MysteriousMiller Posted May 4 Clone Share Posted May 4 Noodles Wyrd Gnome Soulknife 5 AC: 16 (st leather) | HP: 38/38 | Init: +4 | Passive Perc: 17 Spell Attack: +4 | Spell DC: 12 Psionic Power: 6d8 | Prescience Roll: (20) 0/1 | DM Insp: 1/1 The climb went well, as Noodles knew it would, and at the top of the rope he took a deep breath and laughed out loud..."See...gobboes good at all stuff...told you!" He took a long look around, at the mosaic, the arch and the doors, the beauty and craftsmanship not lost on the little wanderer. His eyes glistened appreciatively, as for a moment his gnomish nature came fully back to the fore of his mind before the goblin took over once more. Leaning over the ledge he could see and hear the group as they debated whether to join him, but he didn't really follow all the arguments as he became distracted by the arrival of Question's raven and Willowveil's little twig friend. He sat down, kicking his feet and whistling as if he didn't have a care in the world. When Taborlin shouted to him he grinned and stuck up his thumbs. "Is verrry nice up here!" he shouted, comfortable on his rocky perch. However, he almost jumped out of his skin as Willowveil suddenly appeared. "Careful....careful...no surprise gobboes...gobboes bite!!" he squealed, his teeth bared and a blade of pure psychic power appearing in his hand. Mechanics Main Hand: - Psychic blade Off Hand: - nothing Proficiencies: Sleight of Hand +7 | Stealth +10 | Investigation +7 | Nature +4* | Insight +4 Medicine* +4 | Perception +7 | Survival* +4 | Deception +3 | Persuasion +3 Thieves' Tools | Herbalism kit (*Denotes Proficient whilst in Wasted West / **denotes advantage on checks re. Wasted West) Note - Arcana**+1 | History**+1 - not proficient but advantage on rolls Action: - call Psychic blade Bonus Action: - none Move: - none Manipulate: - none Possible Reaction: Uncanny Dodge if attacked and attack hits Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
8w_gremlin Posted May 5 Clone Share Posted May 5 (edited) Willowveil Willowveil Piney Warlock 5 AC: 15 (leather and shield) | HP: 38/38 | Initiative: +2 | Passive Perception: 12 Spell Slots: 3rd 2/2 | Spell Attack: +7 | Spell DC: 16 "There, there, you are a ferocious one aren't you" Willowveil held her hands up in a peaceful gesture "I will remember not to scare you as you bite, and have dangerous blades as well" she slowly lowered herself down on a comfortable area roughly where she thought the tiny hut would eventually appear and settled back to rest. Gazing up at the door and the runes she pondered them for a while and leaned over to Noodles conspiratorially "Have you gleaned their meaning?" Mechanics Main Hand: Rod of the pact keeper Off Hand: Wooden shield Skills Performance +6, Medicine +4, Survival +4, Arcana +3, Deception +3, History +3, Intimidation +3, Nature +3, Persuasion +3, Acrobatics +2, Sleight of Hand +2, Stealth +2, Animal Handling +1, Insight +1, Perception +1, Investigation +0, Religion +0 Action: Arcana check on the runes @bwatford (Natural 20 for a 23 total) Bonus Action: xxx Move: xxx Manipulate: xxx Edited May 5 by 8w_gremlin (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Arcana on Runes 23 1d20+3 20 Link to comment Share on other sites More sharing options...
Harding Posted May 5 Clone Share Posted May 5 Deidre O'Ceallaigh Human Artificer 5 AC: 20 (Splintmail+1 and shield) | HP: 47/47 | Initiative: +1 | Passive Perception: 13 Spell Slots: 1st 4/4, 2nd 2/2 | Spell Attack: +7 | Spell DC: 15 Misty step: 1 (1xday) | Hex: 1 (1xday) | DM Inspiration: 1/1 | Active infusion: Enhanced defense (splintmail), Duplicate item (bag of holding) Deidre watched Noodles' ascent with a mixture of awe and admiration. His determination and agility were nothing short of mesmerizing, each movement a testament to his skill and resilience. As he scaled the daunting spire, Deidre couldn't help but feel a surge of excitement, anticipation building within her with each passing moment. When Noodles finally reached the nook at the summit, Deidre's curiosity peaked. What wonders awaited him there? Was he safe? Her concern lingered until Willowveil, with a mysterious flicker of ancient magic, appeared at Noodles' side in the cavern. His sudden arrival eased Deidre's worries, and she turned her attention to the task at hand. As Willowveil proposed using his familiar to carry their supplies, Deidre nodded in agreement. She reached into her bag, a magical artifact of her own creation, and opened it wide. "Let's consolidate our supplies in here," she suggested to the group, "We'll only take what's absolutely necessary for climbing, ensuring we're not weighed down by unnecessary burdens." She glanced around, ensuring everyone understood the plan. "It's important to note," she continued, "that my bag has its limits. We can't overload it. Let's aim for no more than 500 pounds." With a patient smile, she waited for everyone to finish gathering their essentials before offering her bag to Thistlewing, ready to embark on the next phase of their journey. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
MysteriousMiller Posted May 5 Clone Share Posted May 5 Noodles Wyrd Gnome Soulknife 5 AC: 16 (st leather) | HP: 38/38 | Init: +4 | Passive Perc: 17 Spell Attack: +4 | Spell DC: 12 Psionic Power: 6d8 | Prescience Roll: (20) 0/1 | DM Insp: 1/1 Noodles was almost as surprised at Willowveil's response as he had been my her sudden appearance. The Piney certainly knew how to gain people's respect. As she began to examine the runes, he strolled over and sat down by her, refocused on the task by his companions interest. The runes might be magical, and they were certainly ancient. He scratched his head, trying to recall if hed seen anything similar in his travels that might help "Hmmmmmmm!" Mechanics Main Hand: - nothing Off Hand: - nothing Proficiencies: Sleight of Hand +7 | Stealth +10 | Investigation +7 | Nature +4* | Insight +4 Medicine* +4 | Perception +7 | Survival* +4 | Deception +3 | Persuasion +3 Thieves' Tools | Herbalism kit (*Denotes Proficient whilst in Wasted West / **denotes advantage on checks re. Wasted West) Note - Arcana**+1 | History**+1 - not proficient but advantage on rolls Action: - History check Bonus Action: - none Move: - none Manipulate: - none Possible Reaction: Uncanny Dodge if attacked and attack hits Name xDiceName xDiceResult xDiceString xDiceRolls History (adv) 14 1d20+1 13 Link to comment Share on other sites More sharing options...
Newcomer Posted May 5 Clone Share Posted May 5 Zeldaruil Lynestra Zeldaruil Vorammas River Elf Druid 2/Wizard 3 AC: 16 (mage armor, shield) | HP: 29/29 | Initiative: +1 | Passive Perception: 16 (darkvision 60 ft.) Spell Slots: 1st 3/4, 2nd 3/3, 3rd 2/2 | Spell Attack: +7 | Spell DC: 14 Prepared Spells: entangle, faerie fire, goodberry, healing word, speak with animals; feather fall, mage armor, shield, silent image; invisibility, web Wild Shape: 2/2 | Arcane Recovery: 1/1| Natural Recovery: 1/1 | DM Inspiration: 1/1 Zelda nodded her assent after everyone had their say about Taborlin's leadership. She really did seem to have the right approach for a leader, and their reservations had been noted. She watch Noodles climbing to the nook, and took the opportunity to assess the climbing surface of the wall, considering whether it was time to take on one of her animal forms. "I think we should bring everything up and make our camp in the nook. Even if the raven can write—which we should definitely try out!—it will be a slow form of communication. The only real trouble is Sanaa... Does anyone have any spells that could help here? Maybe a reduction spell? Perhaps we can form a harness and lift Sanaa up with ropes? Should we have to get back down, jumping down is an option—Question and I both have magic that should help us fall safely." She left unspoken the rest of her thought: assuming the ley lines cooperate. Still, their odds were good, especially with two spellcasters, and checking out those runes and those doors was the most important thing. Mechanics Main Hand: Wand of the War Mage (arcane/druidic focus) Off Hand: Shield Proficiencies: +6 Arcana, Investigation, Nature, Perception | + 4 Stealth Action: Inspect the wall to determine how hard it is to climb a) with the rope, or b) without rope, but in a form with a climb speed. Bonus Action: Move: Manipulate: Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
scootloops Posted May 6 Clone Share Posted May 6 (edited) Taborlin Taborlin Soothsong Human (Variant) Paladin 5 AC: 19 (splint and shield) | HP: 44/44 | Initiative: +1 | Passive Perception: 12 Spell Slots: 1st 4/4, 2nd 2/2 | Spell Attack: +7 | Spell DC: 15 Lay on Hands: 25/25 | Divine Sense: 4/4 | Channel Divinity: 2/2 |DM Inspiration: 0/1 Sanaa (mount): Summoned, Nearby | HP: 19/19 | AC: 11 | "500 pounds?? In that small bag?? Gods I could have used something like that back home, could have given my poor girl a break. Forgive me my ignorance, I feel the fool for not guessing you would have acquired such a thing. Yes, since you are offering, that would solve any trouble I have with bringing us all up there." she turned to Sanaa and frowned "We will have to leave you down here still unless you want desire a short vacation." Sanaa lowered her ears and growled slightly, still unhappy with the idea of leaving Taborlin's side to go visit the fae realm. Taborlin knew time was weird there, so she could understand Sanaa's distaste at the unknown length of time it might feel like. "Noted." she replied to the hyena. "I will not be far, and you will keep a good watch, I know." Taborlin began unpacking all the supplied that Sanaa had strapped around her. A lance, some of her javelins, lots of water and packages of rations, a large crowbar, the amount was almost comical if they hadn't been in such a desolate place that required the extra preparation. It was plain that Taborlin wasn't feigning stupidity or covering for an oversight as she watched with fascination as all the things that very surely shouldn't fit into any kind of carrying container just fit right in without any straining. For the lance especially it was like watching a sword swallower at a circus. Partway through Taborlin reached in hoping to pull out one of the javelins and was delighted that it just happened with the same level of ease. "Amazing. Where has something like this been all my life." When they were finished, she grabbed the grappling hook from her backpack and hurled it up in a perfect arc to catch a small sturdy rock not far from where Question had tied her own rope "Stay vigilant, azizati" she said. Sanaa huffed in affirmation, then lowered her large head and gave Taborlin a short boost up one of the ropes. "Come on then" she said to her companions. Mechanics Main Hand: - Off Hand: - Proficiencies: +6 Athletics, Deception | +2 Insight, Medicine, Deception | Viol Languages: Common, Tamesheq (Southlands dialect), Draconic Action: - Bonus Action: - Move: - Manipulate: - Possible Reaction: AOO if possible. Shield ally if possible Mount: Sanaa Status: Summoned Proficiencies: +2 bonus | 11 Passive Perception Weight capacity: 15/540 (pack saddle only) | +180 (Tabs weight)+Carried Weight (Items) when mounted Edited May 6 by scootloops (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Ayeba Posted May 9 Clone Share Posted May 9 (edited) Question Automaton wizard (diviner) 5 AC: 15 | HP: 32/32 | Initiative: +2 | PPPassive Perception: 10Question / 13Raven Spell Attack: +8 | DC: 16 | 1st 3/4, 2nd 3/3 3rd 2/2 Portent: 8, 14 | Acc. Healing 1/1 | Inspiration: 1/1 Question stood at the bottom, helping everyone get up using their preferred methods. Once she was the only one left, she started the climb herself. While she could replicate the feat Willowveil pulled off, it was an unnecessary risk and expenditure of resources. Instead she used the accumulated data from observing the others' attempts and successes. After determining the optimal course, she started her own ascension. Every movement was precisely calculated to maximize the safety of the operation, leading to a slow, but methodical approach devoid of hesitation and probing. She reached the top with no trouble, save for dirtying her clothes. The task of cleaning it was filed into her task list. As she had already seen the area through Raven's eyes, she didn't even hesitate for a moment before walking up to the inscriptions. "Informational statement: This unit will cast a spell to comprehend the language," she said, and promptly started the ritual. The spell finished ten minutes later, but the only visible effect was that she appeared frozen for a good ten seconds. "Error: Language unrecognized." She was as stoic as usual, but internally was confused. It was a novel experience to find a language that the spell couldn't decipher. The confusion quickly gave way to interest; this could potentially provide new insight. She moved to the center of the alcove. "This unit will manifest a Tiny Hut," she informed them. Since the others were familiar with the spell, they were aware that the dome was transparent from the inside, allowing them to study the inscriptions even while inside it. In addition, all the others could freely leave or enter the dome; only the caster was incapable of leaving it without ending the spell. Eleven minutes later, the dome sprang into assistance. "Inquiry: Please provide sufficient light near the inscriptions," she asked the group in general. She sat down next to the wall, looking at the text through the transparent dome. "Observation: Prominent illustration of water crashing against something at the bottom. Inquiry: Try pouring some water on it?" Provided that didn't yield any results, she went on to observe the letters themselves. OOC Got a ley line interruption on Comprehend Languages, so ... hit me! us! Someone. The resolution on the text is a bit low, @bwatford. Is it possible to get it any larger? I'm trying to analyze the letters to determine how many of them there are and the frequency of each, but there are some that are extremely hard to determine. As an example, on the left door, third line, right-most word, is that an 'a'-like letter, or two letters, 'c' and 'i' close together? I'd appreciate help in decrypting it. This is a task for us as players to solve, so it doesn't matter how smart your character is or isn't. Mechanics Main Hand: - Off Hand: Arcane Grimoire (+1)Source: Tasha's Cauldron of Everything Wondrous item, uncommon (requires attunement by a wizard) While you are holding this spellbook, you can use it as a spellcasting focus for your wizard spells, and you gain a bonus to spell attack rolls and to the saving throw DCs of your wizard spells. The bonus is determined by the cube's rarity. You can use this as a spellbook. In addition, when you use your Arcane Recovery feature, you can increase the number of spell slot levels you regain by 1. Proficiencies: Arcana/History/Investigation +7, Nature/Religion +4, Survival +3 Action: Ritually casting Comprehend Languages, then Tiny Hut. Bonus Action: Stabilize all spells. Move: - Manipulate: - Reaction: - Spells SPELLS PREPARED Cantrips: Crushing Curse Crushing Curse Enchantment cantrip (Void) Casting Time: 1 action Range: 60 feet Components: V, S Duration: Instantaneous You speak a word of Void Speech. Choose a creature you can see within range. If the target can hear you, it must succeed on a Wisdom saving throw or take 1d6 psychic damage and be deafened for 1 minute, except that it can still hear Void Speech. A creature deafened in this way can repeat the saving throw at the end of each of its turns, ending the effect on a success. This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).* | PummelstonePummelstone Conjuration cantrip Casting Time: 1 action Range: 60 feet Components: V, S, M (a pebble) Duration: Instantaneous You cause a fist-sized chunk of stone to appear and hurl itself into the target. Make a ranged spell attack. On a hit, the target takes 1d6 bludgeoning damage. During its next turn when it makes an attack roll or ability check, the target must roll a d4 and subtract the result from the check. The spell’s damage increases by 1d6 when you reach 5th-level (2d6), 11th-level (3d6), and 17th-level (4d6).* | Mage HandMage Hand cantrip conjuration Casting Time: 1 action Range: 60 feet Target: A point you choose within range Components: Duration: 1 minute An invisible 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. | Minor IllusionMinor Illusion cantrip illusion Casting Time: 1 action Range: 30 feet Target: See text Components: S M (A bit of fleece) Duration: 1 minute You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again. If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else’s voice, a lion’s roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends. If you create an image of an object—such as a chair, muddy footprints, or a small chest—it must be no larger than a 5-foot cube. The image can’t create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it. If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature. 1st level: ShieldShield 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 Target: 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. (R) | Absorb Elements1st-level abjuration Casting Time: 1 reaction, which you take when you take acid, cold, fire, lightning, or thunder damage Range: Self Components: S Duration: 1 round The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st. (R) | Feather FallFeather Fall 1st level transmutation Casting Time: 1 reaction, which you take when you or a creature within 60 feet of you falls Range: 60 feet Target: Up to five falling creatures within range Components: V M (A small feather or piece of down) Duration: 1 minute Choose up to five falling creatures within range. A falling creature’s rate of descent slows to 60 feet per round until the spell ends. If the creature lands before the spell ends, it takes no falling damage and can land on its feet, and the spell ends for that creature. (R) | Mage ArmorMage Armor 1st level abjuration Casting Time: 1 action Range: Touch Target: A willing creature who isn't wearing armor Components: V S M (A piece of cured leather) Duration: 8 hours You touch a willing creature who isn’t wearing armor, and a protective magical force surrounds it until the spell ends. The target’s base AC becomes 13 + its Dexterity modifier. The spell ends if the target dons armor or if you dismiss the spell as an action. | PendulumPendulum 1st-level enchantment (clockwork) Casting Time: 1 action Range: Touch Components: V, S, M (a small pendulum or metronome made of brass and rosewood worth 10 gp) Duration: Concentration, up to 1 minute You give the touched creature an aspect of regularity in its motions and fortunes. If the target gets a failure on a Wisdom saving throw, then for the duration of the spell it doesn’t make d20 rolls to determine the results of attack rolls, ability checks, and saving throws. It instead follows the sequence 20, 1, 19, 2, 18, 3, 17, 4, and so on.* (C) 2nd level: Misty StepMisty Step 2nd level conjuration Casting Time: 1 bonus action Range: Self Target: Self Components: V Duration: Instantaneous Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see. (B) | InvisibilityInvisibility 2nd level illusion Casting Time: 1 action Range: Touch Target: A creature you touch Components: V S M (An eyelash encased in gum arabic) Duration: Concentration, Up to 1 hour A creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target’s person. The spell ends for a target that attacks or casts a spell. At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. (C) | WebWeb 2nd level conjuration Casting Time: 1 action Range: 60 feet Target: A point of your choice within range Components: V S M (A bit of spiderweb) Duration: Concentration, Up to 1 hour You conjure a mass of thick, sticky webbing at a point of your choice within range. The webs fill a 20-foot cube from that point for the duration. The webs are difficult terrain and lightly obscure their area. If the webs aren’t anchored between two solid masses (such as walls or trees) or layered across a floor, wall, or ceiling, the conjured web collapses on itself, and the spell ends at the start of your next turn. Webs layered over a flat surface have a depth of 5 feet. Each creature that starts its turn in the webs or that enters them during its turn must make a Dexterity saving throw. On a failed save, the creature is restrained as long as it remains in the webs or until it breaks free. A creature restrained by the webs can use its action to make a Strength check against your spell save DC. If it succeeds, it is no longer restrained. The webs are flammable. Any 5-foot cube of webs exposed to fire burns away in 1 round, dealing 2d4 fire damage to any creature that starts its turn in the fire. (C) 3rd level: Summon UndeadSource: Tasha's Cauldron of Everything 3rd-level necromancy Casting Time: 1 action Range: 90 feet Components: V, S, M (a gilded skull worth at least 300 gp) Duration: Concentration, up to 1 hour You call forth an undead spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Undead Spirit stat block. When you cast the spell, choose the creature’s form: Ghostly, Putrid, or Skeletal. The spirit resembles an undead creature with the chosen form, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends. The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its move to avoid danger. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, use the higher level wherever the spell’s level appears in the stat block. (C) RITUALS 1st level: Detect MagicDetect Magic 1st level divination (ritual) Casting Time: 1 action Range: Self Target: Self Components: V S Duration: Concentration, Up to 10 minutes Classes: Bard, Cleric, Druid, Paladin, Ranger, Sorcerer, Wizard 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 it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt. | Comprehend LanguagesComprehend Languages 1 divination Casting Time: 1 action Range: Self Target: Self Components: V S M (A pinch of soot and salt) Duration: 1 hour For the duration, you understand the literal meaning of any spoken language that you hear. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text. This spell doesn’t decode secret messages in a text or a glyph, such as an arcane sigil, that isn’t part of a written language. | Find FamiliarFind Familiar 1st-level conjuration (ritual) Casting Time:1 hour Range:10 feet Components:V, S, M (10 gp worth of charcoal, incense, and herbs that must be consumed by fire in a brass brazier) Duration:Instantaneous You gain the service of a familiar, a spirit that takes an animal form you choose: bat, cat, crab, frog (toad), hawk, lizard, octopus, owl, poisonous snake, fish (quipper), rat, raven, sea horse, spider, or weasel. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of a beast. Your familiar acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. A familiar can’t attack, but it can take other actions as normal. When the familiar drops to 0 hit points, it disappears, leaving behind no physical form. It reappears after you cast this spell again While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your familiar’s eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. | IdentifyIdentify 1st level divination Casting Time: 1 minute Range: Touch Target: One object that you must touch throughout the casting of the spell Components: V S M (A pearl worth at least 100 gp and an owl feather) Duration: Instantaneous You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it. If you instead touch a creature throughout the casting, you learn what spells, if any, are currently affecting it. | Speak with Inanimate ObjectSpeak with Inanimate Object 1st-level divination (ritual) Casting Time: 1 action Range: Touch Components: V, S Duration: 10 minutes You awaken a spirit that resides inside an inanimate object such as a rock, a sign, or a table, and can ask it up to three yes-or-no questions. The spirit is indifferent toward you unless you have done something to harm or help it. The spirit can give you information about its environment and about things it has observed (with its limited senses), and it can act as a spy for you in certain situations. The spell ends when its duration expires or after you have received answers to three questions. 2nd level: AuguryAugury 2nd level divination (ritual) Casting Time: 1 minute Range: Self Components: V S M (Specially marked sticks, bones, or similar tokens worth at least 25 gp) Duration: Instantaneous Classes: Cleric By casting gem-inlaid sticks, rolling dragon bones, laying out ornate cards, or employing some other divining tool, you receive an omen from an otherworldly entity about the results of a specific course of action that you plan to take within the next 30 minutes. The DM chooses from the following possible omens. Weal, for good results Woe, for bad results Weal and woe, for both good and bad results Nothing, for results that aren't especially good or bad The spell doesn't take into account any possible circumstances that might change the outcome, such as the casting of additional spells or the loss or gain of a companion. If you cast the spell two or more times before completing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get a random reading. The DM makes this roll in secret. 3nd level: Tiny HutTiny Hut 3rd level evocation (ritual) Casting Time: 1 minute Range: Self (10-foot-radius hemisphere) Target: A 10-foot-radius around and above you Components: V S M (A small crystal bead) Duration: 8 hours A 10-foot-radius immobile dome of force springs into existence around and above you and remains stationary for the duration. The spell ends if you leave its area. Nine creatures of Medium size or smaller can fit inside the dome with you. The spell fails if its area includes a larger creature or more than nine creatures. Creatures and objects within the dome when you cast this spell can move through it freely. All other creatures and objects are barred from passing through it. Spells and other magical effects can’t extend through the dome or be cast through it. The atmosphere inside the space is comfortable and dry, regardless of the weather outside. Until the spell ends, you can command the interior to become dimly lit or dark. The dome is opaque from the outside, of any color you choose, but it is transparent from the inside. Allies RAVEN Tiny beast, unaligned Armor Class 12 Hit Points 1 (1d4-1) Speed 10 ft., fly 50 ft. STR 2 (-4) | DEX 14 (+2) | CON 8 (-1) | INT 2 (-4) | WIS 12 (+1) | CHA 6 (-2) Skills Perception +3 Senses passive Perception 13 Mimicry. The raven can mimic simple sounds it has heard, such as a person whispering, a baby crying, or an animal chittering. A creature that hears the sounds can tell they are imitations with a successful DC 10 Wisdom (Insight) check. ACTIONS Beak. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (1d1) piercing damage. UNDEAD SPIRIT Medium undead Armor Class 11 + the level of the spell (natural armor) Hit Points 30 (Ghostly and Putrid only) or 20 (Skeletal only) + 10 for each level of the spell above 3rd Speed 30 ft., fly 40 ft. (hover) (Ghostly only) STR 12 (+1) | DEX 16 (+3) | CON 15 (+2) | INT 4 (-3) | WIS 10 (+0) | CHA 9 (-1) Damage Immunities necrotic, poison Condition Immunities exhaustion, frightened, paralyzed, poisoned Senses darkvision 60 ft., passive Perception 10 Languages understands the languages you speak Proficiency Bonus: equals your bonus Festering Aura (Putrid Only). Any creature, other than you, that starts its turn within 5 feet of the spirit must succeed on a Constitution saving throw against your spell save DC or be poisoned until the start of its next turn. Incorporeal Passage (Ghostly Only). The spirit can move through other creatures and objects as if they were difficult terrain. If it ends its turn inside an objects, it is shunted to the nearest unoccupied space and takes 1d10 force damage for every 5 feet traveled. ACTIONS Multiattack. The spirit makes a number of attacks equal to half this spell’s level (rounded down). Deathly Touch (Ghostly Only). Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one creature. Hit: 1d8 + 3 + the spell’s level necrotic damage, and the creature must succeed on a Wisdom saving throw against your spell save DC or be frightened of the undead until the end of the target’s next turn. Grave Bolt (Skeletal Only). Ranged Spell Attack: your spell attack modifier to hit, range 150 ft., one target. Hit: 2d4 + 3 + the spell’s level necrotic damage. Rotting Claw (Putrid Only). Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d6 + 3 + the spell’s level slashing damage. If the target is poisoned, it must succeed on a Constitution saving throw against your spell save DC or be paralyzed until the end of its next turn. Edited May 9 by Ayeba (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Ley line interruption / Comprehend Languages 13 1d100 13 Ley line interruption / Tiny Hut 52 1d100 52 Leyline Disruption Effect 95 1d200 95 Link to comment Share on other sites More sharing options...
Ayeba Posted Tuesday at 06:15 AM Clone Share Posted Tuesday at 06:15 AM (edited) Question Automaton wizard (diviner) 5 AC: 15 | HP: 32/32 | Initiative: +2 | PPPassive Perception: 10Question / 13Raven Spell Attack: +8 | DC: 16 | 1st 3/4, 2nd 3/3 3rd 2/2 Portent: 8, 14 | Acc. Healing 1/1 | Inspiration: 1/1 Question spent the next hour studying and memorizing the inscription. In her efforts to decipher it, she created an internal database on each specific letter and word and recorded the frequency of each of them. Despite dedicating considerable processing power to it, she could not reach any conclusion about the meaning of the sentences. After a long while, she asked out loud. "Request: Please put some water on the door and give it a gentle push. OOC Re-did the post based on the deciphering. Mechanics Main Hand: - Off Hand: Arcane Grimoire (+1)Source: Tasha's Cauldron of Everything Wondrous item, uncommon (requires attunement by a wizard) While you are holding this spellbook, you can use it as a spellcasting focus for your wizard spells, and you gain a bonus to spell attack rolls and to the saving throw DCs of your wizard spells. The bonus is determined by the cube's rarity. You can use this as a spellbook. In addition, when you use your Arcane Recovery feature, you can increase the number of spell slot levels you regain by 1. Proficiencies: Arcana/History/Investigation +7, Nature/Religion +4, Survival +3 Action: Ritually casting Speak with Inanimate Object. Bonus Action: Stabilize the spell. Move: - Manipulate: - Reaction: - Spells SPELLS PREPARED Cantrips: Crushing Curse Crushing Curse Enchantment cantrip (Void) Casting Time: 1 action Range: 60 feet Components: V, S Duration: Instantaneous You speak a word of Void Speech. Choose a creature you can see within range. If the target can hear you, it must succeed on a Wisdom saving throw or take 1d6 psychic damage and be deafened for 1 minute, except that it can still hear Void Speech. A creature deafened in this way can repeat the saving throw at the end of each of its turns, ending the effect on a success. This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).* | PummelstonePummelstone Conjuration cantrip Casting Time: 1 action Range: 60 feet Components: V, S, M (a pebble) Duration: Instantaneous You cause a fist-sized chunk of stone to appear and hurl itself into the target. Make a ranged spell attack. On a hit, the target takes 1d6 bludgeoning damage. During its next turn when it makes an attack roll or ability check, the target must roll a d4 and subtract the result from the check. The spell’s damage increases by 1d6 when you reach 5th-level (2d6), 11th-level (3d6), and 17th-level (4d6).* | Mage HandMage Hand cantrip conjuration Casting Time: 1 action Range: 60 feet Target: A point you choose within range Components: Duration: 1 minute An invisible 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. | Minor IllusionMinor Illusion cantrip illusion Casting Time: 1 action Range: 30 feet Target: See text Components: S M (A bit of fleece) Duration: 1 minute You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again. If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else’s voice, a lion’s roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends. If you create an image of an object—such as a chair, muddy footprints, or a small chest—it must be no larger than a 5-foot cube. The image can’t create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it. If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature. 1st level: ShieldShield 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 Target: 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. (R) | Absorb Elements1st-level abjuration Casting Time: 1 reaction, which you take when you take acid, cold, fire, lightning, or thunder damage Range: Self Components: S Duration: 1 round The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st. (R) | Feather FallFeather Fall 1st level transmutation Casting Time: 1 reaction, which you take when you or a creature within 60 feet of you falls Range: 60 feet Target: Up to five falling creatures within range Components: V M (A small feather or piece of down) Duration: 1 minute Choose up to five falling creatures within range. A falling creature’s rate of descent slows to 60 feet per round until the spell ends. If the creature lands before the spell ends, it takes no falling damage and can land on its feet, and the spell ends for that creature. (R) | Mage ArmorMage Armor 1st level abjuration Casting Time: 1 action Range: Touch Target: A willing creature who isn't wearing armor Components: V S M (A piece of cured leather) Duration: 8 hours You touch a willing creature who isn’t wearing armor, and a protective magical force surrounds it until the spell ends. The target’s base AC becomes 13 + its Dexterity modifier. The spell ends if the target dons armor or if you dismiss the spell as an action. | PendulumPendulum 1st-level enchantment (clockwork) Casting Time: 1 action Range: Touch Components: V, S, M (a small pendulum or metronome made of brass and rosewood worth 10 gp) Duration: Concentration, up to 1 minute You give the touched creature an aspect of regularity in its motions and fortunes. If the target gets a failure on a Wisdom saving throw, then for the duration of the spell it doesn’t make d20 rolls to determine the results of attack rolls, ability checks, and saving throws. It instead follows the sequence 20, 1, 19, 2, 18, 3, 17, 4, and so on.* (C) 2nd level: Misty StepMisty Step 2nd level conjuration Casting Time: 1 bonus action Range: Self Target: Self Components: V Duration: Instantaneous Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see. (B) | InvisibilityInvisibility 2nd level illusion Casting Time: 1 action Range: Touch Target: A creature you touch Components: V S M (An eyelash encased in gum arabic) Duration: Concentration, Up to 1 hour A creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target’s person. The spell ends for a target that attacks or casts a spell. At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. (C) | WebWeb 2nd level conjuration Casting Time: 1 action Range: 60 feet Target: A point of your choice within range Components: V S M (A bit of spiderweb) Duration: Concentration, Up to 1 hour You conjure a mass of thick, sticky webbing at a point of your choice within range. The webs fill a 20-foot cube from that point for the duration. The webs are difficult terrain and lightly obscure their area. If the webs aren’t anchored between two solid masses (such as walls or trees) or layered across a floor, wall, or ceiling, the conjured web collapses on itself, and the spell ends at the start of your next turn. Webs layered over a flat surface have a depth of 5 feet. Each creature that starts its turn in the webs or that enters them during its turn must make a Dexterity saving throw. On a failed save, the creature is restrained as long as it remains in the webs or until it breaks free. A creature restrained by the webs can use its action to make a Strength check against your spell save DC. If it succeeds, it is no longer restrained. The webs are flammable. Any 5-foot cube of webs exposed to fire burns away in 1 round, dealing 2d4 fire damage to any creature that starts its turn in the fire. (C) 3rd level: Summon UndeadSource: Tasha's Cauldron of Everything 3rd-level necromancy Casting Time: 1 action Range: 90 feet Components: V, S, M (a gilded skull worth at least 300 gp) Duration: Concentration, up to 1 hour You call forth an undead spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Undead Spirit stat block. When you cast the spell, choose the creature’s form: Ghostly, Putrid, or Skeletal. The spirit resembles an undead creature with the chosen form, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends. The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its move to avoid danger. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, use the higher level wherever the spell’s level appears in the stat block. (C) RITUALS 1st level: Detect MagicDetect Magic 1st level divination (ritual) Casting Time: 1 action Range: Self Target: Self Components: V S Duration: Concentration, Up to 10 minutes Classes: Bard, Cleric, Druid, Paladin, Ranger, Sorcerer, Wizard 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 it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt. | Comprehend LanguagesComprehend Languages 1 divination Casting Time: 1 action Range: Self Target: Self Components: V S M (A pinch of soot and salt) Duration: 1 hour For the duration, you understand the literal meaning of any spoken language that you hear. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text. This spell doesn’t decode secret messages in a text or a glyph, such as an arcane sigil, that isn’t part of a written language. | Find FamiliarFind Familiar 1st-level conjuration (ritual) Casting Time:1 hour Range:10 feet Components:V, S, M (10 gp worth of charcoal, incense, and herbs that must be consumed by fire in a brass brazier) Duration:Instantaneous You gain the service of a familiar, a spirit that takes an animal form you choose: bat, cat, crab, frog (toad), hawk, lizard, octopus, owl, poisonous snake, fish (quipper), rat, raven, sea horse, spider, or weasel. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of a beast. Your familiar acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. A familiar can’t attack, but it can take other actions as normal. When the familiar drops to 0 hit points, it disappears, leaving behind no physical form. It reappears after you cast this spell again While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your familiar’s eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. | IdentifyIdentify 1st level divination Casting Time: 1 minute Range: Touch Target: One object that you must touch throughout the casting of the spell Components: V S M (A pearl worth at least 100 gp and an owl feather) Duration: Instantaneous You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it. If you instead touch a creature throughout the casting, you learn what spells, if any, are currently affecting it. | Speak with Inanimate ObjectSpeak with Inanimate Object 1st-level divination (ritual) Casting Time: 1 action Range: Touch Components: V, S Duration: 10 minutes You awaken a spirit that resides inside an inanimate object such as a rock, a sign, or a table, and can ask it up to three yes-or-no questions. The spirit is indifferent toward you unless you have done something to harm or help it. The spirit can give you information about its environment and about things it has observed (with its limited senses), and it can act as a spy for you in certain situations. The spell ends when its duration expires or after you have received answers to three questions. 2nd level: AuguryAugury 2nd level divination (ritual) Casting Time: 1 minute Range: Self Components: V S M (Specially marked sticks, bones, or similar tokens worth at least 25 gp) Duration: Instantaneous Classes: Cleric By casting gem-inlaid sticks, rolling dragon bones, laying out ornate cards, or employing some other divining tool, you receive an omen from an otherworldly entity about the results of a specific course of action that you plan to take within the next 30 minutes. The DM chooses from the following possible omens. Weal, for good results Woe, for bad results Weal and woe, for both good and bad results Nothing, for results that aren't especially good or bad The spell doesn't take into account any possible circumstances that might change the outcome, such as the casting of additional spells or the loss or gain of a companion. If you cast the spell two or more times before completing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get a random reading. The DM makes this roll in secret. 3nd level: Tiny HutTiny Hut 3rd level evocation (ritual) Casting Time: 1 minute Range: Self (10-foot-radius hemisphere) Target: A 10-foot-radius around and above you Components: V S M (A small crystal bead) Duration: 8 hours A 10-foot-radius immobile dome of force springs into existence around and above you and remains stationary for the duration. The spell ends if you leave its area. Nine creatures of Medium size or smaller can fit inside the dome with you. The spell fails if its area includes a larger creature or more than nine creatures. Creatures and objects within the dome when you cast this spell can move through it freely. All other creatures and objects are barred from passing through it. Spells and other magical effects can’t extend through the dome or be cast through it. The atmosphere inside the space is comfortable and dry, regardless of the weather outside. Until the spell ends, you can command the interior to become dimly lit or dark. The dome is opaque from the outside, of any color you choose, but it is transparent from the inside. Allies RAVEN Tiny beast, unaligned Armor Class 12 Hit Points 1 (1d4-1) Speed 10 ft., fly 50 ft. STR 2 (-4) | DEX 14 (+2) | CON 8 (-1) | INT 2 (-4) | WIS 12 (+1) | CHA 6 (-2) Skills Perception +3 Senses passive Perception 13 Mimicry. The raven can mimic simple sounds it has heard, such as a person whispering, a baby crying, or an animal chittering. A creature that hears the sounds can tell they are imitations with a successful DC 10 Wisdom (Insight) check. ACTIONS Beak. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (1d1) piercing damage. UNDEAD SPIRIT Medium undead Armor Class 11 + the level of the spell (natural armor) Hit Points 30 (Ghostly and Putrid only) or 20 (Skeletal only) + 10 for each level of the spell above 3rd Speed 30 ft., fly 40 ft. (hover) (Ghostly only) STR 12 (+1) | DEX 16 (+3) | CON 15 (+2) | INT 4 (-3) | WIS 10 (+0) | CHA 9 (-1) Damage Immunities necrotic, poison Condition Immunities exhaustion, frightened, paralyzed, poisoned Senses darkvision 60 ft., passive Perception 10 Languages understands the languages you speak Proficiency Bonus: equals your bonus Festering Aura (Putrid Only). Any creature, other than you, that starts its turn within 5 feet of the spirit must succeed on a Constitution saving throw against your spell save DC or be poisoned until the start of its next turn. Incorporeal Passage (Ghostly Only). The spirit can move through other creatures and objects as if they were difficult terrain. If it ends its turn inside an objects, it is shunted to the nearest unoccupied space and takes 1d10 force damage for every 5 feet traveled. ACTIONS Multiattack. The spirit makes a number of attacks equal to half this spell’s level (rounded down). Deathly Touch (Ghostly Only). Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one creature. Hit: 1d8 + 3 + the spell’s level necrotic damage, and the creature must succeed on a Wisdom saving throw against your spell save DC or be frightened of the undead until the end of the target’s next turn. Grave Bolt (Skeletal Only). Ranged Spell Attack: your spell attack modifier to hit, range 150 ft., one target. Hit: 2d4 + 3 + the spell’s level necrotic damage. Rotting Claw (Putrid Only). Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d6 + 3 + the spell’s level slashing damage. If the target is poisoned, it must succeed on a Constitution saving throw against your spell save DC or be paralyzed until the end of its next turn. Edited Tuesday at 11:03 AM by Ayeba (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Ley Line disruption 56 1d100 56 Link to comment Share on other sites More sharing options...
Harding Posted Tuesday at 03:09 PM Clone Share Posted Tuesday at 03:09 PM Deidre O'Ceallaigh Human Artificer 5 AC: 20 (Splintmail+1 and shield) | HP: 47/47 | Initiative: +1 | Passive Perception: 13 Spell Slots: 1st 4/4, 2nd 2/2 | Spell Attack: +7 | Spell DC: 15 Misty step: 1 (1xday) | Hex: 1 (1xday) | DM Inspiration: 1/1 | Active infusion: Enhanced defense (splintmail), Duplicate item (bag of holding) Deidre watched with keen interest as Question assisted the group in ascending the cliff. She admired the efficiency and precision in the automaton's movements, her methodical approach a stark contrast to Noodles' agile climb. When Question finally reached the top, dirty but otherwise unscathed, Deidre felt a sense of relief. As the Tiny Hut materialized, Deidre found herself in awe of the magical structure. She had seen it before, but its utility never ceased to amaze her. Question's request for more light near the inscriptions was met with quick action. Watching closely, she noted the ritual casting of the spell to comprehend languages. When it failed, Deidre felt a pang of disappointment but also intrigue. "A language even magic can't decipher," she mused aloud. "This just keeps getting more interesting." "The illustrations are quite prominent," she commented, examining the depiction of water crashing against something. "It might be symbolic. Let's follow Question's suggestion." As Question began studying the inscriptions, Deidre couldn't help but be impressed by her thoroughness. She observed the meticulous recording and analysis with fascination, knowing that such detailed work was beyond her own capabilities. When Question finally spoke, requesting water to be poured on the door, Deidre immediately rummaged through her supplies. Deidre took her tinderbox and lighted a torch, placing it on the ground. Then she drew a waterskin from her magic bag. "Let's see if it reveals anything." she said as she is pouring water from her waterskin on the door. She watched eagerly as water was poured on the illustration. If this didn't yield results, she was ready to suggest other possible interpretations of the symbols. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
bwatford Posted Tuesday at 03:19 PM Author Clone Share Posted Tuesday at 03:19 PM Dungeons & Dragons 5e with DM BWatford Having devoted their available hours to deciphering the archaic tongue inscribed upon the portals, they arrayed their findings openly before them, presenting the fruits of their labor for all to behold with clarity. Double Doors Translation Axes and swords Will not help you through ___ it and a little push will do Some in the ____ would have ______ and soon died Were it not _____ at hand to let them inside Arch Translation ______ ___ ____ sheltered by ___ stride ______ the thirst She __ the guide. Our Mistress __ ___ _____ _________ ___ ___ _____ ________ __ ______ ___ _____ ____ ___ ______ __ ___ ______. We obey your will sublime throughout all ___ _____ __ ____. After the assembly had exhausted their efforts in deciphering the cryptic script for the night, the concluding ritual involved Deidre drizzling water upon the ancient doors and nudging them gently. Yet, when this act bore no fruit, the collective resigned themselves to the embrace of the evening, anticipating the dawn’s early illumination. However, the awaited dawn tarried unusually, with the sun’s ascent over the horizon delayed until nearly nine o’clock, a full three hours past its customary rise. It begged the question—did the very flow of time falter in this strange realm? Moreover, the disturbance in the ley lines surged to an extraordinary zenith, so potent that one might glimpse the spectral dance of colors across the heavens, as if the firmament itself was under siege by arcane forces. With such a surge, they were reminded to tread lightly with their enchantments on this day. AS ABOVE SO BELOW Rultmoork Unknown distance from the BadlandsSome peoples call it the Wasted West, others just call it the Wastes or the Mana Wastes, but the locals who live within or on its fringes just call it the Badlands. An appropriate name for what goes on within. The magical turmoil and strain has warped the terrain into supernatural badlands. Travelers report entire patches of dunes where all magic falls dead one day and is augmented the next. The absence of ley lines makes spellcasters nervous, and some spells perform at maximum capacity or sputter out for no discernible reason. Teleportation, shadow roads, and other magical forms of transportation are extremely risky, since without guiding ley lines, teleporting travelers can find themselves going nowhere, stranded in unintended locations, or even stranded between worlds. 8:57 am Day 3 LEY LINE DISRUPTION 84% * Unless a spellcaster uses a bonus action to make a concentration check to manipulate the twisted magical energies resonating from the badlands when casting a spell other than a cantrip, there is a 84% chance today of an unpredictable result. Scene Information: We are starting the 3rd day at sunrise. Active Maps Not in Use!! Bookkeeping PASSIVE PERCEPTION Noodles: 17 | Zelda 16 | Deidre 13 | Taborlin 12 | Willowveil 11 | Question 10 INITIATIVE Not in Use!! MECHANICS Not in Use!! CONDITIONS Not in Use!! DESCRIPTIONS Not in Use!! DEIDRE O'CEALLAIGH Hit Points: 47/47 Hit Dice: 5/5 Hex: 1/1 *L Misty Step: 1/1 *L Spell Slots: (+7, DC 15) *L 1st Level: 4/4 2nd Level: 2/2 DM Inspiration: 1/1 LYNESTRA "ZELDA" VORAMMAS Hit Points: 29/29 (fey ancestry) Hit Dice: 5/5 Arcane Recovery: 1/1 *L Natural Recovery: 1/1 *L Wildshape: 2/2 *S Spell Slots: (+7, DC 14) *L 1st Level: 4/4 2nd Level: 3/3 3rd Level: 2/2 DM Inspiration: 1/1 "NOODLES" GOBLINFRIEND Hit Points: 38/38 (gnomish cunning) Hit Dice: 5/5 Psionic Power: 6/6 (d8) Prescience Roll: (20) 1/1 Spell Slots: (+4, DC 12) *L Feather Fall: 1/1 Augury: 1/1 DM Inspiration: 1/1 QUESTION Hit Points: 32/32 (automation) Hit Dice: 5/5 Accelerated Healing: 1/1 *L Arcane Recovery: 1/1 *L Portent Roll 1: 8 Portent Roll 2: 14 Spell Slots: (+8, DC 16) *L 1st Level: 4/4 2nd Level: 3/3 3rd Level: 2/2 DM Inspiration: 1/1 TABORLIN SOOTHSONG Hit Points: 44/44 (divine health) Hit Dice: 5/5 Channel Divinity: 2/2 *L Divine Sense: 4/4 *L Lay on Hands: 25/25 *L Spell Slots: (+7, DC 15) *L 1st Level: 4/4 2nd Level: 2/2 DM Inspiration: 1/1 WILLOWVEIL Hit Points: 38/38 Hit Dice: 5/5 Spell Slots: (+7, DC 16) *L 3rd Level: 2/2 DM Inspiration: 1/1 CHILD OF THE BRIAR Hit Points: 50/50 (Vulnerable fire Hit Dice: 20/20 Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
8w_gremlin Posted Tuesday at 08:07 PM Clone Share Posted Tuesday at 08:07 PM (edited) Willowveil Willowveil Piney Warlock 5 AC: 15 (leather and shield) | HP: 38/38 | Initiative: +2 | Passive Perception: 12 (darkvision) Spell Slots: 3rd 2/2 | Spell Attack: +7 | Spell DC: 16 Willowveil, unburdened by the need for prayer or the study of spellbooks, approached the ancient doors with a quiet reverence. She traced her fingers over the carved letters, feeling each indentation as if trying to absorb their secrets through touch. Seated beside Thistlewing, they exchanged quiet, cryptic murmurs, their conversation a mixture of eerie chitters and whispers. After a moment of contemplation, Willowveil turned her attention to the group and spoke, "Could this be the meaning? 'Axes and swords will not help you through, yet it and a little push will do, some in the fort would have fought and soon died, were it not close at hand to let them inside.'" She gazed intently towards Question. "A riddle to unlock the door, then? Entrusting its opening to the wit of any passerby hardly seems secure, like handing out the key to anyone who happens by" she mused aloud, her tone tinged with scepticism. Willowveil moved closer to Question, her expression softened by a newfound respect. "Thank you, your efforts in deciphering this were crucial," she said, a note of genuine appreciation in her voice. It was a significant moment for Willowveil, marking a step forward in her journey to recognize Question as more than a mere construct, perhaps as something akin to a sentient being. Mechanics Main Hand: Rod of the pact keeper Off Hand: Wooden shield Skills Performance +6, Medicine +4, Survival +4, Arcana +3, Deception +3, History +3, Intimidation +3, Nature +3, Persuasion +3, Acrobatics +2, Sleight of Hand +2, Stealth +2, Animal Handling +1, Insight +1, Perception +1, Investigation +0, Religion +0 Action: xxx Bonus Action: xxx Move: xxx Manipulate: xxx Edited Thursday at 04:29 AM by 8w_gremlin (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
scootloops Posted Wednesday at 02:56 AM Clone Share Posted Wednesday at 02:56 AM (edited) Taborlin Taborlin Soothsong Human (Variant) Paladin 5 AC: 19 (splint and shield) | HP: 44/44 | Initiative: +1 | Passive Perception: 12 Spell Slots: 1st 4/4, 2nd 2/2 | Spell Attack: +7 | Spell DC: 15 Lay on Hands: 25/25 | Divine Sense: 4/4 | Channel Divinity: 2/2 |DM Inspiration: 0/1 Sanaa (mount): Summoned, Nearby | HP: 19/19 | AC: 11 | Taborlin mulled over Willoeveil's words for a moment. ...axe and swords won't work...yet '"it" and a little push will do...is "it" the same items?...no...probably a key... "We cannot cut the door open, 'it' and a little push probably reference a key or lever of some kind. Those who fought and died, it is telling us there was a key up at the fort, wherever that is, or that the key is here, 'close at hand'". Taborlin just took a hand and pressed it against the doors, positive they wouldn't just open. As she touched the cold door another thought passed by. "Sword and Axe won't help you through, maybe that refers to the passage behind the door, and not the door itself." She finally took a few steps back and asked Deirdre to let her pull something out of the bag. She reached in and grabbed her travel journal and a bottle of ink and sat down on the ground, sketching out the full picture of where they were. She was sure her colleagues had their own ways of recording this moment, more accurate too, but she wasn't recording this for scientific work, she wanted to show her daughter what she saw when she told her the story of this adventure. If she managed to find a clue the others missed, all the better. No sooner does she sit down though, and the doors rumble open and she jumped up, ready to fight anything that should come out of the void behind the ornate gateway. When nothing comes, she relaxes and picked up her things. "Huh. Did any of you do that?" She inquires. Mechanics Main Hand: - Off Hand: - Proficiencies: +6 Athletics, Deception | +2 Insight, Medicine, Deception | Viol Languages: Common, Tamesheq (Southlands dialect), Draconic Action: - Sketching the wall Bonus Action: - Move: - Manipulate: - Possible Reaction: AOO if possible. Shield ally if possible Mount: Sanaa Status: Summoned Proficiencies: +2 bonus | 11 Passive Perception Weight capacity: 15/540 (pack saddle only) | +180 (Tabs weight)+Carried Weight (Items) when mounted Edited Wednesday at 06:30 PM by scootloops Updating based on GM post (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
bwatford Posted Wednesday at 03:23 AM Author Clone Share Posted Wednesday at 03:23 AM Dungeons & Dragons 5e with DM BWatford "A riddle to unlock the door, then? Entrusting its opening to the wit of any passerby hardly seems secure, like handing out the key to anyone who happens by" Willowveil mused aloud, her tone tinged with skepticism. Her words were still dancing in the air when a profound tremor emanated from behind the threshold. The dormant cogs of yore awakened with a groan, setting the massive doors in motion. They creaked open with deliberate slowness, shedding years of accumulated dust and rubble from their weathered facade. Dungeons of Rultmoork What lay beyond was a short span that led into the spire and toward a rand staircase of venerable stone, each step a twenty-foot wide span leading into an abyss shrouded in ghostly vapors. A descent into the veiled depths, where the mists were so dense, they defied the keenest sight of elvenkind. The stair’s edges, cloaked in the undisturbed dust of eons, bore no trace of recent passage, as if time itself had forgotten this place. Until now.... AS ABOVE SO BELOW Rultmoork Unknown distance from the BadlandsSome peoples call it the Wasted West, others just call it the Wastes or the Mana Wastes, but the locals who live within or on its fringes just call it the Badlands. An appropriate name for what goes on within. The magical turmoil and strain has warped the terrain into supernatural badlands. Travelers report entire patches of dunes where all magic falls dead one day and is augmented the next. The absence of ley lines makes spellcasters nervous, and some spells perform at maximum capacity or sputter out for no discernible reason. Teleportation, shadow roads, and other magical forms of transportation are extremely risky, since without guiding ley lines, teleporting travelers can find themselves going nowhere, stranded in unintended locations, or even stranded between worlds. 8:59 am Day 3 LEY LINE DISRUPTION 84% * Unless a spellcaster uses a bonus action to make a concentration check to manipulate the twisted magical energies resonating from the badlands when casting a spell other than a cantrip, there is a 84% chance today of an unpredictable result. Scene Information: The image above depicts what it is like beyond the doors. You will need light sources (if you don't have darkvision) and vision will be limited to ten feet even with. The stairs are twenty feet wide so you can walk four abreast if you like. I will need a formation if the group plans to descend. Active Maps Not in Use!! Bookkeeping PASSIVE PERCEPTION Noodles: 17 | Zelda 16 | Deidre 13 | Taborlin 12 | Willowveil 11 | Question 10 INITIATIVE Not in Use!! MECHANICS Not in Use!! CONDITIONS Not in Use!! DESCRIPTIONS Not in Use!! DEIDRE O'CEALLAIGH Hit Points: 47/47 Hit Dice: 5/5 Hex: 1/1 *L Misty Step: 1/1 *L Spell Slots: (+7, DC 15) *L 1st Level: 4/4 2nd Level: 2/2 DM Inspiration: 1/1 LYNESTRA "ZELDA" VORAMMAS Hit Points: 29/29 (fey ancestry) Hit Dice: 5/5 Arcane Recovery: 1/1 *L Natural Recovery: 1/1 *L Wildshape: 2/2 *S Spell Slots: (+7, DC 14) *L 1st Level: 4/4 2nd Level: 3/3 3rd Level: 2/2 DM Inspiration: 1/1 "NOODLES" GOBLINFRIEND Hit Points: 38/38 (gnomish cunning) Hit Dice: 5/5 Psionic Power: 6/6 (d8) Prescience Roll: (20) 1/1 Spell Slots: (+4, DC 12) *L Feather Fall: 1/1 Augury: 1/1 DM Inspiration: 1/1 QUESTION Hit Points: 32/32 (automation) Hit Dice: 5/5 Accelerated Healing: 1/1 *L Arcane Recovery: 1/1 *L Portent Roll 1: 8 Portent Roll 2: 14 Spell Slots: (+8, DC 16) *L 1st Level: 4/4 2nd Level: 3/3 3rd Level: 2/2 DM Inspiration: 1/1 TABORLIN SOOTHSONG Hit Points: 44/44 (divine health) Hit Dice: 5/5 Channel Divinity: 2/2 *L Divine Sense: 4/4 *L Lay on Hands: 25/25 *L Spell Slots: (+7, DC 15) *L 1st Level: 4/4 2nd Level: 2/2 DM Inspiration: 1/1 WILLOWVEIL Hit Points: 38/38 Hit Dice: 5/5 Spell Slots: (+7, DC 16) *L 3rd Level: 2/2 DM Inspiration: 1/1 CHILD OF THE BRIAR Hit Points: 50/50 (Vulnerable fire Hit Dice: 20/20 Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Ayeba Posted Thursday at 02:07 AM Clone Share Posted Thursday at 02:07 AM (edited) Question, Automaton wizard (Diviner) 5 Str 10 Dex 14 Con 14 Int 18 Wis 10 Cha 10 AC 15 HP 32/32 Init +2 PPPassive Perception 10Question / 13Raven Spell Attack +8 DC 16 1st 4/4 2nd 3/3 3rd 2/2 Portent - Acc. Healing 1/1 Whisperium 1/1 Inspiration 1/1 Question froze upon hearing Willowveil's full translation. Comparing what she said to the cipher she had translated made her realize several mistakes she had made, and immediately set out to correct them in her database for future references. Once the process was completed, she rose to her feet and walked over to Willowveil. "Informative statement: This unit acknowledges the superiority of your mental faculties." It was a compliment, but also an expression of a feeling Question was not used to; jealousy. She had spent almost all her existence alone or in the company of Anastasia Eronodius, and there had never been a reason to be jealous of her mistress. Now, several of her processes were returning unexpected or sometimes illegal values, a sign of how upset she was. She logged all deviating data for future reference. It would be used to evaluate her performance and perform adjustments on her algorithms. After a few seconds, broke off the stare to peer into the tunnel inside. Her visual sensors were insufficient for this task. She swiftly brought out and lit a torch to alleviate the problem. It left her hand to fly ahead of her into the tunnel, revealing only stairs before the walls obfuscated her sight. The feeling of jealousy gradually gave way to a curiosity about his place. This was unexplored territory, which increased the chance of learning significant new information. She considered the possibility that it was connected to her origins to be extremely slim at less than 0.3%, but she wasn't exclusively interested in that. "Informative statement: This unit is unsuited for taking point," she announced, "Please lead the way." Her raven, no more able to see in the darkness than her, flew over and landed on Question's shoulder. Mechanics Main Hand: - Off Hand: Arcane Grimoire (+1)Source: Tasha's Cauldron of Everything Wondrous item, uncommon (requires attunement by a wizard) While you are holding this spellbook, you can use it as a spellcasting focus for your wizard spells, and you gain a bonus to spell attack rolls and to the saving throw DCs of your wizard spells. The bonus is determined by the cube's rarity. You can use this as a spellbook. In addition, when you use your Arcane Recovery feature, you can increase the number of spell slot levels you regain by 1. Proficiencies: Arcana/History/Investigation +7, Nature/Religion +4, Survival +3 Action: Mage Hand to levitate the torch. Will keep the torch as far ahead as the walls will allow, about 8 feet above ground, less if the ceiling is lower. Bonus Action: - Move: - Manipulate: - Reaction: - Spells SPELLS PREPARED Cantrips: Crushing Curse Crushing Curse Enchantment cantrip (Void) Casting Time: 1 action Range: 60 feet Components: V, S Duration: Instantaneous You speak a word of Void Speech. Choose a creature you can see within range. If the target can hear you, it must succeed on a Wisdom saving throw or take 1d6 psychic damage and be deafened for 1 minute, except that it can still hear Void Speech. A creature deafened in this way can repeat the saving throw at the end of each of its turns, ending the effect on a success. This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).* | PummelstonePummelstone Conjuration cantrip Casting Time: 1 action Range: 60 feet Components: V, S, M (a pebble) Duration: Instantaneous You cause a fist-sized chunk of stone to appear and hurl itself into the target. Make a ranged spell attack. On a hit, the target takes 1d6 bludgeoning damage. During its next turn when it makes an attack roll or ability check, the target must roll a d4 and subtract the result from the check. The spell’s damage increases by 1d6 when you reach 5th-level (2d6), 11th-level (3d6), and 17th-level (4d6).* | Mage HandMage Hand cantrip conjuration Casting Time: 1 action Range: 60 feet Target: A point you choose within range Components: Duration: 1 minute An invisible 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. | Minor IllusionMinor Illusion cantrip illusion Casting Time: 1 action Range: 30 feet Target: See text Components: S M (A bit of fleece) Duration: 1 minute You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again. If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else’s voice, a lion’s roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends. If you create an image of an object—such as a chair, muddy footprints, or a small chest—it must be no larger than a 5-foot cube. The image can’t create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it. If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature. 1st level: ShieldShield 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 Target: 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. (R) | Absorb Elements1st-level abjuration Casting Time: 1 reaction, which you take when you take acid, cold, fire, lightning, or thunder damage Range: Self Components: S Duration: 1 round The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st. (R) | Feather FallFeather Fall 1st level transmutation Casting Time: 1 reaction, which you take when you or a creature within 60 feet of you falls Range: 60 feet Target: Up to five falling creatures within range Components: V M (A small feather or piece of down) Duration: 1 minute Choose up to five falling creatures within range. A falling creature’s rate of descent slows to 60 feet per round until the spell ends. If the creature lands before the spell ends, it takes no falling damage and can land on its feet, and the spell ends for that creature. (R) | Mage ArmorMage Armor 1st level abjuration Casting Time: 1 action Range: Touch Target: A willing creature who isn't wearing armor Components: V S M (A piece of cured leather) Duration: 8 hours You touch a willing creature who isn’t wearing armor, and a protective magical force surrounds it until the spell ends. The target’s base AC becomes 13 + its Dexterity modifier. The spell ends if the target dons armor or if you dismiss the spell as an action. | PendulumPendulum 1st-level enchantment (clockwork) Casting Time: 1 action Range: Touch Components: V, S, M (a small pendulum or metronome made of brass and rosewood worth 10 gp) Duration: Concentration, up to 1 minute You give the touched creature an aspect of regularity in its motions and fortunes. If the target gets a failure on a Wisdom saving throw, then for the duration of the spell it doesn’t make d20 rolls to determine the results of attack rolls, ability checks, and saving throws. It instead follows the sequence 20, 1, 19, 2, 18, 3, 17, 4, and so on.* (C) 2nd level: Misty StepMisty Step 2nd level conjuration Casting Time: 1 bonus action Range: Self Target: Self Components: V Duration: Instantaneous Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see. (B) | InvisibilityInvisibility 2nd level illusion Casting Time: 1 action Range: Touch Target: A creature you touch Components: V S M (An eyelash encased in gum arabic) Duration: Concentration, Up to 1 hour A creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target’s person. The spell ends for a target that attacks or casts a spell. At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. (C) | WebWeb 2nd level conjuration Casting Time: 1 action Range: 60 feet Target: A point of your choice within range Components: V S M (A bit of spiderweb) Duration: Concentration, Up to 1 hour You conjure a mass of thick, sticky webbing at a point of your choice within range. The webs fill a 20-foot cube from that point for the duration. The webs are difficult terrain and lightly obscure their area. If the webs aren’t anchored between two solid masses (such as walls or trees) or layered across a floor, wall, or ceiling, the conjured web collapses on itself, and the spell ends at the start of your next turn. Webs layered over a flat surface have a depth of 5 feet. Each creature that starts its turn in the webs or that enters them during its turn must make a Dexterity saving throw. On a failed save, the creature is restrained as long as it remains in the webs or until it breaks free. A creature restrained by the webs can use its action to make a Strength check against your spell save DC. If it succeeds, it is no longer restrained. The webs are flammable. Any 5-foot cube of webs exposed to fire burns away in 1 round, dealing 2d4 fire damage to any creature that starts its turn in the fire. (C) 3rd level: Summon UndeadSource: Tasha's Cauldron of Everything 3rd-level necromancy Casting Time: 1 action Range: 90 feet Components: V, S, M (a gilded skull worth at least 300 gp) Duration: Concentration, up to 1 hour You call forth an undead spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Undead Spirit stat block. When you cast the spell, choose the creature’s form: Ghostly, Putrid, or Skeletal. The spirit resembles an undead creature with the chosen form, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends. The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its move to avoid danger. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, use the higher level wherever the spell’s level appears in the stat block. (C) RITUALS 1st level: Detect MagicDetect Magic 1st level divination (ritual) Casting Time: 1 action Range: Self Target: Self Components: V S Duration: Concentration, Up to 10 minutes Classes: Bard, Cleric, Druid, Paladin, Ranger, Sorcerer, Wizard 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 it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt. | Comprehend LanguagesComprehend Languages 1 divination Casting Time: 1 action Range: Self Target: Self Components: V S M (A pinch of soot and salt) Duration: 1 hour For the duration, you understand the literal meaning of any spoken language that you hear. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text. This spell doesn’t decode secret messages in a text or a glyph, such as an arcane sigil, that isn’t part of a written language. | Find FamiliarFind Familiar 1st-level conjuration (ritual) Casting Time:1 hour Range:10 feet Components:V, S, M (10 gp worth of charcoal, incense, and herbs that must be consumed by fire in a brass brazier) Duration:Instantaneous You gain the service of a familiar, a spirit that takes an animal form you choose: bat, cat, crab, frog (toad), hawk, lizard, octopus, owl, poisonous snake, fish (quipper), rat, raven, sea horse, spider, or weasel. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of a beast. Your familiar acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. A familiar can’t attack, but it can take other actions as normal. When the familiar drops to 0 hit points, it disappears, leaving behind no physical form. It reappears after you cast this spell again While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your familiar’s eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. | IdentifyIdentify 1st level divination Casting Time: 1 minute Range: Touch Target: One object that you must touch throughout the casting of the spell Components: V S M (A pearl worth at least 100 gp and an owl feather) Duration: Instantaneous You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it. If you instead touch a creature throughout the casting, you learn what spells, if any, are currently affecting it. | Speak with Inanimate ObjectSpeak with Inanimate Object 1st-level divination (ritual) Casting Time: 1 action Range: Touch Components: V, S Duration: 10 minutes You awaken a spirit that resides inside an inanimate object such as a rock, a sign, or a table, and can ask it up to three yes-or-no questions. The spirit is indifferent toward you unless you have done something to harm or help it. The spirit can give you information about its environment and about things it has observed (with its limited senses), and it can act as a spy for you in certain situations. The spell ends when its duration expires or after you have received answers to three questions. 2nd level: AuguryAugury 2nd level divination (ritual) Casting Time: 1 minute Range: Self Components: V S M (Specially marked sticks, bones, or similar tokens worth at least 25 gp) Duration: Instantaneous Classes: Cleric By casting gem-inlaid sticks, rolling dragon bones, laying out ornate cards, or employing some other divining tool, you receive an omen from an otherworldly entity about the results of a specific course of action that you plan to take within the next 30 minutes. The DM chooses from the following possible omens. Weal, for good results Woe, for bad results Weal and woe, for both good and bad results Nothing, for results that aren't especially good or bad The spell doesn't take into account any possible circumstances that might change the outcome, such as the casting of additional spells or the loss or gain of a companion. If you cast the spell two or more times before completing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get a random reading. The DM makes this roll in secret. 3nd level: Tiny HutTiny Hut 3rd level evocation (ritual) Casting Time: 1 minute Range: Self (10-foot-radius hemisphere) Target: A 10-foot-radius around and above you Components: V S M (A small crystal bead) Duration: 8 hours A 10-foot-radius immobile dome of force springs into existence around and above you and remains stationary for the duration. The spell ends if you leave its area. Nine creatures of Medium size or smaller can fit inside the dome with you. The spell fails if its area includes a larger creature or more than nine creatures. Creatures and objects within the dome when you cast this spell can move through it freely. All other creatures and objects are barred from passing through it. Spells and other magical effects can’t extend through the dome or be cast through it. The atmosphere inside the space is comfortable and dry, regardless of the weather outside. Until the spell ends, you can command the interior to become dimly lit or dark. The dome is opaque from the outside, of any color you choose, but it is transparent from the inside. Allies RAVEN Tiny beast, unaligned Armor Class 12 Hit Points 1 (1d4-1) Speed 10 ft., fly 50 ft. STR 2 (-4) | DEX 14 (+2) | CON 8 (-1) | INT 2 (-4) | WIS 12 (+1) | CHA 6 (-2) Skills Perception +3 Senses passive Perception 13 Mimicry. The raven can mimic simple sounds it has heard, such as a person whispering, a baby crying, or an animal chittering. A creature that hears the sounds can tell they are imitations with a successful DC 10 Wisdom (Insight) check. ACTIONS Beak. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (1d1) piercing damage. UNDEAD SPIRIT Medium undead Armor Class 11 + the level of the spell (natural armor) Hit Points 30 (Ghostly and Putrid only) or 20 (Skeletal only) + 10 for each level of the spell above 3rd Speed 30 ft., fly 40 ft. (hover) (Ghostly only) STR 12 (+1) | DEX 16 (+3) | CON 15 (+2) | INT 4 (-3) | WIS 10 (+0) | CHA 9 (-1) Damage Immunities necrotic, poison Condition Immunities exhaustion, frightened, paralyzed, poisoned Senses darkvision 60 ft., passive Perception 10 Languages understands the languages you speak Proficiency Bonus: equals your bonus Festering Aura (Putrid Only). Any creature, other than you, that starts its turn within 5 feet of the spirit must succeed on a Constitution saving throw against your spell save DC or be poisoned until the start of its next turn. Incorporeal Passage (Ghostly Only). The spirit can move through other creatures and objects as if they were difficult terrain. If it ends its turn inside an objects, it is shunted to the nearest unoccupied space and takes 1d10 force damage for every 5 feet traveled. ACTIONS Multiattack. The spirit makes a number of attacks equal to half this spell’s level (rounded down). Deathly Touch (Ghostly Only). Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one creature. Hit: 1d8 + 3 + the spell’s level necrotic damage, and the creature must succeed on a Wisdom saving throw against your spell save DC or be frightened of the undead until the end of the target’s next turn. Grave Bolt (Skeletal Only). Ranged Spell Attack: your spell attack modifier to hit, range 150 ft., one target. Hit: 2d4 + 3 + the spell’s level necrotic damage. Rotting Claw (Putrid Only). Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d6 + 3 + the spell’s level slashing damage. If the target is poisoned, it must succeed on a Constitution saving throw against your spell save DC or be paralyzed until the end of its next turn. Edited Thursday at 02:13 AM by Ayeba (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Portent 1 10 1d20 10 Portent 2 6 1d20 6 Link to comment Share on other sites More sharing options...
MysteriousMiller Posted Thursday at 04:10 AM Clone Share Posted Thursday at 04:10 AM (edited) Noodles Wyrd Gnome Soulknife 5 AC: 16 (st leather) | HP: 38/38 | Init: +4 | Passive Perc: 17 Spell Attack: +4 | Spell DC: 12 Psionic Power: 6d8 | Prescience Roll: (8) 1/1 | DM Insp: 1/1 Noodles was impressed! He had sat and stared and scratched his head (and his butt), yet he had been getting nowhere with the strange language. Even in his dreaming the letters had made no sense. Question and Willowveil, on the other hand, had quickly deciphered the meaning and within a short space of time the doors stood open before them. Worried that they might slam shut again, the little "goblin-gnome" urged the group forwards. "On, on...in, in...down, down...quick, quick" he called out in a sing-song voice, giggling and slobbering as he cheerfully took the lead, his eyes quickly becoming accustomed to the gloom as they twitched this way and that, ever on the lookout for danger. Mechanics Main Hand: - nothing Off Hand: - nothing Proficiencies: Sleight of Hand +7 | Stealth +10 | Investigation +7 | Nature +4* | Insight +4 Medicine* +4 | Perception +7 | Survival* +4 | Deception +3 | Persuasion +3 Thieves' Tools | Herbalism kit (*Denotes Proficient whilst in Wasted West / **denotes advantage on checks re. Wasted West) Note - Arcana**+1 | History**+1 - not proficient but advantage on rolls Action: - looking for traps Bonus Action: - none Move: - down staircase Manipulate: - none Possible Reaction: Uncanny Dodge if attacked and attack hits Edited Thursday at 09:17 PM by MysteriousMiller (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Prescience Roll 8 1d20 8 Link to comment Share on other sites More sharing options...
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