ArtamenaV Posted April 9 Clone Share Posted April 9 Aelysûne Teuvel - Life Domain Cleric of Selûne 1 Character Sheet “My words,” Andraste said. | ‘My thoughts,’ Andraste thought. | My actions . . . Strength: 8 (-1) Dexterity: 11 (+0) Constitution: 17 (+3) Intelligence: 12 (+1) Wisdom: 14 (+2) Charisma: 14 (+2) AC: 13 HP: 11/11 PPPassive Perception: 14 On 4/5/2024 at 10:05 PM, Kamishiro_Rin said: “Greetings, Aelysûne, servant Selûne,” Trisae says with a polite bow. When the Drow called Trisae bowed, she could see that her ears were, in fact, fully Elven. She gives her a warm smile, and watches in silence as the others converse. On 4/5/2024 at 6:33 PM, The_Dark_Star said: "Anybody else want one?" He asked the group that was there, holding out a few more pieces of jerky, "I always get hungry during gatherings in places like this, not sure what causes it, but I've learned to have myself something before it begins." He added as he took another bite. Aelysûne declined the offer of what looked to be some form of dried meat, not wanting to upset her stomach even further. When the short, frail boy sneaks in, it seems obvious now that he is a Half-Elf, and Trisae is not. If anyone should partake in the loud Dragonborn's offering of food, it should be him, Aelysûne thinks to herself. His simple garments hang loosely on his scrawny form as he watches the group curiously. Aelysûne would not have noticed him in a crowded area, but this was not such a place. She is reminded of what it was like serving on The Godsbane, and sees how she used to act in his movements, unseen and unheard. She was about to invite him into the fray herself, when he finally steps forward and replies to Durin, On 4/6/2024 at 9:43 AM, Drifter Dwarf said: "I would say at least one, though I cannot wonder if anyone is slower to arrive than myself. My name is Victor, " with an easy smile and a slight nod to Durin, "No titles as of yet, but the night is just starting and this place, and the company, is certainly magical." She is slightly disappointed when he declines the dried meat, but takes a seat next to him and politely nods in his direction as Kresh loudly introduces himself. Her brow slightly furrows when it is revealed that most of these guests are not aware of why they have been brought here. Perhaps she is accustomed to hearing the news of the Druids before most, but surely this news was of a higher priority. "Have none of you heard what has happened? About the Crystal?" OOC @Kamishiro_Rin@Drifter Dwarf@The_Dark_Star The prompt makes it seem as if the "recent events" should be well known at this point, so she is surprised people are wondering why they're here and not trying to be rude. Spells Spellcasting Hit Dice: 1d8 per cleric level Hit Points at 1st Level: (8) + (CMConstitution Modifier 3) = 11 Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per cleric level after 1st Spell Save DC = 8 + PBProficiency Bonus: 2 + WMWisdom Modifier: 2 = 12 Spell attack modifier = PBProficiency Bonus: 2 + WMWisdom Modifier: 2 = 4 Cantrips [XCAST: At Will Casting Time: 1 action Range/Area: Touch Components: V, S Duration: Concentration, up to 1 minute Source: PHB, pg. 248 You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.] Guidance [XCAST: At Will Casting Time: 1 action Range/Area: Touch/20ft. Components: V, M(a firefly or phosphorescent moss) Duration: 1 hour Attack/Save: DEX 12 Source: PHB, pg. 255 You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action. If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell.] Light [XCAST: At Will Casting Time: 1 action Range/Area: 30ft. Components: V Duration: 1 minute Source: PHB, pg. 282 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.] Thaumaturgy 1st LevelThe Cleric table shows how many spell slots you have to cast your cleric spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. You prepare the list of cleric spells that are available for you to cast, choosing from the cleric spell list. When you do so, choose a number of cleric spells equal to your Wisdom modifier (+2) + your cleric level (+1)(minimum of one spell). = 3 The spells must be of a level for which you have spell slots. [][] Slots [XCAST: Spell Slot Regain 1d8+5 Hit Points Casting Time: 1 action Range/Area: Touch Components: V, S Duration: Instantaneous Source: PHB, pg. 230 A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.] Cure Wounds [XCast: Spell Slot Casting Time: 1 action Range/Area: 30ft. Components: V, S, M(a sprinkling of holy water) Duration: Concentration, up to 1 minute Source: PHB, pg. 219 You bless up to three creatures of your choice within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.] Bless [XCAST: Spell Slot 4d6 Radiant Casting Time: 1 action Range/Area: 120ft. Components: V, S Duration: 1 round Source: PHB, pg. 248 A flash of light streaks toward a creature of your choice within range. Make a ranged spell attack against the target. On a hit, the target takes 4d6 radiant damage, and the next attack roll made against this target before the end of your next turn has advantage, thanks to the mystical dim light glittering on the target until then. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.] Guiding Bolt Stat Block Aelysûne Teuvel Cleric of Selûne - Life Domain Deity: Selûne, Goddess of the Moon Medium Humanoid, Chaotic Good AC 13 / HP 11 / Speed 30 ft / Initiative +0/ Proficiency Bonus +2 Str 8 (-1) Dex 11 (+0) Con 17 (+3) Wis 14 (+2) Int 12 (+1) Cha 14 (+2) SensesPassive Perception: 14 Passive Investigation: 11 Passive Insight: 12 Darkvision: 60ft. Saving ThrowsStr -1 Dex +0 Con +3 Int +1 Wis +4 Cha +4 Advantage against being charmed, Immune to Magical Sleep Skill ProficienciesAnimal Handling +2 Arcana +3 Athletics +1 Deception +2 History +1 Insight +2 Intimidation +2 Investigation +1 Medicine +4 Nature +3 Perception +4 Performance +2 Persuasion +2 Religion +3 Survival +2 Tool ProficienciesNavigator's Tools, Vehicles (Water) Attacks Crossbow, light: 80(320), HIT/DC +2 Damage 1d8 piercing Guiding Bolt: 120ft., HIT/DC +4, 4d6 Radiant, Duration 1Rnd Mace 5ft. reach, HIT/DC +1, 1d6-1 Bludgeoning ActionsAttack, Cast a Spell, Dash, Disengage, Dodge, Grapple, Help, Hide, Improvise, Ready, Search, Shove, Use an Object, Unarmed Strike Bonus Action: Two-Weapon Fighting Racial TraitsDarkvision: Sight in dim light within 60ft. Fey Ancestry: Advantage vs. charmed, immune to Magic Sleep Skill Versatility: Arcana, Nature Ability Score Increase: Cha +2, Int +1, Dex +1 Languages: Common, Dwarvish, Elvish Cleric TraitsArmor: Heavy Armor, Light Armor, Medium Armor, Shields Weapons: Simple weapons Saving Throws: Strength, Dexterity Proficiencies: Medicine, Religion Spellcasting Divine Domain: Life Bonus Proficiency: Heavy Armor Disciple of Life: Whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2 + the spell’s level. BackgroundSailor Tools: Navigator's Tools, Vehicles (Water) (Sailor) Feature: Ship’s Passage When you need to, you can secure free passage on a sailing ship for yourself and your adventuring companions. You might sail on the ship you served on, or another ship you have good relations with (perhaps one captained by a former crewmate). Because you’re calling in a favor, you can’t be certain of a schedule or route that will meet your every need. Your Dungeon Master will determine how long it takes to get where you need to go. In return for your free passage, you and your companions are expected to assist the crew during the voyage. Inventory Gp: 10 Sp: - Cp: - Equipped Clothes, Common Crossbow Bolts (x20) Crossbow, light Holy Symbol of Selûne Leather, Light Armor (AC 11) Mace Rope, Silk (50 ft) Shield (+2 AC) Backpack Blanket (3 lb.) Block of Incense (x2) Candle (x10) Censer (x1) Rations (1 day) (4 lb.) Tinderbox (1 lb.) Vestments (x1) Waterskin (5 lb.) Alms Box Pouch Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Drifter Dwarf Posted April 9 Clone Share Posted April 9 Victor - Aberrant Mind Sorcerer 1 “My words,” Victor said. | ‘My thoughts,’ Victor thought. | My actions . . . Strength: 7 (-2) Dexterity: 12 (+1) Constitution: 18 (+4) Intelligence: 8 (-1) Wisdom: 14 (+2) Charisma: 19 (+4) AC: 11 HP: 10/10 PP: 12 IC 55 minutes ago, ArtamenaV said: "Have none of you heard what has happened? About the Crystal?" Victor glances at Aelysûne seated next to him. He had been on the road quite some time but had never been to the city before. Stories and rumors had been drifting through the caravans for a while. Victor pauses for a second and looks around at the chamber with fresh eyes. "Oh... the Crystal." he seems to be connecting the dots in his mind for something he would never have considered. "I would never have assumed to be consulted on such a matter." Victor stares at the center of the table for a few moments seeming to consider this new revelation. OOC Love the description of Victor as "mousy". I will have to remember that. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Kamishiro_Rin Posted April 9 Clone Share Posted April 9 (edited) Trisae Arabrahel Level 1 Drow Entertainer Sorcerer AC: 15 (Dex 2 + Draconic Resilience 13); HP: 8/8 (1d6 + 2); Speed: 30 ft. Proficiency Bonus: +2 STR: 8 (−1)save: (−1) athletics (−1) Carry: 120 lbs. Lift/Push/Drag: 240 lbs.; DEX: 14 (+2)save (+2) acrobatics (+4) (from background) sleight-of-hand (+2) stealth (+2) (from class) initiative (+2); CON: 14 (+2)save (+4) (from class); INT: 12 (+1)save (+1) arcana (+3) (from class) history (+1) investigation (+1) nature (+1) religion (+1); WIS: 10 (+0)save (+0) animal-handling (+0) insight (+0) medicine (+0) perception (+2) (from lineage) survival (+0); CHA: 17 (+3)save (+5) (from class) deception (+3) intimidation (+3) performance (+5) (from background) persuasion (+5) (from class) Sorcery Points: — Spell Save DC: 13; Spell Attack: Cantrips Known (4 + 1)Chill Touch Necromancy cantrip Casting Time: 1 action Range: 120 feet Components: V, S Duration: 1 round You create a ghostly, skeletal hand in the space of a creature within range. Make a ranged spell attack against the creature to assail it with the chill of the grave. On a hit, the target takes 1d8 necrotic damage, and it can’t regain hit points until the start of your next turn. Until then, the hand clings to the target. If you hit an undead target, it also has disadvantage on attack rolls against you until the end of your next turn. This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Source: PHB, page 221. Available in the SRD. Dancing Lights Evocation cantrip Casting Time: 1 action Range: 120 feet Components: V, S, M (a bit of phosphorus or wychwood, or a glowworm) Duration: Concentration, up to 1 minute You create up to four torch-sized lights within range, making them appear as torches, lanterns, or glowing orbs that hover in the air for the duration. You can also combine the four lights into one glowing vaguely humanoid form of Medium size. Whichever form you choose, each light sheds dim light in a 10-foot radius. As a bonus action on your turn, you can move the lights up to 60 feet to a new spot within range. A light must be within 20 feet of another light created by this spell, and a light winks out if it exceeds the spell’s range. Source: PHB, page 230. Also found in RMR, page 52. Available in the SRD and the Basic Rules. Mage Hand Conjuration cantrip Casting Time: 1 action Range: 30 feet Components: V, S Duration: 1 minute A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again. You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it. The hand can’t attack, activate magic items, or carry more than 10 pounds. Source: PHB, page 256. Also found in RMR, page 56. Available in the SRD and the Basic Rules. Prestidigitation Transmutation cantrip Casting Time: 1 action Range: 10 feet Components: V, S Duration: Up to 1 hour This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range: · You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor. · You instantaneously light or snuff out a candle, a torch, or a small campfire. · You instantaneously clean or soil an object no larger than 1 cubic foot. · You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour. · You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour. · You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn. If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action. Source: PHB, page 267. Also found in RMR, page 57. Available in the SRD and the Basic Rules. Ray of Frost Evocation cantrip Casting Time: 1 action Range: 60 feet Components: V, S Duration: Instantaneous A frigid beam of blue-white light streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 1d8 cold damage, and its speed is reduced by 10 feet until the start of your next turn. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Source: PHB, page 271. Also found in RMR, page 58. Available in the SRD and the Basic Rules.; Spells Known (2)Magic Missile 1st-level evocation Casting Time: 1 action Range: 120 feet Components: V, S Duration: Instantaneous You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4 + 1 force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart for each slot level above 1st. Source: PHB, page 257. Also found in RMR, page 57. Available in the SRD and the Basic Rules. Shield 1st-level abjuration Casting Time: 1 reaction, which you take when you are hit by an attack or targeted by the magic missile spell Range: Self Components: V, S Duration: 1 round An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile. Source: PHB, page 275. Also found in RMR, page 59. Available in the SRD and the Basic Rules. Spell Slots: 1st2/2 Senses: darkvision 120 ft., passive Perception 12, passive Insight 10, passive Investigation 11; Tools: disguise kit, flute; Armor: none; Weapons: daggers, darts, slings, quarterstaffs, light crossbows, rapiers, shortswords, and hand crossbows; Languages: Common, Elven; Size: Medium; Age: 21; Height: 5′–3″ (160 cm); Weight: 85 lb. (38.6 kg); Hair: Silver; Eyes: Magenta; Skin: Anthracite-Coal Black IC (‘My thoughts . . .’; “My words . . .”; My actions . . .) "Have none of you heard what has happened? About the Crystal?" Aelysûne asks. “I’m afraid that I’ve heard heard nothing of any crystals,” Trisae answered, “I was handed this missive”—here, she holds up the invitation everyone had received—“by a sweaty and out-of-breath courier. He said he’d been chasing me all throughout the countryside and finally caught up with me three towns yonder. Who so lowly as I should refuse an ‘invitation’ to attend a body so august as this one? With haste, I have come, only just now arriving.” “By all means, if you’ve any more information, please enlighten us. If not, then I shall content myself with what the High Council chooses to divulge.” OOC Movement: — Action: — Bonus Action: — Reaction: — Interact-with-Object: — (To Whom It May Concern . . .) @ArtamenaV Edited April 9 by Kamishiro_Rin (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Green Ice Cream Posted April 9 Clone Share Posted April 9 'Avoid the Forest of Ravenswood at all costs.' Ultonius had been repeating this sentence inside his head for several months. Within the realm of Eldoria, the mysterious forest was the newest location he had deemed off-limits. However, an unexpected circumstance had arisen. The persuasive rogue had received an invitation, and it generated enough incentive to make him ignore any self-imposed restriction. 'I'm supposed to be manipulating other folks… not myself,' Ultonius thought with much cynicism. And so there he was, navigating through a dark forest at midnight. Miraculously, he emerged from the trees unscathed, and positioned perfectly at the correct coordinates. Surprised by his own accuracy, Ultonius took a moment to examine his surroundings. He looked up a nearby hill. There, perched upon the hill's apex, was the Hall of Echoed Wisdom, lit majestically by the Harvest Moon. With his destination in view, Ultonius immediately began to scramble up the hill. As his ascension progressed, the rogue's psyche reeled on about many unexplainable truths. The fact that he'd not encountered any ordeals in the forest was most prominent. Only eight months ago, he had made some powerful enemies in these parts. Specifically, a group of pirates who frequented the forest outskirts wanted compensation for being double-crossed… and they'd take it in any fashion required. Ultonius' doubt grew with every step he took towards the oaken hall. 'Why am I doing this?' Trusting his keen instincts, Ultonius had decided that the unexpected invitation was crafted by the High Council. Now, he cleared the forefront of his mentality in an effort to quash all apprehension. Arriving at the intricate structure, his curiosity piqued. Despite skepticism about the council's motivations, Ultonius found the opportunity alluring. 'What awaits me beyond these oaken doors?' He took a deep breath, exhaled, and entered. Before Ultonius could survey the entire scene, he noticed a dais at the end of the magnificent hall. A motley group of humanoids were gathered around the dais, discussing the importance of some crystal. 'By the guardians!' the rogue exclaimed in his mind, and instantly dropped into a mode of stealth. 'I must be behind schedule.' Slinking through the tree's humid air, he started searching for an appropriate hiding spot. Ultonius was able to remain unseen for a useless moment. Then, seemingly out of nowhere, a friendly monk appeared. Bidding Ultonius welcome, the monk gestured towards the dais. "Please, be welcome. The counsil will meet you shortly when everybody has arrived." Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
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