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Book 1: Shadows of the Underworld | Chapter 3: The Darkness Revealed


bwatford

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 Sabyne Kuznetsov - Human Paladinspacer.png


AC: 17 | HP: 22/28 | Initiative: +0 | Passive Perception: 13 | Spell Slots: 1st 1/3 | Divine Sense: 2/3 | Lay on Hands: 5/15

No sooner was she down the rope than she was acutely aware of the undead presence.  Not only could she see it, but she felt it in her bones.  It was a cold shiver that caused the hair to stand on end.  Before she could shout warnings to her companions, they were quickly following the path down the rope.  For all her hatred of what Eve stood for, the warrior could not deny the elf's prowess in combat.  It was what made her lies hurt so much.

Without a second thought, Sabyne ran forward, silently agreeing with Amber's suggestion to block the passage.  Within seconds, her hammer was raised, swinging at the menacing figure that had sapped the life from her brother.  A moment prior to her weapon crashing down, sparks of light collided with their enemies.  She had seen the show before, but never so brilliantly.  "You've been practicing what I showed you!  Good job Shayne!"  It felt good to not berate her sibling.

Her hammer then fell upon its target, the drums of the Axiomatic General echoing in the tomb as a burst of heavenly light bathed them all.  Not pausing, Sabyne turned the head of the hammer and swung it a second time.



Mechanics

Main Hand: Warhammer
Off Hand: Empty


Action: Attack w/smite
Bonus: Attack
Move: Move to Wight
Manipulate: Your one free object interaction goes here.

Reaction: Interception

Spells

Casting Ability: Charisma
Spell Save DC: 12
Spell Attack Modifier: +4
Spell Slots: 3
 


Bane (C)Up to three creatures of your choice that you can see within range must make Charisma saving throws. Whenever a target that fails this saving throw makes an attack roll or a saving throw before the spell ends, the target must roll a d4 and subtract the number rolled from the attack roll or saving throw.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.

Bless (C)You bless up to three creatures of your choice within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.

CommandYou speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. The spell has no effect if the target is undead, if it doesn't understand your language, or if your command is directly harmful to it.

Some typical commands and their effects follow. You might issue a command other than one described here. If you do so, the DM determines how the target behaves. If the target can't follow your command, the spell ends.

Approach. The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you.

Drop. The target drops whatever it is holding and then ends its turn.

Flee. The target spends its turn moving away from you by the fastest available means.

Grovel. The target falls prone and then ends its turn.

Halt. The target doesn't move and takes no actions. A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.

Cure WoundsA creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.

Hunter's Mark (B) (C)You choose a creature you can see within range and mystically mark it as your quarry. Until the spell ends, you deal an extra 1d6 damage to the target whenever you hit it with a weapon attack, and you have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find it. If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to mark a new creature.

At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours.

Wrathful SmiteThe next time you hit with a melee weapon attack during this spell’s duration, your attack deals an extra 1d6 psychic damage. Additionally, if the target is a creature, it must make a Wisdom saving throw or be frightened of you until the spell ends. As an action, the creature can make a Wisdom check against your spell save DC to steel its resolve and end this spell.

   

Stat Block

 

Sabyne Kuznetsov
Human Paladin of Vengeance (3)


Str 16   Dex 10   Con 14   Int 10   Wis 13   Cha 14
HP 28   HD 3d10   AC 17   Speed 30 ft


Passive Perception 13   Initiative 0
Languages Common, Dwarvish & Elvish
Background Guild Artisan: Blacksmith   Feature Guild MembershipAs an established and respected member of a guild, you can rely on certain benefits that membership provides. Your fellow guild members will provide you with lodging and food if necessary, and pay for your funeral if needed. In some cities and towns, a guildhall offers a central place to meet other members of your profession, which can be a good place to meet potential patrons, allies, or hirelings.

Guilds often wield tremendous political power. If you are accused of a crime, your guild will support you if a good case can be made for your innocence or the crime is justifiable. You can also gain access to powerful political figures through the guild, if you are a member in good standing. Such connections might require the donation of money or magic items to the guild’s coffers.

You must pay dues of 5 gp per month to the guild. If you miss payments, you must make up back dues to remain in the guild’s good graces.


• Longsword +5 attack, 1d10+3 slashing damage plus Bonus Attack+5, 1d8 slashing
 Warhammer +5 attack, 1d10+3 bludgeoning damage plus Bonus Attack+5, 1d8 bludgeoning
• Javelin +5 thrown attack, 1d6+3 piercing


Proficiency +2   Saving Throws Wisdom, Charisma
Skills Athletics, Insight, Intimidation, Perception, Persuasion & Survival
Tools Smith's Tools
Instruments ...
Weapons Simple weapons, martial weapons
Armor All armor, shields

Feats Dueling MasterUnparalleled in single combat, gain the following benefits:
• You gain a +1 bonus to AC while you wield a one-handed weapon or versatile weapon and no other weapons or a shield.
• While you wield a one-handed weapon or versatile weapon and no other weapons or a shield, you can use a bonus action to make an additional attack, the attack must be one handed if the weapon is versatile. You don't add your ability modifier to the damage of the bonus attack, unless that modifier is negative.

Features Divine Sense (3)Unparalleled in single combat, gain the following benefits:
• You gain a +1 bonus to AC while you wield a one-handed weapon or versatile weapon and no other weapons or a shield.
• While you wield a one-handed weapon or versatile weapon and no other weapons or a shield, you can use a bonus action to make an additional attack, the attack must be one handed if the weapon is versatile. You don't add your ability modifier to the damage of the bonus attack, unless that modifier is negative.
Lay on Hands (15)Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your paladin level × 5.

As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool.

Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one.

This feature has no effect on undead and constructs.
Fighting Style: InterceptionWhen a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.Divine SmiteStarting at 2nd level, when you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon’s damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend, to a maximum of 6d8.Divine HealthBy 3rd level, the divine magic flowing through you makes you immune to disease.Channel Divinity (1)Your oath allows you to channel divine energy to fuel magical effects. Each Channel Divinity option provided by your oath explains how to use it.

When you use your Channel Divinity, you choose which option to use. 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 paladin spell save DC.
Channel Divinity: Harness Divine PowerYou 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: 3rd level, once; 7th level, twice; and 15th level, thrice. You regain all expended uses when you finish a long rest.Channel Divinity: Abjure EnemyAs an action, you present your holy symbol and speak a prayer of denunciation, using your Channel Divinity. Choose one creature within 60 feet of you that you can see. That creature must make a Wisdom saving throw, unless it is immune to being frightened. Fiends and undead have disadvantage on this saving throw.

On a failed save, the creature is frightened for 1 minute or until it takes any damage. While frightened, the creature’s speed is 0, and it can’t benefit from any bonus to its speed.

On a successful save, the creature’s speed is halved for 1 minute or until the creature takes any damage.
Channel Divinity: Vow of EnmityAs a bonus action, you can utter a vow of enmity against a creature you can see within 10 feet of you, using your Channel Divinity. You gain advantage on attack rolls against the creature for 1 minute or until it drops to 0 hit points or falls unconscious.Oath Spells3rd
bane, hunter’s mark

5th
hold person, misty step

9th
haste, protection from energy

13th
banishment, dimension door

17th
hold monster, scrying

Name
Warhammer Attack
21
1d20+5 16
Warhammer Bonus Attack
24
1d20+5 19
Warhammer Damage
13
1d10+3 10
Warhammer Bonus Damage
1
1d8 1
Smite Damage
10
3d8 2,1,7
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 Zuma/Early Sprout - Kobold Ranger (Hunter)image.png.c5fa861dd6d78db515ea7449e59bc924.png


AC: 18(+1 vs melee slashing) | HP: 28/28 | Initiative: +0 | Passive Perception: 14 | Superiority Dice: 3/3 | Grovel: 1/1 | Hero Points: 3/3


 

Waiting his turn, Zuma drops down and then draws his macuahuitl at the bottom, shield raised and ready. Battle has already been joined as he arrives, so he quickly rushes in to stand behind Amber, preparing the cycle in past the halfling.

 



 
 

Mechanics

Held: Macuahuitl (1h), Shield +1 (1h)

Climb down and Dash to get behind Amber and Sabyne.

 

   
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Fritz Trebarley - Tree-Borer Halfling Wild Magic Sorcerer sheetivspyB.jpg.d3b685fa1611f39702c4e2dc6e3175a9.jpg


AC: 13 (16 Mage Armor) | HP: 20/20 | Init: +2 | Pass Percept: 10 | Spell Slots, 1st: 2/4, 2nd: 2/3 | Sorc Pts: 2/3 | HP: 3/3


Fritz waits until everyone else is down the rope before he tries descending. Before hs does, he looks around up above one more time to make sure nothing is coming for us, and then shoots a bolt of fire at the wight. 

He descends gracefully, his years of climbing trees paying off. 

 



Mechanics

Main Hand: Empty
Off Hand: Empty


Action: Firebolt
Bonus Action: none
Move: Follow Eve and Zuma.
Manipulate: none

Concentrate: dancing lights

     

 

Name
Firebolt
13
1d20+5 8
damage
4
1d10 4
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