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Mieli Chrysoberyl


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Basic Information
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Name: Mieli Chrysoberyl

Race: Gnome
Class: Bard, College of Glamour
Gender: Female
Alignment: Chaotic Good
Background: Guild Artisan, Painter

Divinity: Emotion

Description

Mieli Chrysoberyl is a small gnome, standing at 3’ tall. Her pale violet hair drapes down her short stature to her toes. It is a thick and luxurious feature that grabs the attention of those who meet her, but it is her arresting azure colored eyes that entrance anyone she speaks to.

Her clothing, which is rarely seen as her locks cover her frame almost entirely, are simple leathers tied together in seemingly haphazard ways. If one were to view them fully, they would discover the patchwork pattern is a beautiful tapestry of varying dyed leathers creating a rainbow across the small woman’s body.

Mieli’s voice floats on the air, sing-songy in its nature. She hums constantly, more so when she is creating a piece of artwork. Spatters of paint are seen in her hair, on her face and exposed arms. Her fingers are forever coated in a variety of mediums, never clean. Most often, these indiscretions add to the aura of art and playfulness that surround her.

•3’ Tall
•Pale violet hair that extends to her toes
•Vibrant azure eyes
•Musical voice
•Often covered in the medium of her art

Backstory

Forged from gems by the Lords of Tarsus, the Chrysoberyl clan came into existence. They served their dwarven masters loyally, toiling in the beautiful homes of powerful Ryzan families. The Godswar enveloped and changed the land. The gnomes of Tarsus considered themselves lucky for surviving the remaking of the world and the War on the Godking. They were grateful for the protection their masters homes had provided.

Mieli’s parents had been children when the world was made anew and gnomes given their freedom. They could not understand what freedom was. Why would one choose to leave the comfort of their home, leave the safety of the one who created them? It seemed absurd and disloyal.

For these reasons, it confounded her family when Mieli announced she wanted to travel abroad. They had known since her birth that she was a little different than other gnomes. Most did not possess the artistic nature she displayed. While creativity runs in the small creatures, that energy is usually focused towards the invention and tinkering. But Mieli drew, she painted, she sang, she danced. Though she could barely do math. Although this puzzled her family, they nurtured her talents. Even the dwarven family they served found her uniqueness valuable.

As she grew, they began to present her to the other Lords, showing off their creation. Mieli was happy to share her art, she was delighted to be taken to other locations, to see new things. But this only fueled a fire that had begun to grow in her, a fire that tickled her feet to leave.

After 30 years of love and service, the established Ryzan artist left her family and their master to find the world beyond the dwarven island.

•Daughter of Helmi and Kipinä, servants to a Lord of Tarsus
•Large family, all still serving as free slaves
•Left Ryzan to experience the world
•Became a highly sought after artist
•Traveled, made many connections
•Discovered her powers, currently on the run, afraid to be found out

Personality

Assumption of Good: Mieli believes anyone she meets has good in them, she trusts them without cause and provides forgiveness freely.
Amuses Herself: Her creative mind is always spinning, Mieli uses her magical and divine gifts to entertain herself.
Chrysoberyl Clan: The gnomes parents, siblings, aunts, uncles and cousins are all still serving their Tarsus Lord.
Right Always Wins: In her heart, she believes good is always right and that drives every decision she makes.
Focusing is Hard: Mieli focuses on the task at hand...that is until something else catches her attention.

Discovery of Divinity

Before DiscoveryDuring her youth, Mieli learned to paint. Her artistry was unmatched by any on the Ryzan island. As she aged, her work changed. Subjects of life were covered in a haze of color. This glow became the hallmark feature to her work. When Mieli’s brother inquired where her inspiration came from for this, she simply replied that it was how she saw her subjects. Concerned for her health, her brother brought it to the attention of her parents. Helmi and Kipinä did not understand what their daughter explained, but they feared it. Her gifts sounded like magic, and magic was to be destroyed. Her secret was hidden from all but their closest kin.

When she chose to leave their master’s service, the small artist began to wander the lands. Mieli marveled at the new sights she saw and the people she met. Her artwork developed a following. She was sought out to paint portraits of nobles and other leaders. During one of these commissions the gnome discovered the power behind her skill, and it scared her. Standing on a pedestal, Mieli was focused on the canvas before her. She was joyous in her painting, the subject a true leader among his people. The brush in her hand was full of the royal purple pigment when the doors of the room were flung open. Mercenaries broke into the manor, a violent exchange began between the nobles guards and the enemy. Mieli stood on her stool as the auras of red and the splatters of blood flung around the room. Her little heart wished to aid the leader who had been kind to her. Music began to fill her body, opening her mouth, she let the beautiful sound escape. As it did, she felt the notes wash over her form, changing it.

Her pale violet hair took on the deeper pigment of the paint still in her hand. The hair grew in length to the floor, twice her own height and doubling in volume. Her arresting azure eyes seemed to enlarge slightly. Her pinkish flesh began to glow. The leader and his closest guards looked up on Mieli’s new form and were visibly bolstered by her appearance. They had a quickness to their steps. The injuries they endured did not bring them to their knees. Mieli’s benefactor won out. As the chaos began to dim, the gnome’s shape returned to normal. Out of breath, she looked at her skin, watching the glow fade. The bard now knew her family had just reason to be concerned. Her heart pounded in new found fear. She would be hunted. Quickly packing her supplies, Mieli left the painting unfinished. The leader begged her to stay, but his wishes fell on deaf ears.

Stats Rolled

Strength: 9
Dexterity: 13
Constitution: 13
Intelligence: 14
Wisdom: 9
Charisma: 16

 

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  • 1 month later...

Mieli Chrysoberyl  Gnome Glamour Bard 8, Goddess of Emotionsimage.png.7f2f17220d186cf311796bf12779d7cc.png


AC: 12 | HP: 80/80 | Initiative: +2 | Passive Perception: 10 | Spell Slots: 1st 4/4, 2nd 3/3, 3rd 3/3, 4th 2/2 | Bardic Inspiration: 5/5
DM Inspiration
: 2


...

 



Mechanics

Main Hand: Empty
Off Hand: Empty


Action: Smile
Bonus: Sing
Move: Often
Manipulate: Your one free object interaction goes here.

Reaction: Giggle

Spells

Casting Ability: Charisma
Spell Save DC: 16
Spell Attack Modifier: +8
Spell Slots: 1st 4/4, 2nd 3/3, 3rd 3/3, 4th 2/2 


Cantrips
•Mending
•Minor Illusion
•Prestidigitation

1st Level
•Alarm (R)
•Bane (C)
•Dissonant Whispers
•Faerie Fire (C)
•Find Familiar (R)
•Healing Word (B)
•Silent Image (C)

2nd Level
•Invisibility (C)
•Magic Mouth (R)
•Phantasmal Force (C)
•Share Memory (PF)

3rd Level
•Dispel Magic
•Enemies Abound (C)

4th Level
•Greater Invisibility (C)

   

Stat Block

 

Mieli Chrysoberyl 
Gnome Glamour Bard 8, Goddess of Emotions


Str 9   Dex 13   Con 14   Int 16   Wis 9   Cha 20
HP 80   HD 8d8   AC 12   Speed 25 ft


Passive Perception 10   Initiative +2
Languages Common, Dwarvish & Gnomish
Background Guild Artisan: Painter   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.


• Rapier +4 attack, 1d8+2 piercing damage
 Dagger +4 attack, 1d4+2 piercing damage
• Hand Crossbow +4 attack, 1d6+2 piercing damage


Proficiency +3   Saving Throws* Charisma, Dexterity
Skills Arcana*, Insight, Performance, Persuasion* & Stealth, plus all others at 1/2 proficiency
Tools Painter's Tools
Instruments Drum, Lute, Viol
Weapons Simple weapons, hand crossbows, longswords, rapiers, shortswords
Armor Light armor
Feats 
Eldritch Adept: Ghostly GazeAs an action, you gain the ability to see through solid objects to a range of 30 feet. Within that range, you have darkvision if you don’t already have it. This special sight lasts for 1 minute or until your concentration ends (as if you were concentrating on a spell). During that time, you perceive objects as ghostly, transparent images.

Once you use this invocation, you can’t use it again until you finish a short or long rest.

Features DarkvisionAccustomed to life underground, 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.Gnome CunningYou have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.Artificer's LoreWhenever you make an Intelligence (History) check related to magic items, alchemical objects, or technological devices, you can add twice your proficiency bonus, instead of any proficiency bonus you normally apply.Bardic InspirationYou 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 TradesStarting 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 (d6)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.

The extra hit points increase when you reach certain levels in this class: to 1d8 at 9th level, to 1d10 at 13th level, and to 1d12 at 17th level.
Font of InspirationBeginning when you reach 5th level, you regain all of your expended uses of Bardic Inspiration when you finish a short or long rest.CountercharmAt 6th level, you gain the ability to use musical notes or words of power to disrupt mind-influencing effects. As an action, you can start a performance that lasts until the end of your next turn. During that time, you and any friendly creatures within 30 feet of you have advantage on saving throws against being frightened or charmed. A creature must be able to hear you to gain this benefit. The performance ends early if you are incapacitated or silenced or if you voluntarily end it (no action required).Mantle of InspirationWhen you join the College of Glamour at 3rd level, you gain the ability to weave a song of fey magic that imbues your allies with vigor and speed.

As a bonus action, you can expend one use of your Bardic Inspiration to grant yourself a wondrous appearance. When you do so, choose a number of creatures you can see and that can see you within 60 feet of you, up to a number equal to your Charisma modifier (minimum of one). Each of them gains 5 temporary hit points. When a creature gains these temporary hit points, it can immediately use its reaction to move up to its speed, without provoking opportunity attacks.

The number of temporary hit points increases when you reach certain levels in this class, increasing to 8 at 5th level, 11 at 10th level, and 14 at 15th level.
Enthralling PerformanceStarting at 3rd level, you can charge your performance with seductive, fey magic.

If you perform for at least 1 minute, you can attempt to inspire wonder in your audience by singing, reciting a poem, or dancing. At the end of the performance, choose a number of humanoids within 60 feet of you who watched and listened to all of it, up to a number equal to your Charisma modifier (minimum of one). Each target must succeed on a Wisdom saving throw against your spell save DC or be charmed by you. While charmed in this way, the target idolizes you, it speaks glowingly of you to anyone who talks to it, and it hinders anyone who opposes you, although it avoids violence unless it was already inclined to fight on your behalf. This effect ends on a target after 1 hour, if it takes any damage, if you attack it, or if it witnesses you attacking or damaging any of its allies.

If a target succeeds on its saving throw, the target has no hint that you tried to charm it.

Once you use this feature, you can’t use it again until you finish a short or long rest.
, Mantle of MajestyAt 6th level, you gain the ability to cloak yourself in a fey magic that makes others want to serve you. As a bonus action, you cast command, without expending a spell slot, and you take on an appearance of unearthly beauty for 1 minute or until your concentration ends (as if you were concentrating on a spell). During this time, you can cast command as a bonus action on each of your turns, without expending a spell slot.

Any creature charmed by you automatically fails its saving throw against the command you cast with this feature.

Once you use this feature, you can’t use it again until you finish a long rest.

Divinity

Read Aura 3 (C)Invoking Time: 1 action
Range: 120’
Components: None
Duration: Concentration

The God of Emotion can read a thinking creature’s emotions that they can see within range as a colorful aura radiating around them. The aura colors manifest as such:
• Red: Anger, Passion, Hunger
• Orange: Drive, Attraction
• Yellow: Joyous, Optimistic
• Green: Envious
• Light Blue: Calm, Faithful
• Dark Blue: Sad, Longing
• Purple: Arrogant, Misleading
• Pink: Sympathetic, Worried
• Black: Evil, Death
• Grey: Fearful, Selfish

Rank 3: Rather than simply read the aura of a creature, you feel their feelings internally as though experiencing them yourself. In addition, by spending 1 minute with an object, 10 minutes in a dwelling, or 1 hour in a town, you can read the auras left by living creatures as much as a week ago. If multiple creatures interacted with the object, dwelling, or town, you can separate whose emotions belong to which creature.

Calm Emotions 2Invoking Time: 1 action
Range: 120’
Components: V, S
Duration: 1 minute

The God of Emotions can attempt to suppress strong emotions in a 20’ radius sphere centered on a point they choose within range. Those affected must make a Charisma saving throw vs. the god’s Divinity Score; a creature can choose to fail this saving throw. If a creature fails its saving throw, the god can suppress any effect causing a target to be charmed or frightened. When the duration ends, any suppressed effect resumes, provided that its duration has not expired in the meantime.

Alternatively, the god can make a target indifferent about creatures of their choice that it would normally be hostile. This indifference ends if the target is attacked or harmed by a divinity or if it witnesses any of its friends being harmed. While a creature is under the effect of this divinity, all spells or divinities directed at them that would cause fear are ineffective.

When the divinity ends, the creature becomes hostile again, unless the DM rules otherwise.

Rank 2: As an action, you can choose any number of creatures within 30 ft of you that can see and hear you to make a Wisdom saving throw against your Divinity Score. On a failure, that creature must move up to their maximum movement in a direction you indicate.

While you maintain Concentration on this effect, you can use your bonus action to move the affected creature(s) again; after which, affected creatures can roll another saving throw.

Creatures who are immune to charm effects are immune to this divinity.

Inflame Passions (C)Invoking Time: 1 action
Range: 120’
Components: V, S
Duration: Concentration

The God of Emotions can heighten the emotions of those within a 20’ radius sphere centered on a point they choose within range. Those affected must roll a Wisdom saving throw vs. the god’s Divinity Score. A failure means whatever emotion they are currently feeling overwhelms them.
• Anger: If the target was angry they fly into a mindless rage, attacking anyone they perceive to be an enemy until the duration ends. During this time they are affected as if by a Barbarian’s rage ability (advantage on Strength checks and saving throws, +2 melee weapon damage, resistance to bludgeoning/piercing/slashing damage, can’t cast spells or invoke divinities). At the end of the duration, they take on a level of exhaustion.
• Attraction/Drive: The targeted creatures become obsessed with a creature or personal goal, attacking anyone who gets in-between them and that person or achieving their goal.
• Happiness: The target is overwhelmed with joy, falling prone in convulsions laughter until the duration ends or they are attacked.
• Envy: A creature or object the affected creature desired becomes an obsession, driving the creature to attack any who get in the way of acquiring it.
• Calm: The affected creatures fall into a deep meditation for the duration, aroused only by loud noise or injury.
• Arrogant: Those affected become immune to fear for the duration and refuse to take any course of action that suggests caution.
• Sympathy: Those affected become overwhelmed with the need to care for those around them, abandoning all other tasks and concerns for the duration.
• Fear: While frightened by this divinity, a creature must take the Dash action and move away from the god by the safest available route on each of its turns, unless there is nowhere to move.

Each round, the affected creature makes another Wisdom saving throw vs. the god’s Divinity Score. A success means they snap out of the god’s control and roll all further checks against this divinity with advantage for the rest of the encounter.

Enhance Ability (no check)Invoking Time: 1 action
Range: Touch
Components: S
Duration: 1 hour

The God of Emotions can touch a creature and bestow upon it a divine enhancement. They choose one of the following effects; the target gains that effect until the duration ends.

• Bear’s Endurance: The target has advantage on Constitution checks. It also gains 2d6 temporary hit points, which are lost when the divinity ends.
• Bull’s Strength: The target has advantage on Strength checks and their carrying capacity doubles.
• Cat’s Grace: The target has advantage on Dexterity checks. It also doesn’t take damage from falling 20’ or less if it isn’t incapacitated.
• Eagle’s Splendor: The target has advantage on Charisma checks.
• Fox’s Cunning: The target has advantage on Intelligence checks.
• Owl’s Wisdom: The target has advantage on Wisdom checks.

The god can only heighten one ability per individual, and that individual requires a long rest before they can be enhanced again.

Zone of Truth (C)Invoking Time: 1 action
Range: 60’
Components: V, S
Duration: Concentration

The God of Emotion creates a magical zone that guards against deception in a 15’ radius sphere centered on a point of their choice within range. Until the duration ends, a creature that enters the affected area for the first time on a turn or starts its turn there must make a Charisma saving throw vs. the god’s Divinity Score. On a failed save, a creature can’t speak a deliberate lie while in the radius. The god knows whether each creature succeeds or fails on its saving throw. An affected creature is aware of the divinity and can thus avoid answering questions to which it would normally respond with a lie. Such a creature can be evasive in its answers as long as it remains within the boundaries of the truth.

Beacon of HopeInvoking Time: 1 action
Range: 30’
Components: V, S
Duration: 1 minute

This divinity transforms the God of Emotion into a beacon of hope and vitality. The god chooses any number of creatures within range. For the duration, each target has advantage on Wisdom saving and death saving throws, and regains the maximum number of hit points possible from any healing.

Fear (C)Invoking Time: 1 action
Range: Self (30’ cone)
Components: V, S
Duration: Concentration

The God of Emotion projects a phantasmal image of a creature’s worst fears. Each creature in a 30’ cone must succeed on a Wisdom saving throw vs. the god’s Divinity Score or drop whatever it is holding and become frightened for the duration.

While frightened by this divinity, a creature must take the Dash action and move away from the god by the safest available route on each of its turns, unless there is nowhere to move. If the creature ends its turnin a location where it doesn’t have line of sight to the god, the creature can make a Wisdom saving throw vs. the god’s Divinity Score. On a successful save, the divinity ends for that creature.

Compulsion (C)Invoking Time: 1 action
Range: 30’
Components: V, S
Duration: Concentration

Creatures of the God of Emotion’s choice that they can see within range and that can hear them must make a Wisdom saving throw vs. the god’s Divinity Score. A target automatically succeeds on this saving throw if it can’t be charmed. On a failed save, until the divinity ends, the god can use a bonus action on each of their turns to designate a direction that is horizontal to the target.

Each affected target must use as much of its movement as possible to move in that direction on its next turn. It can take its action before it moves. After moving in this way, it can make another Wisdom saving throw to try to end the effect.

A target isn’t compelled to move into an apparently deadly hazard, such as a fire pit, but it will provoke opportunity attacks to move in the designated direction.


Blueberry

image.png.f39533ba9c36dbaf2054fd7d4368045e.pngDonkey (Mule)
Medium Beast


AC  10    HP  11   Speed  40'


STR 14 (+2)  DEX 10 (+0)  CON  13 (+1)  INT 2 (-4)  WIS  10 (+0)  CHA  5 (-3)


Senses  Passive Perception 10


Beast of Burden. The mule is considered to be a Large animal for the purpose of determining its carrying capacity.

Sure-Footed. The mule has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.

Hooves. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage.

Plum

image.png.f6996bbe9e1201af05179b0685335bb8.pngHawk
Tiny beast


AC  13    HP  1    Speed  10', 60' fly


STR 5 (-3)  DEX 16 (+3)  CON  8 (-1)  INT 2 (-4)  WIS  14 (+2)  CHA  6 (-2)


Skills  Perception +4
Senses  Passive Perception 14


Keen Sense. The hawk has advantage on Wisdom (Perception) checks that rely on sight.

Talons. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 slashing damage.

 

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Random Notes

Mieli had a decent, if not good, life in Ryzan - albeit the life of a "free" slave. Why leave it?
Her master had paraded her through Ryzan, showing her off as a marvel of his own making. It brewed a desire to see more of the world. She felt it in her soul.

Does Mieli have any contacts outside her family and home? I imagine being an artist has its advantages in this arena (speaking as a semi-professional performing artist).
She does! She is an active member in her arts guild. She has also traveled with other merchants, selling her arts. Mieli is very sweet and makes friends wherever she goes. Because she has become well known for her talents, there are many leaders and novels who seek her out. It would be feasible that they would also be solid contacts for her.

Of all the arts, which is Mieli's most favorite? Least favorite? Most requested? Least requested?
She loves pastels and charcoal. The physical tactile sensation of making the art fills her with joy. Mieli enjoys all art, but detailed drawing would be her least favorite, it requires too much focus. Oil paintings are most requested for portraits of those leaders who seek her out. Detailed sketches are least requested, it is obvious the same joy is not in them.

For musical, she loves singing and playing the viol, lute or drums, dancing while she plays.

What's a long-term goal for Mieli? Short-term? Shortest-term?
Long term: Get the gnomes, in particular her family, who chose to stay in service to understand the beauty and wonder of freedom.
Short term: Continue to bring joy to others through her art, making friends along the way.
Shortest term: Stay safe until she understands why she has magic.

Does Mieli have any fears?
She is afraid she'll never convince her family to leave Tarsus.

What does Mieli believe to be true about the world? False?
She believes that good always wins out. That no matter how bad it may appear, there is a force tilted towards the positive. I don't know if she knows enough about the world to believe there is anything false about it, but seeing evil that she couldn't rationalize was somehow tied to good, would affect her at her core.


Mieli's Birthday
9-Wodan-50

She is currently 48 years old.


 

 

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Skittles
Transparent_Rainbow_PNG_Free_Clip_Art_Image.png?m=1507172110
Followers of Mieli are referred to as Skittles.


Skittles can be found in all walks of life from any race or class, except Warlocks. Followers tend to be cheerful, are often creative, but always seek to brighten the day of others. They are selfless and optimistic.

Class specifics:

  • Artificers: Often call to Mieli's father as a patron saint. They typically specialize as a Battle Smith.
  • Barbarians: Although the demeanor of their god is in contrast, the driving force is the same. Barbarians are driven by rage, an emotion they have yet to fully control and often seek the guidance of Mieli for safe passage through their unending impulses. All paths are possible, though the least common is Battlerager.
  • Bards: The most common class seen in the followers of Emotions due to her own presence among them. Those aspiring to the college of their goddess are both adored for being seen as favored and admonished for seeking the same spotlight as Mieli. They are, in fact, not favored, nor are they admonished by the actual goddess. The only college which she has any opinion on is Whispers, which she openly abhors and rejects.
  • Clerics:
  • Druids
  • Fighters
  • Monks
  • Paladins
  • Rangers
  • Rogues
  • Sorcerers
  • Warlocks: Not applicable
  • Wizards

Current Followers

Ani
•Human Bard female (doesn't seem to be very bright)

Tale of the Gale
•Master Captain Rumilon, bestest dwarf

 

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  • 1 month later...

Session Date 6/11/2023 (add See Invisibility to spell list)

Pre-battle: Enhance Ability (Divinity)

  • Bear on Mieli (temp 10 HP)
  • Bull on Ralikanthe
  • Cat on Rolan
  • Fox on Madrabella
  • Owl on Onok
  • Bear on Plum (temp 8 HP)

Spells: 1st 4/4, 2nd 3/3, 3rd 3/3, 4th 2/2

HP: 80

Spells Cast:

  • Dissonant Whispers (6 pts of damage) - 1st 3/4, 2nd 3/3, 3rd 3/3, 4th 2/2
  • Healing Word (12 hp) - 1st 3/4, 2nd 2/3, 3rd 3/3, 4th 2/2
  • Dissonant Whispers (11 pts of damage) - 1st 2/4, 2nd 2/3, 3rd 3/3, 4th 2/2

Countercharm (Onok & Madrabella) (Madrabella)

Bardic Inspiration

  • 1-Onok
  • 2-Mantle of Majesty
  • 3-
  • 4-
  • 5-

Calm Emotions Divinity: Rank 2

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  • 8 months later...
  • 1 month later...

4/27/2024

Started not with full rest:

Available Spell Slots: 1st 4/4, 2nd 1/3, 3rd 3/3, 4th 1/2
Available Bardic: 4/5 d8

Used today:

1 1st level spell, Bane
1 Bardic, Mantle
1 Bardic, Mantle
1 Bardic, Onok
1 3rd level spell, Healing Word

HP:

80-21=59
59+21=80 (thanks Master Cosmos)

Items gained:

2 potions of Greater Healing
1 Healer Kit
1 Portal Ball to tech room

Long rest!

Level up to 9!!!!

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