the bank. Each is empty, save for a set of oars. "The gods will permit this road for you," Silvara says. The rising moon and stars give you enough light to attempt the journey by night. "We can either camp here, or we can press onward. Each hour we tarry may mean the Silvanesti and Qualinesti are closer to finding you again." Tabletop Each canoe can hold three people. Let me know who is in which canoe. Edited May 1 by codexgigas (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
BuyCrom Posted May 1 Clone Share Posted May 1 (edited) Kelasheway of Whiteriver Clan Fighter 6 Barbarian 4 AC: 17 | HP: 125/125 | Maneuver DC: 16 | Passive Perception/Insight: 16/16 Superiority Dice: 4/4 | Rage 3/3 The Kagonesti who had been talking with Kyra and Tel when the party arrived remained stand-offish throughout the introductions, barely speaking at all beyond tersely introducing himself as "Kelasheway of Whiteriver Clan, sworn warrior to The Pathfinder of the Free Kagonesti." He seemed to relax a little during the Stagherd Clan's show of hospitality, slipping the greatsword off his shoulder to lay on the ground alongside him as he ate with a young elf whose tattoos also seemed different from the other Kagonesti in the village. Talking and smiling, making a couple of wry jokes with the other wild elves. He even made polite small talk with the party, although he did steer conversation with Derek and Gareth towards the topic of their mission, beyond slaying dragons. The tattooed elf seemed particularly interested in if the stories of Solmanic Knights' honour and loyalty towards their allies were true - sharing a Kagonesti story about a clan who worked with the order around the time of the Third Dragon War. But the whole time he kept glancing at the recently freed elves who came to the village with the party. Finally, with a last swig of mead, Kelasheway approaches a small knot of the former slaves. Anyone close enough, who can understand elven catches enough of the conversation to learn he is seeking news of a young Kagonsesti woman taken by the Qualinesti about a month after the House Elves arrived. Whatever answer he got, he was clearly unhappy with it as the stoic expression slipped back over his features like a mask - his mood betrayed by the twitching muscles of a tightly clenched jaw. The elven warrior collects his greatsword and stalked off beyond the fire light, and that was the last you saw of him that night. In the morning, as the Kagonestic provide supplies, Kelasheway emerged from a nearby tent. He was still dressed much the same as the day before, in a patterened green and sleeveless vest, but now the greatsword has been joined by a quiver of arrows at his hip and a bag, with a longbow hooked on it,slung diagonally across his back in the opposite direction to the sword. Strangely, he wears a pair of steel gauntlets, but no other armour. "I have sent word to the Pathfinder about you, outlanders - and will be joining you on your journey. At least until you leave our lands." Later at the Thon-Sorpan river, Kelashway says a quiet prayer for the fallen warrior as the body floats pass. "May the spirits judge you fairly and with understanding, brother." When the other canoes come floating down the river, the wild elf waded into the water to intercept the first of them. Gripping the prow, he turns to everyone else. "I wouldn't mind sending some House Elves down The Road if they catch up, but the spirits did send us some nice canoes..." 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 May 1 by BuyCrom (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
daltar Posted May 1 Clone Share Posted May 1 [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 enjoys the hospitality of the elves and certainly makes sure to be as well fed as she can before they depart. Hearing that there are yet more dragons the group slew, despite the grave warning of the elven man on the party, only reassures her all the more that the rumors she had been chasing to this distant land were in the right. She is as respectful as she can be of the elven river... she does understand this type of custom, even if to her battle scarred sensibilities, needing to be set on a canoe down a river to reach the beyond is quite restrictive a way for access. "I take my share of space. I'll go on the middle barge and someone light should be with me" she says practically. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
JubalBreakbottle Posted May 1 Clone Share Posted May 1 (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 deliciously appreciates the long and comfortable rest. He had been on the road from Sancrist for many weeks, and their refuge was a godsend. Then, when they arrive at the river in the morning, the canoes appear to be another godsend. His life has truly been blessed by the gods. After some reflection, the knight offers, "I think Derek and I should travel together. And, our heavy armor would prefer one of you with less armor to join us." He grins and shrugs. Mechanics Hide this Edited May 1 by JubalBreakbottle (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
JagrHunter Posted May 1 Clone Share Posted May 1 Telemachus Burrowdown (Tel) Thief 2 Paladin 8 AC: 18 | HP: 86/86 | Lay on Hands: 40/40 | Passive Perception/Insight: 20/19 Tel hung back from the group, arms folded, waiting. His uncertainty about the Giant was palpable; the thought of sharing a small boat with her was unappealing. The twin knights also did not inspire confidence in him. As he sighed audibly, the others made their selections. "I'll accompany the Kagonesti," Tel declared, reasoning that the Elf posed less risk of falling on or stepping on him. 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. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
darlis moonbeam Posted May 6 Clone Share Posted May 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 Thorin looks at the little boats with some trepidation, they had just been shipwrecked recently and the small vessels did not fill him with much confidence as he was not a small person, regardless of how short he may be. It felt unnatural for a dwarf to not have his feet firmly planted on the earth, with a silent sigh he heads to whichever canoe still had room for him. Silvena just looked at the canoes and growled before launching herself in the air circling around the canoes waiting for them to move before she will follow. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Hudsonpolar Posted May 6 Clone Share Posted May 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 finds a spot amongst the seats on the boats. His range made him able to hit anywhere and he felt as though it may be one of those trips. He raised an eyebrow at the dwarf and his pet. "You could walk if you prefer but it may take you a while." Actions Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
codexgigas Posted May 6 Author Clone Share Posted May 6 Thursday, 26th of Winter Night, Evening Moon Magic Lunitari is at Low Sanction. All Red Robes take a -1 penalty to spell attack rolls and spell DCs. Solinari (2)--Waning, 1 day to Low Sanction Lunitari (5)--Low Sanction, 5 days to Waxing Nuitari (5)--Waxing, 2 days to High Sanction You rest through the night. In the distance, you hear sounds of elven hunting horns, but they fade into the distance as the night deepens. You awake in the morning, ready for your journey up the Thon-Sorpon. The canoes are roughly balanced in weight, so you feel secure in the water. It is hard to row against the current, but you do make steady progress upstream through the day. Eventually, you reach the point where the river becomes shallow enough and the ascent into the mountains steep enough that you can no longer journey by canoe. You disembark on the eastern bank. No sooner do you remove your last belongings than the canoes slide back into the water and disappear downstream. Silvara leads you into the foothills of the mountains. As the sun sets, you see a single hut on the top of the next foothill. A plume of smoke rises from its chimney. You smell roasting venison on the air. Tabletop Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
daltar Posted May 6 Clone Share Posted May 6 [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 Whoever had the delight of sharing a canoe with Kyra would have found themselves in the easiest journey of their lives. The giant blooded woman had short legs but long strong arms and she rowed tirelessly, seemingly finding it comforting or entertaining. It was a good thing she took the middle canoe or she may have been tempted if at the front to row all the faster and make the trip just a bit more bumpy. Then the environment changed to something lightly reminiscent of home as they ascended the foothills of mountains. Truly, her terrain of choice. Between that and the scent of venison, Kyra was truly in a good mood as she marched. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
JubalBreakbottle Posted May 7 Clone Share Posted May 7 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 enjoys another restful sleep following her new routine of checking the shape of the dragon orb wrapped in his gear within his pack before sleeping and breakfast. He didn't touch it, but he needed to bear this burden by checking on this burden. After unpacking his pack from the canoe and easy river ride, he pushes his hand into the leather of his backpack to find the surface of the dragon orb, in his new routine. "Silvara, who's home are we visiting today? Smells like they're cooking supper." He asks their guide. Mechanics Hide this Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
codexgigas Posted May 10 Author Clone Share Posted May 10 (edited) Thursday, 26th of Winter Night, Evening Moon Magic Lunitari is at Low Sanction. All Red Robes take a -1 penalty to spell attack rolls and spell DCs. Solinari (2)--Waning, 1 day to Low Sanction Lunitari (5)--Low Sanction, 5 days to Waxing Nuitari (5)--Waxing, 2 days to High Sanction Silvara shrugs in response to Gareth's question. "The last time I travelled this path, there was no hut here," she says. "I cannot say who dwells within. Whether we approach or not, I suspect they have already spotted us. I took care to hide our tracks from pursuers. I did not think to watch for anyone on the path ahead. These hills are usually a forsaken place." With Silvara's unease ringing in your ears, you are faced with a choice. Do you approach the hut, not knowing who might be within, or do you press to find another place to make camp for the evening? Derek speaks as the rest of you consider your options. "The venison smells better than dried meat. The Empire of Ergoth may be shattered and a shell of its former glory, but the people who dwell here must remember its civilized ways, even if they are sundered from their kindred on this island. I say we request hospitality." Tabletop All of you remember that the Empire of Ergoth once stretched across the plains and forests to the west of Solamnia. The oldest human civilization, Ergoth was once the chief place of human commerce, art, and learning, before Istar's rise. When the gods dropped the fiery mountain on Istar, the Cataclysm caused the seas to rise and most of Ergoth was swallowed beneath the waves. Today all that remains of the once-great empire are the islands of Northern and Southern Ergoth and the small isle of Sancrist. Edited May 10 by codexgigas (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
daltar Posted May 11 Clone Share Posted May 11 [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 "Better to check them out than to have an unknown at our back. Now, I don't mind doing it but half the time I approach someone new they don't take it well. There's only so much rejection my maidenly heart can take, you know..." says the huge warrior, down casting her eyes and putting a hand over her heart... before she chuckles and grins her amusement, showing her sharp canines as she does. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
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