Draidden Posted January 11, 2023 Clone Share Posted January 11, 2023 Nalla "Stonecrusher" Kalagiano - Goliath Fighter AC: 16 | HP: 13/13 | Initiative: +2 | Passive Perception: 12 | Nalla says hi to Faith when she introduces herself and blushes when Cyran calls her idea genius. I have all the supplies I need. Mechanics Main Hand: halberd Off Hand: Empty Action: Bonus Action: Move: Manipulate: Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
WolfBirch Posted January 12, 2023 Clone Share Posted January 12, 2023 (edited) Clarabelle the Cold - White Dragonborn Bard AC: 15 HP: 13/13 Spell Slots: 3/- Dragon Breath: 2/2 Bardic Inspiration: 3/3 DM Inspiration: 1 PP: 12 Clarabelle smiles at her new friends. Her white scales sparkle with a fairy dust. The white dragonborn is wearing a puffy white shirt and nicely fitting brown pants. She looks stylish and pretty. Her hands work expertly on the lute strings and she appears content and confident. "Cyran that sounds like a fine plan." She starts to play, making up a little improve ditty about them all going on an adventure to find lost treasure and uses everyone's name. The song sounds pretty good for something she just made up on the spot. Mechanics ___________________________________________________ Main Hand: Empty Off Hand: Empty ___________________________________________________ Action: Your action goes here. Bonus Action: Your bonus action goes here. Move: Your movement goes here. Manipulate: Your one free object interaction goes here. Character Sheet Clarabelle the Cold - White Dragonborn Bard 2 ___________________________________________________ STATS Str 8 (-1) Dex 16 (+3) Con 10 (+0) Int 12 (+1) Wis 13 (+1) Cha 16 (+3) HP 13/13 HD 1d8 AC 15 (draconic studed leather) Speed 30 ft. Resistances Cold Passive Perception 12 Initiative +3 DM Inspiration Yes Languages Common, Goblin, Sylvan Background Feylost Features: Feywild Connection Your mannerisms and knowledge of fey customs are recognized by natives of the Feywild, who see you as one of their own. Because of this, friendly Fey creatures are inclined to come to your aid if you are lost or need help in the Feywild. Fey Mark You were transformed in some small way by your stay in the Feywild and gained a fey mark. Your scales sparkle with faerie dust Feywild Visitor Whenever you’re sound asleep or in a deep trance during a Long Rest, a spirit of the Feywild might pay you a visit, if the DM wishes it. Determine the spirit’s form by rolling on the Feywild Visitor table. No harm ever comes to you as a result of such visits, which can last for minutes or hours, and you remember each visit when you wake up. Conversations that occur with a visitor can contain any number of things, from messages and insights to nonsense and red herrings, at the DM’s discretion. Such conversations are always conducted in a language you can understand, even if the Feywild visitor can’t speak that language normally. Faerie Dragon ___________________________________________________ WEAPONS Rapier +5 attack, 1d8+3 Piercing Dagger (range 20/60), +5 attack,1d4+3 Piercing Vicious Mockery DC13 WIS 1d4 Psychic Cold Breath (2/2 per long rest) DC10 CON 1d10 Cold 5 ft. x 30 foot line. Thunderwave DC13 DEX 2d8 Thunder 15 ft cone. ___________________________________________________ PROFICIENCIES Proficiency +2 Saving Throws Dexterity +5, Charisma +5 Skills Deception +5, Performance +5, Persuasion +5, Stealth +5, Survival +3 Weapons Simple weapons, hand crossbows, longswords, rapiers, shortswords Armor Light armor Musical Instruments Pan flute, lute, drum ___________________________________________________ FEATS ___________________________________________________ RACIAL FEATURES Breath Weapon (2/2 per long rest). When you take the Attack action on your turn, you can replace one of your attacks with an exhalation of magical energy in a 30-foot line that is 5 feet wide. Each creature in that area must make a Dexterity saving throw (DC = 8 + your Constitution modifier + your proficiency bonus). On a failed save, the creature takes 1d10 damage of the type associated with your Chromatic Ancestry. On a successful save, it takes half as much damage. This damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). You can use your Breath Weapon a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. Damage Resistance. You have resistance to cold damage. ___________________________________________________ CLASS FEATURES Bardic Inspiration (3/3 per long rest) You can inspire others through stirring words or music. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d6. Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time. You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest. Your Bardic Inspiration die changes when you reach certain levels in this class. The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level. Jack of All Trades Starting at 2nd level, you can add half your proficiency bonus, rounded down, to any ability check you make that doesn’t already include your proficiency bonus. Song of Rest Beginning at 2nd level, you can use soothing music or oration to help revitalize your wounded allies during a short rest. If you or any friendly creatures who can hear your performance regain hit points at the end of the short rest by spending one or more Hit Dice, each of those creatures regains an extra 1d6 hit points. Equipment ___________________________________________________ General Inventory (69.4 lbs.) A petrified mouse -- A glass jar containing lard with a label that reads, "Griffon Grease" - 1 lb. A piece of crystal that faintly glows in the moonlight -- wooden flute - 1 lb. Lute - 2 lbs. Rapier - 2 lbs. Dagger - 1 lbs. Studded Leather Armor - 13 lbs. Traveler’s Clothes - 4 lbs. Pouch - 1 lb. Candles (5) -- Crowbar - 5 lbs. Lantern - 2 lbs. 3 x oil - 3 lbs. Rations (5 days) - 10 lbs. Tinderbox - 1 lb. Waterskin (full) - 5 lbs. Chalk (4 pieces) -- Average lock w/ key - 1 lb. Caltrops (bag of 20) - 2 lbs. Bedroll - 7 lbs. Silk rope (50 ft.) - 5 lbs. Sacks (2) - 2 lbs. Coin Purse (1.40 lbs.) Platinum: 0 Gold: 70 Electrum: 0 Silver: 0 Copper: 0 Encumbrance Max Load: 120 lbs. (15 x STR) Current Weight: 69.4 lbs. Spells Bard Spells ___________________________________________________ Spell Save DC: 13 Spell Attack Mod: +5 Cantrips Minor Illusion [30 ft.][C] Vicious Mockery [60 ft.] 1st Level (3/3 slot per long rest) Healing Word [60 ft.] Disguise Self Charm Person [30 ft.] Sleep [90 ft.] Thuderwave [15ft Cone] Edited January 12, 2023 by WolfBirch (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls performance - her improve song 14 1d20+5 9 Link to comment Share on other sites More sharing options...
bwatford Posted January 12, 2023 Author Clone Share Posted January 12, 2023 Act 3: In Search of the Unknown The group departed the next morning, making it out of the gate of the keep around 7:30 which was about a half hour behind their intended schedule but everyone wanted to make sure they had everything for the trip, and a good breakfast in their bellies, they had chosen to play it safe and use the road as much as possible before heading across country to their destination, the unknown "Q" on their map. The group had been on the road for roughly an hour and a half and was getting ready to turn north when they encounter a caravan headed toward the keep from the Mountains, the caravan consisted of five wagons, each pulled by two draft horses that were tended to by 1-2 drovers per wagon, nine dwarven caravan guards, three to each side, two in the front and one in the rear protected the caravan, wearing chainmail armor and carrying spears. An overly fat dwarven merchant sat on the seat of the middle wagon. The cargo area of each wagon was loaded with huge cask of wine and drink, obviously of dwarven make. The guards eyed you suspiciously as they pass, the merchant just nodding in your direction. As soon as the caravan was clear from sight the group turned north off road and preceded toward the Felgrim Forest. Their first footfalls into the Felgrim Forest were met with the sounds of night, all manner of insects and critters singing their nightly chorus, the further inside the forest they trekked however the quieter things seemed to become, the sound of a strong breeze howling every once in a while, through the low brush that grew so abundant here, but here was not their goal. Pushing the group forward Cyran wanted in an out of the forest as soon as possible, so no breaks were taken, and they marched strong for the four hours it took to break free of the other side. As they came out of the dense wood the ground beneath their feet began an upward climb, making their way forward for another hour or so they had located the spot where this "Q" was marked on the map, the location was on top of a large, wooded hill, the winds buffeting the hill constantly, blowing and whistling through the trees, vines and other vegetation which blanket the prominence on all sides. looking around for structures there were none to be seen, no ruins, no markings, nothing. Cyran quickly split the team up and formed a search pattern around the hill itself, if there was anything at all here, he intended to find it. A few minutes later it was Roth that signaled everyone over, he had found something of interest.... Entrance It was here that the group's adventure began, as its members approached the entrance to "Q" that they had found. A cave-like opening in a rock that looked of heavy blackish slate, somewhat obscured by vegetation, was noticeable at the end of a treacherous pathway which led up to the craggy outcropping of black rock where Roth stood waiting for the others as he swept aside some of the vines and branches, the opening became easily accessible and visible to the other team members. The opening led straight into the rock formation, with a 10-foot-wide corridor leading sixty feet to a large wooden door. The walls were cut from the black rock with great care and precise corners, obviously the tunnel was man made and was no mere cave, both the workmanship and the door at the far end bearing testament to that. The Caverns of Quasqueton 2:30 pm The tunnel is unlit (disadvantage on perception, investigation checks.) Even darkvision is affected by the disadvantage penalty as per the PHB without a light source. Without darkvision you cannot see anything past 30 feet down the tunnel. If your character enters the tunnel, please use directions to announce your position (i.e. I move x number of feet down the tunnel staying on the right side. etc.). This will be placed in your mechanics spoiler each time that you post. This is important because I would not want you to trip a trap with your movement because I was trying to guess where you were headed or where you were standing. MAP IS ACTIVE Please state directions (N,S,E,W, etc when moving) Show Active Maps The Caverns of Quasqueton (Click on Map for Larger Image) Show Bookkeeping PASSIVE PERCEPTION SCORES Cyran 15 | Roth 15 | Arlyn 14 | Quell 14 | Faith 12 | Stonecrusher 12 | Clarabelle 11 INITIATIVE Not Currently In Use!! MECHANICS Not Currently In Use!! CONDITIONS Not Currently In Use!! DESCRIPTIONS Not Currently In Use!! ARLYN HORSKAR (needs to level up) Hit Points: 12/12 (fey ancestry) Hit Dice: 1/1 DM Inspiration: 1/1 Experience Points: 470 / 300 CLARABELLE THE COLD Hit Points: 13/13 (resist cold) Hit Dice: 2/2 Bardic Inspiration: 3/3 *L Breath Weapon: 1/1 *S/L (Cold, DC 10 Con, 15' cone) Spells: 1st - 3/3 *L (+5, DC 13) DM Inspiration: 1/1 Experience Points: 470 / 900 CYRAN ASTRUCIA Hit Points: 19/19 (fey ancestry) Hit Dice: 2/2 Channel Divinity: 1/1 *S/L Warding Flare: 3/3 *L Spells: 1st - 3/3 *L (+5, DC 13) DM Inspiration: 1/1 Experience Points: 470 / 300 FAITH Hit Points: 12/12 (resist fire) Hit Dice: 2/2 Divine Sense: 4/4 Lay on Hands: 5/5 *L DM Inspiration: 1/1 Experience Points: 283 / 300 NALIA "STONECRUSHER" KALAGIANO Hit Points: 13/13 Hit Dice: 1/1 Second Wind: 1/1 *S/L Stone's Endurance: 1/1 *S/L DM Inspiration: 1/1 Experience Points: 283 / 300 QUELL Hit Points: 15/15 Hit Dice: 2/2 Kenku Recall: 2/2 *L DM Inspiration: 1/1 Experience Points: 470 / 900 "ROTH" UTHEMAR ROTHENEL Hit Points: 10/10 (fey ancestry) Hit Dice: 1/1 DM Inspiration: 1/1 Experience Points: 0 / 300 Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Hammerfist Posted January 12, 2023 Clone Share Posted January 12, 2023 Faith - Tiefling Paladin 1 AC: 18 | HP: 12/12 | Initiative: +0 | Passive Perception: 12 | Divine Sense: 4/4 | Lay on Hands: 5/5 Faith made pleasant conversation on the journey to the cavern, with each of her words seemingly chosen well, as if someone had once trained her in the proper art of etiquette some time ago. That said, she seemed sweet enough, and she got along well with anyone who chose to converse with her, with the occasional smile and laugh coming from her exotic countenance. Faith stood at the mouth of the cave and peered in, using her eyesight to pick up on any details that others might miss. Still, it wasn't easy to notice anything without a source of light nearby. "Does anyone perchance have a torch or a light source? My hands are full or I'd offer to carry it, given the noise I make." Looking over at the Kenku, Faith politely asked, "Master Quell, correct? Would you be able to search this area for traps and snares to ensure our safety?" Mechanics Main Hand: Longsword Off Hand: Shield Action: Longsword Bonus Action: Reaction: Move: movement goes here. Manipulate: one free object interaction goes here. Character Sheet Faith - Tiefling Paladin 1 STATS Str 16 (+3) Dex 10 (+2) Con 14 (+2) Int 8 (+4) Wis 10 (+2) Cha 16 (+5) Speed 30 ft.HP 12 HD 1d10 AC 18 (Chainmail, Shield) Passive Perception 12 Initiative +0 Vision: 60' darkvision DM Inspiration Yes Languages Common, Infernal Background 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 DM 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. WEAPONS Longsword +5 attack, 1d8+3 slashing damage Javelin (range 30/120) +6 attack, 1d6+3 piercing Ray of Frost (Range 60) +5 attack, 1d8 cold damage PROFICIENCIES Proficiency +2 Saving Throws Wisdom +2, Charisma +5 Weapons All weapons Armor Light, medium, shields FEATS RACIAL FEATURES Size. Tieflings are about the same size and build as humans. Your size is Medium. Speed. Your base walking speed is 30 feet. Darkvision. Thanks to your infernal heritage, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. Hellish Resistance. You have resistance to fire damage. Languages. You can speak, read, and write Common and Infernal. Source: Mordenkainen's Tome of Foes Frozen Stygia is ruled by Levistus, an archdevil known for offering bargains to those who face an inescapable doom. Ability Score Increase. Your Constitution score increases by 1. Legacy of Stygia. You know the Ray of Frost cantrip. When you reach 3rd level, you can cast the Armor of Agathys spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the Darkness spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells. CLASS FEATURES Divine Sense Lay on Hands Fighting Style: none yet Equipment General Inventory Chainmail 45# Longsword 6# Travelers clothes 4# Backpack 5# Bedroll 7# Mess Kit 1# Rations x10 20# Waterskin 5# Crowbar 5# Pitons 2# 50' silk rope 5# Scrolls Coin Purse Platinum: 0 Gold: 10 Electrum: 0 Silver: 0 Copper: 0 Encumbrance Max Load: 240 lbs. (15 x 16 STR) Current Weight: 106 (unencumbered) Spells Spell Attack: +5 Spell DC: 13 Cantrips Ray of FrostEvocation 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). Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
JubalBreakbottle Posted January 12, 2023 Clone Share Posted January 12, 2023 (edited) Uthemar "Roth" Rothenel - Half-elf Druid AC: 16 | HP: 10/10 | Initiative: +3 | PP: 15 | DM Inspiration: 1/1 Roth was visibly excited, finally able to find a group courageous or crazy enough to explore the map that his parents had left him. Along the way out of the Keep, on the road, and through the forest, you quickly conclude that Roth is a local. He knows most of the Keep's residents and all of the landmarks beyond the Keep. And it is clear, that his sense of self-preservation kept him from exploring all the way to Q. The half-elf was absolutely giddy when you join him at the cave entrance. To answer Faith's question, he replies, "I don't have any torches but can carry one." He didn't mind carrying the torch but was reluctant to go first into the unknown. His companions were clearly more experienced than him. Mechanics Main Hand: Quarterstaff Off Hand: Empty Action: Bonus Action: Move: Manipulate: Concentration: Edited January 12, 2023 by JubalBreakbottle (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
WolfBirch Posted January 12, 2023 Clone Share Posted January 12, 2023 Clarabelle the Cold - White Dragonborn Bard AC: 15 HP: 13/13 Spell Slots: 3/- Dragon Breath: 2/2 Bardic Inspiration: 3/3 DM Inspiration: 1 PP: 12 The bard struggles to get moving in the morning from singing and drinking too late into the previous night. She grabs a quick bite and rushes out with her new companions. She gives a friendly wave and greeting to the dwarves and gets out her flute playing some music for the hike. As they enter the dark forest her music gets more mysterious and haunting and quietly blends in with the birds and insects. She too is excited as they approach the cave. "Oh, I have a lantern she calls out. This is going to be so much fun. Just imagine what ancient artifacts this cave holds!" She sounds almost giddy as the gets out her lantern and makes sure the oil is full before she lights it. Mechanics ___________________________________________________ Main Hand: Empty Off Hand: Empty ___________________________________________________ Action: Your action goes here. Bonus Action: Your bonus action goes here. Move: Your movement goes here. Manipulate: Your one free object interaction goes here. Character Sheet Clarabelle the Cold - White Dragonborn Bard 2 ___________________________________________________ STATS Str 8 (-1) Dex 16 (+3) Con 10 (+0) Int 12 (+1) Wis 13 (+1) Cha 16 (+3) HP 13/13 HD 1d8 AC 15 (draconic studed leather) Speed 30 ft. Resistances Cold Passive Perception 12 Initiative +3 DM Inspiration Yes Languages Common, Goblin, Sylvan Background Feylost Features: Feywild Connection Your mannerisms and knowledge of fey customs are recognized by natives of the Feywild, who see you as one of their own. Because of this, friendly Fey creatures are inclined to come to your aid if you are lost or need help in the Feywild. Fey Mark You were transformed in some small way by your stay in the Feywild and gained a fey mark. Your scales sparkle with faerie dust Feywild Visitor Whenever you’re sound asleep or in a deep trance during a Long Rest, a spirit of the Feywild might pay you a visit, if the DM wishes it. Determine the spirit’s form by rolling on the Feywild Visitor table. No harm ever comes to you as a result of such visits, which can last for minutes or hours, and you remember each visit when you wake up. Conversations that occur with a visitor can contain any number of things, from messages and insights to nonsense and red herrings, at the DM’s discretion. Such conversations are always conducted in a language you can understand, even if the Feywild visitor can’t speak that language normally. Faerie Dragon ___________________________________________________ WEAPONS Rapier +5 attack, 1d8+3 Piercing Dagger (range 20/60), +5 attack,1d4+3 Piercing Vicious Mockery DC13 WIS 1d4 Psychic Cold Breath (2/2 per long rest) DC10 CON 1d10 Cold 5 ft. x 30 foot line. Thunderwave DC13 DEX 2d8 Thunder 15 ft cone. ___________________________________________________ PROFICIENCIES Proficiency +2 Saving Throws Dexterity +5, Charisma +5 Skills Deception +5, Performance +5, Persuasion +5, Stealth +5, Survival +3 Weapons Simple weapons, hand crossbows, longswords, rapiers, shortswords Armor Light armor Musical Instruments Pan flute, lute, drum ___________________________________________________ FEATS ___________________________________________________ RACIAL FEATURES Breath Weapon (2/2 per long rest). When you take the Attack action on your turn, you can replace one of your attacks with an exhalation of magical energy in a 30-foot line that is 5 feet wide. Each creature in that area must make a Dexterity saving throw (DC = 8 + your Constitution modifier + your proficiency bonus). On a failed save, the creature takes 1d10 damage of the type associated with your Chromatic Ancestry. On a successful save, it takes half as much damage. This damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). You can use your Breath Weapon a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. Damage Resistance. You have resistance to cold damage. ___________________________________________________ CLASS FEATURES Bardic Inspiration (3/3 per long rest) You can inspire others through stirring words or music. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d6. Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time. You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest. Your Bardic Inspiration die changes when you reach certain levels in this class. The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level. Jack of All Trades Starting at 2nd level, you can add half your proficiency bonus, rounded down, to any ability check you make that doesn’t already include your proficiency bonus. Song of Rest Beginning at 2nd level, you can use soothing music or oration to help revitalize your wounded allies during a short rest. If you or any friendly creatures who can hear your performance regain hit points at the end of the short rest by spending one or more Hit Dice, each of those creatures regains an extra 1d6 hit points. Equipment ___________________________________________________ General Inventory (69.4 lbs.) A petrified mouse -- A glass jar containing lard with a label that reads, "Griffon Grease" - 1 lb. A piece of crystal that faintly glows in the moonlight -- wooden flute - 1 lb. Lute - 2 lbs. Rapier - 2 lbs. Dagger - 1 lbs. Studded Leather Armor - 13 lbs. Traveler’s Clothes - 4 lbs. Pouch - 1 lb. Candles (5) -- Crowbar - 5 lbs. Lantern - 2 lbs. 3 x oil - 3 lbs. Rations (5 days) - 10 lbs. Tinderbox - 1 lb. Waterskin (full) - 5 lbs. Chalk (4 pieces) -- Average lock w/ key - 1 lb. Caltrops (bag of 20) - 2 lbs. Bedroll - 7 lbs. Silk rope (50 ft.) - 5 lbs. Sacks (2) - 2 lbs. Coin Purse (1.40 lbs.) Platinum: 0 Gold: 70 Electrum: 0 Silver: 0 Copper: 0 Encumbrance Max Load: 120 lbs. (15 x STR) Current Weight: 69.4 lbs. Spells Bard Spells ___________________________________________________ Spell Save DC: 13 Spell Attack Mod: +5 Cantrips Minor Illusion [30 ft.][C] Vicious Mockery [60 ft.] 1st Level (3/3 slot per long rest) Healing Word [60 ft.] Disguise Self Charm Person [30 ft.] Sleep [90 ft.] Thuderwave [15ft Cone] Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
BobtheWizard Posted January 12, 2023 Clone Share Posted January 12, 2023 Cyran Astrucia - Elf Cleric of Darach-Albith character sheet Cyran peers into the cavern, unable to see very far, even with his excellent night vision. He's not sure about the Kenku, but he knows the Goliath must be having even more trouble. He leans over and touches the Golaith's halberd. "Let the light guide you, Nalla." The blade of the halberd begins to glow, about as much as a torch. "Would you like to lead the way?" Mechanics ___________________________________________________ Main Hand: Empty Off Hand: Empty ___________________________________________________ Action: casts light on Nalla's weapon Bonus Action: Your bonus action goes here. Move: Your movement goes here. Manipulate: Your one free object interaction goes here. Character Sheet Cyran Astrucia - Elf Cleric of Darach-Albith ___________________________________________________ STATS Str 8 (-1) Dex 14 (+2) Con 16 (+3) Int 10 (+0) Wis 16 (+3) Cha 10 (+0) HP 19/19 HD 2d8 AC 18 (scalemail, shield) Speed 30 ft. Passive Perception 15 Initiative +2 Vision: 60' darkvision DM Inspiration Yes Languages Common, Elvish, Sylvan, Celestial Background Acolyte Feature Shelter of the Faithful Acolytes can command the respect of people who share their faith. They can expect free healing and services from people who share their faith and temples or shrines dedicated to their deity. You can call upon priests of your temple to aid you so long as assisting you is not hazardous to them, and you remain in good standing with your temple ___________________________________________________ WEAPONS Shortsword +4 attack, 1d6+2 piercing damage Booming Blade additional 1d8 thunder damage if move. Toll the Dead (range 60 ft.) DC 13 WIS, 1d8 / 1d12 necrotic damage Word of Radiance (range 5' ft. radius) DC 13 DEX, 1d6 radiant damage ___________________________________________________ PROFICIENCIES Proficiency +2 Saving Throws Wisdom +5, Charisma +2 Skills Acrobatics +4, Insight +5, Perception +5, Religion +2, Stealth +4 Weapons Simple weapons, longsword, longbow Armor Light, medium, shields ___________________________________________________ FEATS ___________________________________________________ RACIAL FEATURES Darkvision. Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. Fey Ancestry. You have advantage on saving throws against being charmed, and magic can't put you to sleep. Trance. Elves do not sleep. Instead they meditate deeply, remaining semi-conscious, for 4 hours a day. The Common word for this meditation is "trance." While meditating, you dream after a fashion; such dreams are actually mental exercises that have become reflexive after years of practice. After resting in this way, you gain the same benefit a human would from 8 hours of sleep. ___________________________________________________ CLASS FEATURES Warding Flare (3/day). Also at 1st level, you can interpose divine light between yourself and an attacking enemy. When you are attacked by a creature within 30 feet of you that you can see, you can use your reaction to impose disadvantage on the attack roll, causing light to flare before the attacker before it hits or misses. An attacker that can't be blinded is immune to this feature. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest. Channel Divinity (1/SR) At 2nd level, you gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Turn Undead and an effect determined by your domain. Some domains grant you additional effects as you advance in levels, as noted in the domain description. When you use your Channel Divinity, you choose which effect to create. You must then finish a short or long rest to use your Channel Divinity again. Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your cleric spell save DC. Beginning at 6th level, you can use your Channel Divinity twice between rests, and beginning at 18th level, you can use it three times between rests. When you finish a short or long rest, you regain your expended uses. Channel Divinity: Turn Undead As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage. A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action. Harness Divine Power (Optional, if we are using it) At 2nd level, you can expend a use of your Channel Divinity to fuel your spells. As a bonus action, you touch your holy symbol, utter a prayer, and regain one expended spell slot, the level of which can be no higher than half your proficiency bonus (rounded up). The number of times you can use this feature is based on the level you've reached in this class: 2nd level, once; 6th level, twice; and 18th level, thrice. You regain all expended uses when you finish a long rest. Channel Divinity: Radiance of the Dawn Starting at 2nd level, you can use your Channel Divinity to harness sunlight, banishing darkness and dealing radiant damage to your foes. As an action, you present your holy symbol, and any magical darkness within 30 feet of you is dispelled. Additionally, each hostile creature within 30 feet of you must make a Constitution saving throw. A creature takes radiant damage equal to 2d10 + your cleric level on a failed saving throw, and half as much damage on a successful one. A creature that has total cover from you is not affected. Equipment ___________________________________________________ General Inventory (112 lbs.) Scalemail - 45 lbs. Shield (with emblem) - 6 lbs. Shortsword - 2 lbs. Amulet (holy symbol) -- Backpack - 5 lbs. Blanket - 3 lbs Bedroll - 7 lbs. 2 x Holy Water - 2 lbs. Prayerbook - 5 lbs. 10 x Candles -- Tinderbox - 1 lb. Waterskin - 5 lbs. 10 x Rations - 20 lbs. 9 x Incense -- 4 x Pouches 4 lbs. Vestments - 4 lbs. Common Clothes - 3 lbs. Coin Purse (1.04 lbs.) Platinum: 0 Gold: 126 Electrum: 0 Silver: 18 Copper: 20 Encumbrance Max Load: 120 lbs. (15 x STR) Current Weight: 113.04 lbs. Spells Cleric Spells ___________________________________________________ Spell Save DC: 13 Spell Attack Mod: +5 Cantrips Booming Blade (5 ft.) Guidance (C) Light Toll the Dead (60 ft.) Word of Radiance (5 ft.) 1st Level (3/3 slots per long rest) Bless (C) (30 ft.) (D) Burning Hands (15 ft cone) Command (60 ft.) Detect Magic (C) (R) (D) Faerie Fire (C) (60 ft.) Guiding Bolt (120 ft.) Healing Word (60 ft.) Notes Travelers Inn 1gp per night. Innkeeper is a halfling named Belia Offers - A merchant staying in the inn is looking for adventurers that wish to journey to the sea for a mission of legend. Offers up 50 gp each for the undertaking. - Dennel and Larissa Batharda wish to hire a group of adventurers to venture into their recently deceased father's home to recover his will. It seems that Dennel is offering 300 gold as a reward and Larissa is offering 400 gp. Although the offer is listed together, it seems that the siblings are competing for separate adventurers and are offering to make a sport of it. - Tayanna Serrengriff, the new sheriff of Thelport is offering a group of adventurers 500 gp to return with her to help clean up a problem that the town is facing. (far away) Stretching Goat - fancy tavern. barkeep is a male human named Bumbo Wickman. Cyna: Female Human - Cyna has thin golden hair and large green eyes. Cyna is talking quietly with a couple of wounded woodsmen. Fereg: Male Halfling - Fereg has copper hair and blue eyes, and numerous unusual scars. Fereg is also talking quietly with the wounded woodsmen. Audreys Weke: Female Halfling - Audreys is tall and thin, with braided grey hair and narrow green eyes. Audreys currently is seeking opponents for a game of darts. Thrinain: Female Dwarf - Thrinain is thin, with cropped grey hair and large blue eyes. She is sitting alone. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Hallowed Evening Posted January 12, 2023 Clone Share Posted January 12, 2023 (edited) Quell - Kenku Rogue 2 AC: 14 | HP: 15/15 | Initiative: +3 | Passive Perception: 14 | Passive Investigation: 16 | Passive Insight: 12 | Kenku Recall: 2/2 Excitedly moving to the entrance of the corridor, Quell was already fiddling with getting his bullseye lantern out and lit. The sturdy device shined brightly where it was aimed; perfect for navigating gloomy interior spaces. When asked to take the lead, Quell nodded eagerly. "Of course, Mistress Faith." He had not held the woman's unusual heritage against her nor made any assumptions about Faith during the brief travel together. Quell's people were already rare and notoriously misconceived; it would have been rude of him to fall into the same trap as others might. Adjusting the light, he lightly stepped into the corridor after examining the stonework. Quell moved methodically, relying on his keen eyesight and training to detect any possible traps this plain corridor might offer. "For your own safety, follow my path, as I clear the distance," he announced to the others. "One can only hope, Mistress Clarabelle, that we might find such spectacular relics!" he remarked excitedly as he made his way methodically toward the door at the far end. Mechanics Main Hand: Off Hand: Bullseye Lantern (lit) Action: Bonus Action: Reaction: Move: Move N, 5ft at a time, on the left side, checking each 'section' of stone for traps, pitfalls, snares, tripwires, etc... Manipulate: one free object interaction goes here. Character Sheet Quell - Kenku Rogue 2 STATS Str 10 (+0) Dex 16 (+3) Con 13 (+1) Int 14 (+2) Wis 14 (+2) Cha 8 (-1) Speed 30 ft.HP 15 HD 1d8 AC 14 (Leather Armor) Passive Perception 14 Initiative +3 Vision: Normal DM Inspiration Yes Languages Common, Goblin, Sylvan Background Archaeologist Feature Historical Knowledge When you enter a ruin or dungeon, you can correctly ascertain its original purpose and determine its builders, whether those were dwarves, elves, humans, yuan-ti, or some other known race. In addition, you can determine the monetary value of art objects more than a century old. WEAPONS Rapier +5 attack, 1d18+3 piercing damage Shortbow (range 80/320) +5 attack, 1d6+3 piercing damage PROFICIENCIES Proficiency +2 Saving Throws Dexterity +5, Intelligence +4 Weapons Simple, Rogue Weapons Armor Light FEATS RACIAL FEATURES Size. Kenku are about the same size and build as humans. Your size is Medium. Speed. Your base walking speed is 30 feet. Kenku Recall. You have proficiency in two skills. You can make an ability check using any skill in which you have proficiency, you can give yourself advantage on the check before rolling the d20. You can ive yourself an advantage in this way a number of times equal to your proficiency bonus, and you regain all expended uses when you finished a long rest. Expert Duplication. When you copy writing or craftwork produced by yourself or someone else, you have advantage on any ability checks you make to produce an exact duplicate. Mimicry. You can accurately mimic sounds you have heard, including voices. A creature that hears the sounds you make can tell they are imitations only with a successful Wisdom (Insight) check against a DC of 8 + your proficiency bonus + your Charisma modifier. Languages. You can speak, read, and write Common, Goblin, Sylvan. Source: Mordenkainen's Tome of Foes CLASS FEATURES Thieves' Cant Sneak Attack Expertise Cunning Action Equipment General Inventory Traveler's Clothes (2gp) - 4 lbs. Leather Armor (10gp - 10lbs Rapier - 2 lbs. Shortbow (2) - 2 lbs. Torch (1cp) - 1 lbs. Tinderbox (1sp) Waterskin (5sp) - 5lbs. Pouch (1cp) - 1lb. Thieves' Tools - 1lb. Daggers (2) - 2lbs Hammer w/ 10 Pitons - 5lbs. Crowbar 1 - 5lbs. Rations (10 days) - 10lbs. Iron Spikes (10) - 5lbs. Torches (9) - 9lbs Sacks (2) - 1lb. Pouch - 1lb. Oil, Flask (10) - 10lbs Waterskin - 5 lbs. Hempen Rope (50ft) - 10 lbs. Miner's Pick - 10lbs Bullseye Lantern - 2lbs Shovel - 5lbs Two-person Tent - 20lbs Cartographer's Tools- 6lbs Scrolls Coin Purse Platinum: 0 Gold: 111 Electrum: 0 Silver: 0 Copper: 0 Encumbrance Max Load: 150 lbs. (15 x 10 STR) Current Weight: 90 (unencumbered) Spells Spell Attack: +0 Spell DC: 10 Cantrips Edited January 12, 2023 by Hallowed Evening (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Draidden Posted January 12, 2023 Clone Share Posted January 12, 2023 (edited) Nalla "Stonecrusher" Kalagiano - Goliath Fighter AC: 16 | HP: 13/13 | Initiative: +2 | Passive Perception: 12 | Nalla remained fairly quiet on the trip, though the bounce in her step made it clear she was happy to be out of the Keep. She spoke when spoken to, but her replies were generally short and to the point. Upon reaching the area they believed was marked by the "Q" on the map she was disappointed that there was nothing there. She followed Cyran's directions for splitting up and searching around the place and her mood improved when Roth discovered a hidden cave leading into the hill. She was in the middle of pulling out a torch when Cyran cast his light spell on her halberd. She shrugged and was going to put it away when Roth announced he did not bring any light sources. She pulls out five of her torches and passes them to him. You should never go out on any adventure without torches or a torch. Just in case you end up going somewhere that is dark. Here hold and use these as needed. Once the others are ready she was about to ask where they wanted her when Cyran asks her if she will lead the way. And then once Quell says he will go first and the others should follow behind carefully she takes up position behind him. Mechanics Main Hand: halberd Off Hand: halberd Action: Bonus Action: Move: following 10' behind Quell Manipulate: Edited January 12, 2023 by Draidden (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
bwatford Posted January 12, 2023 Author Clone Share Posted January 12, 2023 Act 3: In Search of the Unknown Quell lightly stepped passed the vegetation and into the corridor, the stonework made up of the same black basalt as the rock outcropping on the hill. Moving methodically down the corridor checking for anything that might be amiss. The walls are relatively smoothly hewn and finished, and in good repair. The floor, while uneven in places, are likewise in good condition. The air within the corridor was heavy, wet, and musty. There was enough moisture in the air that the lantern he was holding was emitting smoke into the moist air. Once he reached the door at the far end, he examined it carefully. The door was of heavy wooden construction, he guessed five or six inches thick. He could clearly see where bits of wood had been chipped away from the edge, indicating that it had previously been forced at some time in the past but there was no sign of anything unusual beyond that, so he waved his companions up. Once his companions were in place, Quell slowly pushed the door open and shined his light into the darkness beyond. The strong beam of his light lit a very long hallway, one that stretched even further than the powerful beam could light. There were three sets of junctions between here and where his light ended. At the farthest reaches of the light, he could make out what appeared to be steps leading upward. The Caverns of Quasqueton 2:35 pm CONDITIONS Clarabelle (lantern) Nalla (light) Quell (bullseye lantern) MAP IS ACTIVE Please state directions (N,S,E,W, etc when moving) Show Active Maps The Caverns of Quasqueton (Click on Map for Larger Image) Show Bookkeeping PASSIVE PERCEPTION SCORES Cyran 15 | Roth 15 | Arlyn 14 | Quell 14 | Faith 12 | Stonecrusher 12 | Clarabelle 12 INITIATIVE Not Currently In Use!! MECHANICS Not Currently In Use!! CONDITIONS Clarabelle Has a lantern lit (5 hours and 55 minutes remaining.) Nalla Has the Light Spell cast by Cyran (55 minutes remaining.) Quell Has a bullseye lantern lit (5 hours and 55 minutes remaining.) DESCRIPTIONS Not Currently In Use!! ARLYN HORSKAR (needs to level up) Hit Points: 12/12 (fey ancestry) Hit Dice: 1/1 DM Inspiration: 1/1 Experience Points: 470 / 300 CLARABELLE THE COLD Hit Points: 13/13 (resist cold) Hit Dice: 2/2 Bardic Inspiration: 3/3 *L Breath Weapon: 1/1 *S/L (Cold, DC 10 Con, 15' cone) Spells: 1st - 3/3 *L (+5, DC 13) DM Inspiration: 1/1 Experience Points: 470 / 900 CYRAN ASTRUCIA Hit Points: 19/19 (fey ancestry) Hit Dice: 2/2 Channel Divinity: 1/1 *S/L Warding Flare: 3/3 *L Spells: 1st - 3/3 *L (+5, DC 13) DM Inspiration: 1/1 Experience Points: 470 / 300 FAITH Hit Points: 12/12 (resist fire) Hit Dice: 2/2 Divine Sense: 4/4 Lay on Hands: 5/5 *L DM Inspiration: 1/1 Experience Points: 283 / 300 NALLA "STONECRUSHER" KALAGIANO Hit Points: 13/13 Hit Dice: 1/1 Second Wind: 1/1 *S/L Stone's Endurance: 1/1 *S/L DM Inspiration: 1/1 Experience Points: 283 / 300 QUELL Hit Points: 15/15 Hit Dice: 2/2 Kenku Recall: 2/2 *L DM Inspiration: 1/1 Experience Points: 470 / 900 "ROTH" UTHEMAR ROTHENEL Hit Points: 10/10 (fey ancestry) Hit Dice: 1/1 DM Inspiration: 1/1 Experience Points: 0 / 300 Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
JubalBreakbottle Posted January 13, 2023 Clone Share Posted January 13, 2023 Uthemar "Roth" Rothenel - Half-elf Druid AC: 16 | HP: 10/10 | Initiative: +3 | PP: 15 | DM Inspiration: 1/1 Roth's excitement slowly begins to transform into anxiety. The half-elf did not have very much experience underground preferring the forest and open grasslands. He follows behind the tiefling examining her infernal traits as much as the tunnel floor, walls, and ceiling, as silently as possible. Mechanics Main Hand: Quarterstaff Off Hand: Empty Action: Bonus Action: Move: Manipulate: Concentration: Name xDiceName xDiceResult xDiceString xDiceRolls Stealth 24 1d20+5 19 Link to comment Share on other sites More sharing options...
WolfBirch Posted January 13, 2023 Clone Share Posted January 13, 2023 (edited) Clarabelle the Cold - White Dragonborn Bard AC: 15 HP: 13/13 Spell Slots: 3/- Dragon Breath: 2/2 Bardic Inspiration: 3/3 DM Inspiration: 1 PP: 12 Clarabelle gets quiet as they start into the cave. Before they enter she says. "If there is one thing I learned from my last time entering a cave, it is this: Don't wander off on your own or you might get killed." She says with just a little flair of the dramatic. Then she moves quietly behind Roth, fingering the hilt of her rapier and remembering the last time she entered a cave. She watches all around including behind but she stays with the group, following in the druid's footsteps. Mechanics ___________________________________________________ Main Hand: Empty Off Hand: Lantern ___________________________________________________ Action: Stealth Bonus Action: none Move: Follow directly behind Roth. Manipulate: hold up lantern Character Sheet Clarabelle the Cold - White Dragonborn Bard 2 ___________________________________________________ STATS Str 8 (-1) Dex 16 (+3) Con 10 (+0) Int 12 (+1) Wis 13 (+1) Cha 16 (+3) HP 13/13 HD 1d8 AC 15 (draconic studed leather) Speed 30 ft. Resistances Cold Passive Perception 12 Initiative +3 DM Inspiration Yes Languages Common, Goblin, Sylvan Background Feylost Features: Feywild Connection Your mannerisms and knowledge of fey customs are recognized by natives of the Feywild, who see you as one of their own. Because of this, friendly Fey creatures are inclined to come to your aid if you are lost or need help in the Feywild. Fey Mark You were transformed in some small way by your stay in the Feywild and gained a fey mark. Your scales sparkle with faerie dust Feywild Visitor Whenever you’re sound asleep or in a deep trance during a Long Rest, a spirit of the Feywild might pay you a visit, if the DM wishes it. Determine the spirit’s form by rolling on the Feywild Visitor table. No harm ever comes to you as a result of such visits, which can last for minutes or hours, and you remember each visit when you wake up. Conversations that occur with a visitor can contain any number of things, from messages and insights to nonsense and red herrings, at the DM’s discretion. Such conversations are always conducted in a language you can understand, even if the Feywild visitor can’t speak that language normally. Faerie Dragon ___________________________________________________ WEAPONS Rapier +5 attack, 1d8+3 Piercing Dagger (range 20/60), +5 attack,1d4+3 Piercing Vicious Mockery DC13 WIS 1d4 Psychic Cold Breath (2/2 per long rest) DC10 CON 1d10 Cold 5 ft. x 30 foot line. Thunderwave DC13 DEX 2d8 Thunder 15 ft cone. ___________________________________________________ PROFICIENCIES Proficiency +2 Saving Throws Dexterity +5, Charisma +5 Skills Deception +5, Performance +5, Persuasion +5, Stealth +5, Survival +3 Weapons Simple weapons, hand crossbows, longswords, rapiers, shortswords Armor Light armor Musical Instruments Pan flute, lute, drum ___________________________________________________ FEATS ___________________________________________________ RACIAL FEATURES Breath Weapon (2/2 per long rest). When you take the Attack action on your turn, you can replace one of your attacks with an exhalation of magical energy in a 30-foot line that is 5 feet wide. Each creature in that area must make a Dexterity saving throw (DC = 8 + your Constitution modifier + your proficiency bonus). On a failed save, the creature takes 1d10 damage of the type associated with your Chromatic Ancestry. On a successful save, it takes half as much damage. This damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). You can use your Breath Weapon a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. Damage Resistance. You have resistance to cold damage. ___________________________________________________ CLASS FEATURES Bardic Inspiration (3/3 per long rest) You can inspire others through stirring words or music. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d6. Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time. You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest. Your Bardic Inspiration die changes when you reach certain levels in this class. The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level. Jack of All Trades Starting at 2nd level, you can add half your proficiency bonus, rounded down, to any ability check you make that doesn’t already include your proficiency bonus. Song of Rest Beginning at 2nd level, you can use soothing music or oration to help revitalize your wounded allies during a short rest. If you or any friendly creatures who can hear your performance regain hit points at the end of the short rest by spending one or more Hit Dice, each of those creatures regains an extra 1d6 hit points. Equipment ___________________________________________________ General Inventory (69.4 lbs.) A petrified mouse -- A glass jar containing lard with a label that reads, "Griffon Grease" - 1 lb. A piece of crystal that faintly glows in the moonlight -- wooden flute - 1 lb. Lute - 2 lbs. Rapier - 2 lbs. Dagger - 1 lbs. Studded Leather Armor - 13 lbs. Traveler’s Clothes - 4 lbs. Pouch - 1 lb. Candles (5) -- Crowbar - 5 lbs. Lantern - 2 lbs. 3 x oil - 3 lbs. Rations (5 days) - 10 lbs. Tinderbox - 1 lb. Waterskin (full) - 5 lbs. Chalk (4 pieces) -- Average lock w/ key - 1 lb. Caltrops (bag of 20) - 2 lbs. Bedroll - 7 lbs. Silk rope (50 ft.) - 5 lbs. Sacks (2) - 2 lbs. Coin Purse (1.40 lbs.) Platinum: 0 Gold: 70 Electrum: 0 Silver: 0 Copper: 0 Encumbrance Max Load: 120 lbs. (15 x STR) Current Weight: 69.4 lbs. Spells Bard Spells ___________________________________________________ Spell Save DC: 13 Spell Attack Mod: +5 Cantrips Minor Illusion [30 ft.][C] Vicious Mockery [60 ft.] 1st Level (3/3 slot per long rest) Healing Word [60 ft.] Disguise Self Charm Person [30 ft.] Sleep [90 ft.] Thuderwave [15ft Cone] Edited January 13, 2023 by WolfBirch (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Stealth 16 1d20+5 11 Link to comment Share on other sites More sharing options...
Hammerfist Posted January 13, 2023 Clone Share Posted January 13, 2023 Faith - Tiefling Paladin 1 AC: 18 | HP: 12/12 | Initiative: +0 | Passive Perception: 12 | Divine Sense: 4/4 | Lay on Hands: 5/5 Faith nodded along with the Dragonborn. "Yes, let us all plan to stick together and keep ourselves alive." Assuming that her Kenku scout ally found nothing remarkable, the Tiefling headed north, shield ready but sword still in its sheath, looking around for anything that might jump out at surprise the party. Mechanics Main Hand: Longsword Off Hand: Shield Action: Longsword Bonus Action: Reaction: Move: movement goes here. Manipulate: one free object interaction goes here. Character Sheet Faith - Tiefling Paladin 1 STATS Str 16 (+3) Dex 10 (+2) Con 14 (+2) Int 8 (+4) Wis 10 (+2) Cha 16 (+5) Speed 30 ft.HP 12 HD 1d10 AC 18 (Chainmail, Shield) Passive Perception 12 Initiative +0 Vision: 60' darkvision DM Inspiration Yes Languages Common, Infernal Background 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 DM 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. WEAPONS Longsword +5 attack, 1d8+3 slashing damage Javelin (range 30/120) +6 attack, 1d6+3 piercing Ray of Frost (Range 60) +5 attack, 1d8 cold damage PROFICIENCIES Proficiency +2 Saving Throws Wisdom +2, Charisma +5 Weapons All weapons Armor Light, medium, shields FEATS RACIAL FEATURES Size. Tieflings are about the same size and build as humans. Your size is Medium. Speed. Your base walking speed is 30 feet. Darkvision. Thanks to your infernal heritage, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. Hellish Resistance. You have resistance to fire damage. Languages. You can speak, read, and write Common and Infernal. Source: Mordenkainen's Tome of Foes Frozen Stygia is ruled by Levistus, an archdevil known for offering bargains to those who face an inescapable doom. Ability Score Increase. Your Constitution score increases by 1. Legacy of Stygia. You know the Ray of Frost cantrip. When you reach 3rd level, you can cast the Armor of Agathys spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the Darkness spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells. CLASS FEATURES Divine Sense Lay on Hands Fighting Style: none yet Equipment General Inventory Chainmail 45# Longsword 6# Travelers clothes 4# Backpack 5# Bedroll 7# Mess Kit 1# Rations x10 20# Waterskin 5# Crowbar 5# Pitons 2# 50' silk rope 5# Scrolls Coin Purse Platinum: 0 Gold: 10 Electrum: 0 Silver: 0 Copper: 0 Encumbrance Max Load: 240 lbs. (15 x 16 STR) Current Weight: 106 (unencumbered) Spells Spell Attack: +5 Spell DC: 13 Cantrips Ray of FrostEvocation 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). Name xDiceName xDiceResult xDiceString xDiceRolls Perception 12 1d20+2 10 Link to comment Share on other sites More sharing options...
Hallowed Evening Posted January 13, 2023 Clone Share Posted January 13, 2023 (edited) Quell - Kenku Rogue 2 AC: 14 | HP: 15/15 | Initiative: +3 | Passive Perception: 14 | Passive Investigation: 16 | Passive Insight: 12 | Kenku Recall: 2/2 He motioned for the others to join him, showing that the pathway was clear and devoid of any hidden surprises. Using the bullseye, he aimed it down the main corridor, shining it briefly left and then right. "Being careful and meticulous is often rewarding. I think we should explore the first junction, checking both directions, before progressing deeper." The kenku aimed his lantern's light upon the stairs, drenching them in shadows. "Eventually, we'll reach the stairs. Best not to rush these things." Nodding sagely to Clarabelle's words. "Indeed. Travel in pairs. Single file. If you must break off from the main party..." Seeing that others were ready to move, Quell followed his own advice stood to one side, pointing toward the first junction and the left path from there. "Let's move." He methodically continued to move, checking the area around them as they progressed. Mechanics Main Hand: Off Hand: Bullseye Lantern (lit) Action: Bonus Action: Reaction: Move: Move N, 5ft at a time, on the left side, checking each 'section' of stone for traps, pitfalls, snares, tripwires, etc until the first junction. Then do the same, progressing down the left path first... Manipulate: one free object interaction goes here. Character Sheet Quell - Kenku Rogue 2 STATS Str 10 (+0) Dex 16 (+3) Con 13 (+1) Int 14 (+2) Wis 14 (+2) Cha 8 (-1) Speed 30 ft.HP 15 HD 1d8 AC 14 (Leather Armor) Passive Perception 14 Initiative +3 Vision: Normal DM Inspiration Yes Languages Common, Goblin, Sylvan Background Archaeologist Feature Historical Knowledge When you enter a ruin or dungeon, you can correctly ascertain its original purpose and determine its builders, whether those were dwarves, elves, humans, yuan-ti, or some other known race. In addition, you can determine the monetary value of art objects more than a century old. WEAPONS Rapier +5 attack, 1d18+3 piercing damage Shortbow (range 80/320) +5 attack, 1d6+3 piercing damage PROFICIENCIES Proficiency +2 Saving Throws Dexterity +5, Intelligence +4 Weapons Simple, Rogue Weapons Armor Light FEATS RACIAL FEATURES Size. Kenku are about the same size and build as humans. Your size is Medium. Speed. Your base walking speed is 30 feet. Kenku Recall. You have proficiency in two skills. You can make an ability check using any skill in which you have proficiency, you can give yourself advantage on the check before rolling the d20. You can ive yourself an advantage in this way a number of times equal to your proficiency bonus, and you regain all expended uses when you finished a long rest. Expert Duplication. When you copy writing or craftwork produced by yourself or someone else, you have advantage on any ability checks you make to produce an exact duplicate. Mimicry. You can accurately mimic sounds you have heard, including voices. A creature that hears the sounds you make can tell they are imitations only with a successful Wisdom (Insight) check against a DC of 8 + your proficiency bonus + your Charisma modifier. Languages. You can speak, read, and write Common, Goblin, Sylvan. Source: Mordenkainen's Tome of Foes CLASS FEATURES Thieves' Cant Sneak Attack Expertise Cunning Action Equipment General Inventory Traveler's Clothes (2gp) - 4 lbs. Leather Armor (10gp - 10lbs Rapier - 2 lbs. Shortbow (2) - 2 lbs. Torch (1cp) - 1 lbs. Tinderbox (1sp) Waterskin (5sp) - 5lbs. Pouch (1cp) - 1lb. Thieves' Tools - 1lb. Daggers (2) - 2lbs Hammer w/ 10 Pitons - 5lbs. Crowbar 1 - 5lbs. Rations (10 days) - 10lbs. Iron Spikes (10) - 5lbs. Torches (9) - 9lbs Sacks (2) - 1lb. Pouch - 1lb. Oil, Flask (10) - 10lbs Waterskin - 5 lbs. Hempen Rope (50ft) - 10 lbs. Miner's Pick - 10lbs Bullseye Lantern - 2lbs Shovel - 5lbs Two-person Tent - 20lbs Cartographer's Tools- 6lbs Scrolls Coin Purse Platinum: 0 Gold: 111 Electrum: 0 Silver: 0 Copper: 0 Encumbrance Max Load: 150 lbs. (15 x 10 STR) Current Weight: 90 (unencumbered) Spells Spell Attack: +0 Spell DC: 10 Cantrips Edited January 13, 2023 by Hallowed Evening (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Draidden Posted January 13, 2023 Clone Share Posted January 13, 2023 (edited) Nalla "Stonecrusher" Kalagiano - Goliath Fighter AC: 16 | HP: 13/13 | Initiative: +2 | Passive Perception: 12 | Nalla will stay behind Quell and let him lead the way into the hallway. She tries to ignore all the talking and listens for sounds of anything coming towards them from ahead. Seeing Faith start to move to the front she speaks up. Perhaps we should stick to the order we already had? Let Quell lead the way checking for traps or hidden doors. And we should not split up under any circumstances. we are stronger together. Mechanics Main Hand: halberd Off Hand: halberd Action: Bonus Action: Move: following 10' behind Quell Manipulate: Edited January 13, 2023 by Draidden (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Perception check 19 1d20+2 17 Link to comment Share on other sites More sharing options...
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