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Chapter 1: Welcome to the Witchlight Carnival!


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Jasmine Hart Warlock

AC 14 HP 10 Speed 30ft passive perception 12

Str 12 (1) Dex 17 (3) Con 15 (2) Wis 14 (2) Int 12 (1) Cha 16 (3)

Saves Bold - proficient str +1 Dex +3 Con +2 Wis +4 Int +1 Cha +5

image.png.9093efe491afcd6614207abb7e0875fd.png

 

"I beg everyone to be careful and not take such a deal, there is always some strings attached or something unsaid in such a thing. Trust me when I say deals are nothing but trouble. If you still wish an extra ticket I can pay for it EEEK. Let's say that my favorite subject is art then I would not be able to speak of the beauty or sights that we see for example." Jasmine drops her posh act and is deadly serious as she explains her hesitation.

 

 

 

   statblock

 

https://www.myth-weavers.com/sheets/?id=2882583
tiefling warlock 1

AC 14 HP 10 Speed 30ft passive perception 12

Str 12 (1) Dex 17 (3) Con 15 (2) Wis 14 (2) Int 12 (1) Cha 16 (3)

Saves Bold - proficient str +1 Dex +3 Con +2 Wis +4 Int +1 Cha +5

Skills Bold-proficient

Arcana +3

Athletics +1

Deception +5

History +3

Insight +2

Investigation +1

Medicine +2

Nature +1

Perception +2

Performance +3

Persuasion +5

Religion +1

Sleight of hand +3

Stealth +3

Survival +2

 

Attacks
eldritch blast 1d20+5 1d10   120 ft
toll the dead wis 13 1d8/1d12   60 ft
armor of agathys  5  cold damage and temp hp self 
witch bolt 1d20+5 1d12  30 ft 

Faerie Fire DC 13 Dex save advantage

Sleep 5d8 hp starting with the lowest

quarterstaff  1d20+3  1d6+1 0ne handed 1d8+1 two handed
dagger 1d20+5 1d4+3 range 20/60ft
light crossbow 1d20+5 1d8+3 two handed range 80/320

fey presence wisdom save DC 13 10 ft cube frightened or charmed

ASI Tiefling per Tasha's +1 charisma +2 Dexterity

Darkvision, 
You can see in darkness (shades of gray) up to 60 ft.

Hellish Resistance
You have resistance to fire damage.

Infernal 
You know the thaumaturgy cantrip. [3rd] You can cast hellish rebuke (2nd) once per long rest. [5th] You can cast darkness once per long rest. CHA is your spellcasting ability.

Thaumaturgy(Cantrip)

Noble
Feature: Position of Privilege

Thanks to your noble birth, people are inclined to think the best of you. You are welcome in high society, and people assume you have the right to be wherever you are. The common folk make every effort to accommodate you and avoid your displeasure, and other people of high birth treat you as a member of the same social sphere. You can secure an audience with a local noble if you need to.

spells

will detail if accepted

Charisma save Dc13 spell attack +5

thaumaturgy

toll the dead

eldritch blast

armor of agathys

Witch bolt

faerie fire

sleep

OOC

Action: - will pay 10 gold if anyone wants an extra ticket

Bonus Action: -

Movement: -

Reaction: -

Object Interaction: -

Concentration: -

 

 

Edited by drealynn (see edit history)
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EEEEK!

 Kenku, Investigator - Rogue 1image.png.d099a329558becda999d557fcf363d14.png
image.png.30b924e658ca3da1577a1e996d5a58f6.png


AC: 15 | HP: 8/8 | Init: +3 | PP: 17

Sneak Attack: 1d6 | DM Inspiration: 0


EEEEK! nods gratefully as Jasmine offers to buy an extra ticket but his eyes go wide as she warns them to be careful.

"Ummm...that's very, very kind of...umm...I mean, we probably have enough, but...umm...I'd be happy to share...let's say I'll help you out in the future...if deals with these fey can be treacherous then, well...umm...better we make them between ourselves!"

He's used to people rewarding him for the little jobs and favours that he's done, but this is the first time anyone has offered to help him...the corners of his mouth raise into a shy smile.

Mechanics

Main Hand: Empty
Off Hand: Empty


Action: none
Bonus Action: none
Move: none
Manipulate: none

     
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Gemini_Generated_Image(4).jpg.9420f8aa50ff62a6305d713d34eb16ee.jpg.2325a6479c2aa79ea86a056fb9e90d13.jpgName Chit'Thal | Class Artificer 1 | AC: 15 | HP: 10/10 | Prof: +2 | PP: 11 | Saves: Str +1 / Dex +2 / Con +4 / Int +6 / Wis +1 / Cha -1 |

Special Abilities darkvision, Carnival Companion, Carnival Fixture, Magical Tinkering, Chameleon Carapace, Secondary Arms, Sleepless, Telepathy, Ritual Casting 

Attacks: Lt Hammer | +3 | 1d6+1 bludgeoning, Light Crossbow | +4 | 1d8+2 piercing (80/320)

 Prepared Spells | Spell DC: 14 | Spell Attack +6 | Hit Dice d8 (1/1) | Death Saves: 0/0

Cantrips: Mending, Acid Splash

Level 1 | (2/2) | Tasha's Caustic brew, Grease, Alarm, Catapult

 


 

The Thri-Kreen chitters. "That is very kind of you, Jasmine to offer to help EEEK! I have not found the fey here at the carnival to be treacherous, but generous and kind to a young Thri-Kreen. You must have had a bad experience with the fey. Though I will agree that one must always be careful when making a bargain. They should never be entered into lightly or with deceit in mind." Fixit says.

 

Mechanics

MOVE: none

ACTION: none

BONUS ACTION: none

 

REACTION: none

CONCENTRATION: none

 

OOC: hope it is okay that I said it is his day off.

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Gavin Hopsalot 

 

NpiTLZ5r9KoiOqWzRrGi--4--lm79r.jpg.52931851ba1ffd96c7b2bcc5404c3e46.jpg

 

Statblock

Gavin Hopsalot
Harengon  Ranger 1 NG

AC 15 HP 12 Speed 30ft 

Str 10 (0) Dex 18 (4) Con 14 (2) Wis 16 (3) Int 14 (2) Cha 10 (0)

Saves: Str 2 Dex 6 Con 2 Wis 3 Int 2 Cha 0

Passive Perception: 15

Passive Insight: 13

Passive Investigation: 14

Initiative: 6

Attacks
Short Sword +2 to hit damage: 1d6+2
Short Sword 2 to hit damage: 1d6+2
Long Bow +6 to hit damage: 1d8+2

Skills

Skill Name Modifier
Athletics +0
Acrobatics +4
Stealth +8
Sleight of Hand +4
Arcana +2
History +2
Investigation +4
Nature +4
Religion +2
Animal Handling +3
Insight +3
Medicine +3
Perception +5
Survival +5
Deception +2
Intimidation +0
Performance +0
Persuasion +0

Feats and Abilities 

Racial features:
Hare Trigger:  You can add your proficiency bonus to your Initiative. 
Leporine Senses:  You have proficiency in the Perception Skill.
Lucky Footwork:  When you fail a Dexterity saving throw, you can use your reaction to roll a d4 and add it to your saving throw, potentially turning the failure into a success. You can't use this reaction if you are prone or your speed is 0.
Rabbit Hop:  As a bonus action, you can jump a distance equal to five times your proficiency bonus, without provoking opportunity attacks. You can use this trait only if your speed is greater than 0. You can use it a number of times equal to your proficiency bonus, an you regain all expended uses after a long rest.

Background features:  
Skill proficiency: Deception and Survival 
Tool Proficiency: Mandolin
Language: Elven 
Equipment: Mandolin, Large iron fingernail, child's parasol covered in moss and leaves, sprig of Rosemary wrapped with ribbon at one end, travelers clothes, and Pouch of 8 gp.
Fey Mark: Bunny Tail
Feywild Visitor: Unicorn

Class Features:
Proficiencies

Armor: Light armor, medium armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Strength, Dexterity
Skills: Choose three from Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, and Survival

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

(a) scale mail or (b) leather armor(a) two shortswords or (b) two simple melee weapons(a) a dungeoneer's pack or (b) an explorer's packA longbow and a quiver of 20 arrows

Favored Foe (Optional)

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 (Optional)

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.

 

Languages: Draconic, Elven, Common, Sylvan, and Goblin
 

Spells

None currently

Equipment

Equipment:

2x Short Sword

Long Bow w/ 20 arrows

Leather Armor

Mandolin

Large iron fingernail

Child parasol covered in moss and leaves

Spig of Rosemary wrapped in a ribbon on one end.

Pouch

Travelers clothes

Explorer's pack

 

 

 

 

Gavin snorted as the others spoke of the fey, it seemed obvious some if not all of them had no idea he was a Fey. "Its true we are not all treacherous, but we do love a good bargain. You should always think deeply when making any deals with my kind, what you think you are agreeing to is not always what you are actually agreeing on I suggest you look at any bargain from all angles before agreeing ."

He thought about his fey friend Belara that he still spoke with in the Feywild. "Though some are not as mischievous as others so there is that too."

OOC

 

 

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spacer.pngSiegfried Duval

Human Dilettante, Illusionist 


AC: 13 (Base) | HP: 9/9 () | HD: 1/1 | Speed: 30 ft. | Initiative: +3
Senses: Passive Perception 12, Insight 12, Investigation 16.
Str: 10 (0) | Dex: 16 (+3) | Con: 16 (+3) | Int: 18 (+4) | Wis: 14 (+2) | Cha: 17 (+3)
Languages: Common, Elven
Spell Slots: L1 2/2 |


 

If Siegfried was at all offended by Eeeek's spurning of his own offer in favour of the Lady Hart's, he did not show it. What was clear, was his eagerness of taste the delights within, his body already inching him closer to the stalls just beyond his touch. "Well, I'm glad to hear that The Witchlight have proven generous and kind, it proves a good omen for our own visit!" he announced, his cane striking out before him confidently. "Generosity with strings is no generosity at all, so I shall assume you are not some fantastical marionette Fixit!" He filed away Jasmin's rather more severe reaction for future care, lest he touch upon a sore point within. The passion within her voice hinted at a rather more personal stake - be it her or someone dear to her - and a different experience to that of Fixit and Gavin. Certainly his own experiences leaned more towards hers than theirs, though he could not claim they were tinged with any particular treachery in place of simple malice. Not that he could claim much about them at all. Best left forgotten in the face of the bright lights, babble and beauty before them.

 

OOC

Action: -

Bonus Action: -

Movement: -

Reaction: -

Object Interaction: -

Concentration: -

Actions & Resources

Actions:

Unarmed . Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1 bludgeoning damage.

Quarterstaff . Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 1d6 (1d8) bludgeoning damage. Versatile

Light Crossbow . Ranged Weapon Attack: +5 to hit, ranged 80/320 ft., one target. Hit: 1d8 + 3 piercing damage. Loading, Two-Handed

 

Bonus Actions:

-

 

Reactions:

-

 

Class Features:

Arcane Recovery . 1/1 Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher.

 

 

Edited by PureChance (see edit history)
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Gemini_Generated_Image(4).jpg.9420f8aa50ff62a6305d713d34eb16ee.jpg.2325a6479c2aa79ea86a056fb9e90d13.jpgName Chit'Thal | Class Artificer 1 | AC: 15 | HP: 10/10 | Prof: +2 | PP: 11 | Saves: Str +1 / Dex +2 / Con +4 / Int +6 / Wis +1 / Cha -1 |

Special Abilities darkvision, Carnival Companion, Carnival Fixture, Magical Tinkering, Chameleon Carapace, Secondary Arms, Sleepless, Telepathy, Ritual Casting 

Attacks: Lt Hammer | +3 | 1d6+1 bludgeoning, Light Crossbow | +4 | 1d8+2 piercing (80/320)

 Prepared Spells | Spell DC: 14 | Spell Attack +6 | Hit Dice d8 (1/1) | Death Saves: 0/0

Cantrips: Mending, Acid Splash

Level 1 | (2/2) | Tasha's Caustic brew, Grease, Alarm, Catapult

 


 

Fixit's mandibles click quickly. "No, I am not a marionette puppet." He clarifies. "Are you ready to enter and see the wonders of the Witchlight Carnival?" He asks.

 

Mechanics

MOVE: none

ACTION: none

BONUS ACTION: none

 

REACTION: none

CONCENTRATION: none

 

OOC: hope it is okay that I said it is his day off.

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Posted (edited)

Thoroughfare
The First Hour

The party now have tickets in hand, and with the matter of entry settled, Nikolas allows them entry, with Chit'Thal guiding them. And just in time too! The Carnival has begun!

Before the group fully enters, Nikolas stops Chit'Thal for a bit and hands him the familiar map of the Witchlight Carnival. He tells Chit'Thal after handing it to him, "Almost forgot to give e'm the map. You might not need it, Chit'Thal, but they definitely would. Mind deliverin' it to them fer me? One of them seems like he could get lost pretty easily..."

As the group walks through the thoroughfare, they take in the wondrous sights and the sight of the customers mingling about.
An elf stilt walker passes by the party, tossing down sugary sweets to the children who pass by....
Two girls with face paint, one as a hart, and the other as a lion, can be seen squabbling over a wooden crown their mother clearly won for them at a stall.

Chit'Thal would remember that the first event is about to begin in 3....2...1...

A twelve-foot-tall walking tree garlanded in golden ribbons marches down the thoroughfare! Emerald clouds swirl above the tree and rain down golden, spinning sycamore seeds. Fairgoers try to catch the seeds before they hit the ground. As the seeds gently fall, a chatty squirrel scampers along the boughs of the tree, handing dandelions to select passersby. As the seeds fall, the treant calls to the guests, "Welcome to the Witchlight Carnival, everyone! As a thank you for coming, catch the seeds before they fall to the ground, and you will receive a welcome gift!"

The red squirrel hands the dandelions to each member of the party and speaks to them, "Make a wish and then blow the seeds into the air! Go on, give it a whirl!"

Other than potentially receiving the Welcome Gifts, the party is free to choose their first destination in the Witchlight Carnival. The question now is....

Where did they wish to go first?

OOC

First skill check time!
If you wish to catch a sycamore seed before it hits the ground, roll a DC 10 Dexterity Check. If you succeed, roll a d8!

If you do make a wish, I would like you to make your wish known in a Private text box. ^_^

I will be posting the map of the Witchlight Carnival in the Maps section for your reference.

Mood

Yes, we will be tracking the Mood of the Carnival!
As weird as it sounds, this will be important.

Current Mood: Neutral

 

Edited by Guardian Angel Haruki (see edit history)
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EEEEK!

 Kenku, Investigator - Rogue 1image.png.d099a329558becda999d557fcf363d14.png
image.png.30b924e658ca3da1577a1e996d5a58f6.png


AC: 15 | HP: 8/8 | Init: +3 | PP: 17

Sneak Attack: 1d6 | DM Inspiration: 0


The strange Mr Fixit clicks his jaws together and EEEEK! jumps slightly at the noise. He gulps and nods, then takes a deep breath, nerves and excitement filling his stomach with the wings of a million butterflies.

"Ummm...yes...yes, I do believe I'm ready!"  he mutters quietly as he spots 2 magpies in a nearby tree...2 for joy!!

Stepping inside, ticket clutched tightly in his hand, the magpies seem to have spoken true. This is certainly a wondrous place, and the sights, sounds and smells leave EEEEK wide eyed and open mouthed.

As the tree approaches, the young Kenku carefully puts his ticket in his coin purse so that his hands are free to catch the whirring, spinning seeds. Alas, they flutter through his fingers...flight! Ever the curse of his race!

Mechanics

Main Hand: Empty
Off Hand: Empty


Action: catch seed (Dex check)
Bonus Action: none
Move: none
Manipulate: none

     
Edited by MysteriousMiller (see edit history)
Name
DC10 Dex check
6
1d20+4 2
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spacer.pngSiegfried Duval

Human Dilettante, Illusionist 


AC: 13 (Base) | HP: 9/9 () | HD: 1/1 | Speed: 30 ft. | Initiative: +3
Senses: Passive Perception 12, Insight 12, Investigation 16.
Str: 10 (0) | Dex: 16 (+3) | Con: 16 (+3) | Int: 18 (+4) | Wis: 14 (+2) | Cha: 17 (+3)
Languages: Common, Elven
Spell Slots: L1 2/2 |


 

Siegfried laughs with delight as mere seconds after stepping inside the wonder begins. Tossing his cane from one hand to the other, he reaches out to grab a seed with manicured hand. His practice makes the task of plucking it from the air simple - though whether it is practice with calligraphy, instrument or his own indulgences in sleight of hand who could say. He looks down to see the little kenku has not managed his own. He is about to offer his own downward, when it dissolves into brightly coloured confetti with a small pop, shot through with glittering dust. A small chuckle escapes his lips, despite himself. "Sorry EEEEK," he apologises, "it looks like they aren't transferable."

 

He reaches forward towards the talking squirrel to take the dandelion in its place - the entire scene is hilariously surreal. "Why not, we're here to have fun yes?" He's not quite sure what to wish for initially, then closes his eyes and blows strongly. The wisps fly free, scattering into the air where they sparkle gold in the torchlight.

Fixit catches up a moment later, and Siegfried takes the opportunity to peak at some of the place names. "I for one would love to visit the Hall of Illusions," he says wondering what tricks he could pick up, "through I could hardly miss the dragonfly rides. I've sailed before, but never flown. I wonder if the dragonflies are made big, or we are made small?"

 

 

OOC

Action: -

Bonus Action: -

Movement: -

Reaction: -

Object Interaction: -

Concentration: -

Actions & Resources

Actions:

Unarmed . Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1 bludgeoning damage.

Quarterstaff . Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 1d6 (1d8) bludgeoning damage. Versatile

Light Crossbow . Ranged Weapon Attack: +5 to hit, ranged 80/320 ft., one target. Hit: 1d8 + 3 piercing damage. Loading, Two-Handed

 

Bonus Actions:

-

 

Reactions:

-

 

Class Features:

Arcane Recovery . 1/1 Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher.

 

 

Edited by PureChance (see edit history)
Name
Catch a Seed (Dexterity DC10)
16
1d20+3 13
Welcome Gift
2
1d8 2
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Gavin Hopsalot 

 

NpiTLZ5r9KoiOqWzRrGi--4--lm79r.jpg.52931851ba1ffd96c7b2bcc5404c3e46.jpg

 

Statblock

Gavin Hopsalot
Harengon  Ranger 1 NG

AC 15 HP 12 Speed 30ft 

Str 10 (0) Dex 18 (4) Con 14 (2) Wis 16 (3) Int 14 (2) Cha 10 (0)

Saves: Str 2 Dex 6 Con 2 Wis 3 Int 2 Cha 0

Passive Perception: 15

Passive Insight: 13

Passive Investigation: 14

Initiative: 6

Attacks
Short Sword +2 to hit damage: 1d6+2
Short Sword 2 to hit damage: 1d6+2
Long Bow +6 to hit damage: 1d8+2

Skills

Skill Name Modifier
Athletics +0
Acrobatics +4
Stealth +8
Sleight of Hand +4
Arcana +2
History +2
Investigation +4
Nature +4
Religion +2
Animal Handling +3
Insight +3
Medicine +3
Perception +5
Survival +5
Deception +2
Intimidation +0
Performance +0
Persuasion +0

Feats and Abilities 

Racial features:
Hare Trigger:  You can add your proficiency bonus to your Initiative. 
Leporine Senses:  You have proficiency in the Perception Skill.
Lucky Footwork:  When you fail a Dexterity saving throw, you can use your reaction to roll a d4 and add it to your saving throw, potentially turning the failure into a success. You can't use this reaction if you are prone or your speed is 0.
Rabbit Hop:  As a bonus action, you can jump a distance equal to five times your proficiency bonus, without provoking opportunity attacks. You can use this trait only if your speed is greater than 0. You can use it a number of times equal to your proficiency bonus, an you regain all expended uses after a long rest.

Background features:  
Skill proficiency: Deception and Survival 
Tool Proficiency: Mandolin
Language: Elven 
Equipment: Mandolin, Large iron fingernail, child's parasol covered in moss and leaves, sprig of Rosemary wrapped with ribbon at one end, travelers clothes, and Pouch of 8 gp.
Fey Mark: Bunny Tail
Feywild Visitor: Unicorn

Class Features:
Proficiencies

Armor: Light armor, medium armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Strength, Dexterity
Skills: Choose three from Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, and Survival

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

(a) scale mail or (b) leather armor(a) two shortswords or (b) two simple melee weapons(a) a dungeoneer's pack or (b) an explorer's packA longbow and a quiver of 20 arrows

Favored Foe (Optional)

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 (Optional)

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.

 

Languages: Draconic, Elven, Common, Sylvan, and Goblin
 

Spells

None currently

Equipment

Equipment:

2x Short Sword

Long Bow w/ 20 arrows

Leather Armor

Mandolin

Large iron fingernail

Child parasol covered in moss and leaves

Spig of Rosemary wrapped in a ribbon on one end.

Pouch

Travelers clothes

Explorer's pack

 

 

 

 

Gavin makes a move to catch a seed, and makes a wish if he does catch one. Then he blows the seed away.

 

OOC

 

 

Edited by darlis moonbeam (see edit history)
Name
Dex check DC 10
16
1d20+6 10
Welcome gift
3
1d8 3
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spacer.pngIlse follows the others into the carnival. She stays mostly toward the back of the group, her walking pace being something akin to meandering without purpose. When Chit’Thal is handed the map, Ilse looks over his shoulder. “The Mystery Mines seem interesting. You can find all sorts of interesting things in abandoned mines. Illusions can also be useful.”

Ilse watches the approaching treant and squirrel warily. As the seeds fall, she makes a half hearted move to catch one. A half hearted effort seems to be all she needs as she catches the seed easily. Then she turns her attention to the dandelion, moving her lips a little as she silently voices her wish before blowing.

 

Edited by Erikkin (see edit history)
Name
Dex
21
1d20+2 19
Gift
5
1d8 5
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Gemini_Generated_Image(4).jpg.9420f8aa50ff62a6305d713d34eb16ee.jpg.2325a6479c2aa79ea86a056fb9e90d13.jpgName Chit'Thal | Class Artificer 1 | AC: 15 | HP: 10/10 | Prof: +2 | PP: 11 | Saves: Str +1 / Dex +2 / Con +4 / Int +6 / Wis +1 / Cha -1 |

Special Abilities darkvision, Carnival Companion, Carnival Fixture, Magical Tinkering, Chameleon Carapace, Secondary Arms, Sleepless, Telepathy, Ritual Casting 

Attacks: Lt Hammer | +3 | 1d6+1 bludgeoning, Light Crossbow | +4 | 1d8+2 piercing (80/320)

 Prepared Spells | Spell DC: 14 | Spell Attack +6 | Hit Dice d8 (1/1) | Death Saves: 0/0

Cantrips: Mending, Acid Splash

Level 1 | (2/2) | Tasha's Caustic brew, Grease, Alarm, Catapult

 


 

Chit'Thal's many eyes go wide. The carnival that he had been working at for these many years was suddenly new and exciting as he viewed it from the eyes of a guest. He reaches out to catch a falling seed and then takes an offered dandelion and blows on the seeds making a wish in his insectoid heart. "Northwind!" He says the walking tree. "Red!" He calls out clicking joyful to the squirrel. "How are you today? It is great to see you. What a beautiful day it is." He adds excitedly.

As they discuss the map he adds, "All of these places are great. We can go wherever you like."

 

Mechanics

MOVE: none

ACTION: none

BONUS ACTION: none

 

REACTION: none

CONCENTRATION: none

 

OOC: hope it is okay that I said it is his day off.

Edited by WolfBirch (see edit history)
Name
Catch seed
12
1d20+2 10
roll
2
1d8 2
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EEEEK!

 Kenku, Investigator - Rogue 1image.png.d099a329558becda999d557fcf363d14.png
image.png.30b924e658ca3da1577a1e996d5a58f6.png


AC: 15 | HP: 8/8 | Init: +3 | PP: 17

Sneak Attack: 1d6 | DM Inspiration: 0


EEEEK! is filled with mixed emotions as he fails to catch the seed. Obviously he's sad not to have won a prize, but there's such fun to be had jumping around trying to catch them.

A moment later his eyes brighten as for the second time Siegfried tries to cheer up the nervous teen, attempting to give the young kenku his prize...two acts of kindness...the magpies were right!"

Taking a dandelion he screws up his face and blows, eyes tight shut as he wishes, and wishes and...

Seconds later he hears Siegfried mention the dragonfly ride and his eyes pop open, mouth gaping in disbelief. "Oh...ummm...please Mr Siegfried...PLEASE...oh yes, the dragonflies...oh I so want to try them!" he exclaims, hopping up and down excitedly. After all, it isn't every day your wishes come true!

Mechanics

Main Hand: Empty
Off Hand: Empty


Action: make a wish
Bonus Action: none
Move: none
Manipulate: none

     
Edited by MysteriousMiller (see edit history)
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spacer.pngSiegfried Duval

Human Dilettante, Illusionist 


AC: 13 (Base) | HP: 9/9 () | HD: 1/1 | Speed: 30 ft. | Initiative: +3
Senses: Passive Perception 12, Insight 12, Investigation 16.
Str: 10 (0) | Dex: 16 (+3) | Con: 16 (+3) | Int: 18 (+4) | Wis: 14 (+2) | Cha: 17 (+3)
Languages: Common, Elven
Spell Slots: L1 2/2 |


 

Siegfried nods kindly at the little Kenku. "Dragonflies it is then!" he declares loudly, seemingly glossing over the quiet Ilse's opinion. Whether it is because of her forgettable nature, because it didn't coincide with his, or because she's so clearly of a different world would go unknown. In fact it seems as if he's barely taken anyone else's opinion into consideration, though there is no obvious malice or superiority in his tone. "This way then?" he asks Fixit, gesturing with his amethyst-studded cane - roughly in the direction of the Calliope directly ahead, only just managing to wait for an answer.

 

OOC

Action: -

Bonus Action: -

Movement: -

Reaction: -

Object Interaction: -

Concentration: -

Actions & Resources

Actions:

Unarmed . Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1 bludgeoning damage.

Quarterstaff . Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 1d6 (1d8) bludgeoning damage. Versatile

Light Crossbow . Ranged Weapon Attack: +5 to hit, ranged 80/320 ft., one target. Hit: 1d8 + 3 piercing damage. Loading, Two-Handed

 

Bonus Actions:

-

 

Reactions:

-

 

Class Features:

Arcane Recovery . 1/1 Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher.

 

 

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Gavin Hopsalot 

 

NpiTLZ5r9KoiOqWzRrGi--4--lm79r.jpg.52931851ba1ffd96c7b2bcc5404c3e46.jpg

 

Statblock

Gavin Hopsalot
Harengon  Ranger 1 NG

AC 15 HP 12 Speed 30ft 

Str 10 (0) Dex 18 (4) Con 14 (2) Wis 16 (3) Int 14 (2) Cha 10 (0)

Saves: Str 2 Dex 6 Con 2 Wis 3 Int 2 Cha 0

Passive Perception: 15

Passive Insight: 13

Passive Investigation: 14

Initiative: 6

Attacks
Short Sword +2 to hit damage: 1d6+2
Short Sword 2 to hit damage: 1d6+2
Long Bow +6 to hit damage: 1d8+2

Skills

Skill Name Modifier
Athletics +0
Acrobatics +4
Stealth +8
Sleight of Hand +4
Arcana +2
History +2
Investigation +4
Nature +4
Religion +2
Animal Handling +3
Insight +3
Medicine +3
Perception +5
Survival +5
Deception +2
Intimidation +0
Performance +0
Persuasion +0

Feats and Abilities 

Racial features:
Hare Trigger:  You can add your proficiency bonus to your Initiative. 
Leporine Senses:  You have proficiency in the Perception Skill.
Lucky Footwork:  When you fail a Dexterity saving throw, you can use your reaction to roll a d4 and add it to your saving throw, potentially turning the failure into a success. You can't use this reaction if you are prone or your speed is 0.
Rabbit Hop:  As a bonus action, you can jump a distance equal to five times your proficiency bonus, without provoking opportunity attacks. You can use this trait only if your speed is greater than 0. You can use it a number of times equal to your proficiency bonus, an you regain all expended uses after a long rest.

Background features:  
Skill proficiency: Deception and Survival 
Tool Proficiency: Mandolin
Language: Elven 
Equipment: Mandolin, Large iron fingernail, child's parasol covered in moss and leaves, sprig of Rosemary wrapped with ribbon at one end, travelers clothes, and Pouch of 8 gp.
Fey Mark: Bunny Tail
Feywild Visitor: Unicorn

Class Features:
Proficiencies

Armor: Light armor, medium armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Strength, Dexterity
Skills: Choose three from Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, and Survival

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

(a) scale mail or (b) leather armor(a) two shortswords or (b) two simple melee weapons(a) a dungeoneer's pack or (b) an explorer's packA longbow and a quiver of 20 arrows

Favored Foe (Optional)

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 (Optional)

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.

 

Languages: Draconic, Elven, Common, Sylvan, and Goblin
 

Spells

None currently

Equipment

Equipment:

2x Short Sword

Long Bow w/ 20 arrows

Leather Armor

Mandolin

Large iron fingernail

Child parasol covered in moss and leaves

Spig of Rosemary wrapped in a ribbon on one end.

Pouch

Travelers clothes

Explorer's pack

 

 

 

 

Gavin gives the little Kenku an amused look at his excited antics. As he hears the Calliope in the background a sudden feeling of loss comes over him, though for the life of him he could not say why.

He nods his head at the mention of the Dragonfly rides. "Dragonfly sounds like a splendid idea."

OOC

 

 

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