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Prof. Alberich von Nibelungen, Rock Gnome Wizard

ProfAlberichvonNibelungen.jpg.ec3b13d6048b7f92b06eccfafaee0e3b.jpg

Statblock

[b][url=http://www.myth-weavers.com/sheet.html#id=2582688]Prof. Alberich von Nibelungen[/url][/b]
[i]Rock Gnome Wizard 4 LG[/i]

[b]AC[/b] 12 [b]HP[/b] 26 [b]Speed[/b] 25ft

[b]Str[/b] 10 (0) [b]Dex[/b] 14 (2) [b]Con[/b] 14 (2) [b]Wis[/b] 12 (1) [b]Int[/b] 16 (3) [b]Cha[/b] 10 (0)

[b]Attacks[/b]
[b]Quarterstaff[/b] 1d20 +2 1d6
[b]Dagger[/b] 1d20 +4 1d4 +2
[b][/b]  
[b][/b]  
[b][/b]  

Wizard Features

Hit Points, PHB, pg. 113
Proficiencies, PHB, pg. 113
Arcana
History
Spellcasting, PHB, pg. 114
You can cast prepared wizard spells using INT as your spellcasting modifier (Spell DC 16, Spell Attack +8) and wizard spells in your spellbook as rituals if they have the ritual tag. You can use an arcane focus as a spellcasting focus.

Arcane Recovery, PHB, pg. 115
Once per day when you finish a short rest, you can choose expended spell slots to recover - up to a combined level of 3, and none of the slots can be 6th level or higher.

Arcane Recovery: (No Action)
/
Long Rest
Arcane Tradition, PHB, pg. 115
School of Illusion
Illusion Savant, PHB, pg. 117
The gold and time you must spend to copy an illusion spell into your spellbook is halved.

Improved Minor Illusion, PHB, pg. 115
2nd level
When you choose this school at 2nd level, you learn the minor illusion cantrip. If you already know this cantrip, you learn a different wizard cantrip of your choice. The cantrip doesn’t count against your number of cantrips known.

When you cast minor illusion, you can create both a sound and an image with a single casting of the spell.

FEAT, PHB, pg.
Magic Initiate (Wizard)
You learn two cantrips of your choice from the wizard's spell list -- Minor Illusion and Mold Earth.

In addition, choose one 1st-level spell from the wizard's spell list -- Color Spray. You learn that spell and can cast it at its lowest level. Once you cast it, you must finish a long rest before you can cast it again using this feat.

Intelligence is your spellcasting ability for these spells.

RACIAL TRAITS
Darkvision, BR, pg. 37
You can see in darkness (shades of gray) up to 60 ft.

Gnome Cunning, BR, pg. 37
You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.

Artificer’s Lore, BR, pg. 37
Add twice your proficiency bonus to History checks related to magic items, alchemical objects, or technological devices.

Tinker, BR, pg. 37
You are proficient with tinker's tools and can use them to construct tiny clockwork devices.

Pleased with the apparent artistry of his beautiful Web spell, the rock gnome is somewhat disappointed that only three of the belligerent orcs were captured. Oh, well. Maybe his newfound friends will be able to make the best of this opportunity, anyway. They certainly seem more professional than the little academician. Meanwhile, Alberich had better concentrate on doing his share of the battle considering that he was the one who got them mixed up with the brutal hunters in the first place.

Now exactly which spell should he use? Decisions, decisions....

HP: 26/26
AC: 12
Spells: Lev1 -- 4/4; Lev2 -- 2/3

OOC

Evidently combat is not something that Alberich does well. At least, not in this instance.

 

 


Edited Wednesday at 11:17 AM by artsmythe (see edit history)

Edited by artsmythe (see edit history)
Name
INITIATIVE
3
1d20+2 1
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Sir Belithar Galviston

766b747e9da5768738ddb316f5f45190--fantasy-male-fantasy-warrior.jpg

Statblock

Sir Belithar Galviston

Human (variant) Paladin (Oath of the Crown) 4 LG/LN

AC 19 HP 46/46 Speed 30ft

Str 16 (3) Dex 10 (0) Con 16 (3) Wis 10 (0) Int 8 (-1) Cha 16 (3)

Attacks
+1 Cold Iron Longsword +6 1d8+4
Javelin +5 1d6+3

Features

  • Knightly RegardYou receive shelter and succor from members of your knightly order and those who are sympathetic to its aims. If your order is a religious one, you can gain aid from temples and other religious communities of your deity. Knights of civic orders can get help from the community–whether a lone settlement or a great nation that they serve, and knights of philosophical orders can find help from those they have aided in pursuit of their ideals, and those who share those ideals.

    This help comes in the form of shelter and meals, and healing when appropriate, as well as occasionally risky assistance, such as a band of local citizens rallying to aid a sorely pressed knight in a fight, or those who support the order helping to smuggle a knight out of town when he or she is being hunted unjustly.
  • Bonus Feat (Heavy Armor Master)
  • Bonus Skill Proficiency (Athletics)
  • Divine SenseThe presence of strong evil registers on your senses like a noxious odor, and a powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovitch, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell.

    You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses.
    (4/4)
  • Lay on HandsYour 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 x 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.
    (20/20)
  • Fighting Style (Defense)At 2nd level, you adopt a style of fighting as your speciality. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.

    DEFENSE
    While you are wearing armor, you gain a +1 bonus to AC.
  • Divine SmiteStarting at 2nd level, when you hit a creature with a melee weapon attack, you can expend one paladin 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.
  • Sacred Oath: Oath of the CrownThe Oath of the Crown is sworn to the ideals of civilization, be it the spirit of a nation, fealty to a sovereign of service to a deity of law and rulership. The paladins who swear this oath dedicate themselves to serving society and, in particular, the just laws that hold society together. These paladins are the watchful guardians on the walls, standing against the chaotic tides of barbarism that threatened to tear down all that civilization has built, and are commonly known as guardians, exemplars, or sentinels. Often, paladins who swear this oath are members of an order of knighthood in service to a nation or a sovereign, and undergo their oath as part of their admission to the order’s ranks.

    TENETS OF THE CROWN
    The tenets of the Oath of the Crown are often set by the sovereign to which their oath is sworn, but generally emphasize the following tenets.
    LAW. The law is paramount. It is the mortar that holds the stones of civilization together, and it must be respected.
    LOYALTY. Your word is your bond. Without loyalty, oaths and laws are meaningless.
    COURAGE. You must be willing to do what needs to be done for the sake of order, even in the face of overwhelming odds. If you don’t act, then who will?
    RESPONSIBILITY. You must deal with the consequences of your actions, and you are responsible for fulfilling your duties and obligations.
  • Channel DivinityWhen you take this oath at 3rd level, you gain the following Channel Divinity options.

    CHAMPION CHALLENGE. You issue a challenge that compels other creatures to do battle with you. Each creature of your choice that you can see within 30 feet of you must make a Wisdom saving throw. On a failed save, a creature can’t willingly move more than 30 feet away from you. This effect ends on the creature if you are incapacitated or die or if the creature is moved more than 30 feet away from you.

    TURN THE TIDE. As a bonus action, you can bolster injured creatures with your Channel Divinity. Each creature of your choice that can hear you within 30 feet of you regains hit points equal to 1d6 + your Charisma modifier (minimum of 1) if it has no more than half of its hit points.
     (1/1 per rest)

Feats

  • Heavy Armor MasterYou can use your armor to deflect strikes that would kill others. You gain the following benefits:

    Increase your Strength score by 1, to a maximum of 20.
    While you are wearing heavy armor, bludgeoning, piercing, and slashing damage that you take from non magical weapons is reduced by 3.

With the oncoming of the orcs, Sir Belithar dismounted his horse and readied himself for battle!

 

Name
Initiative
14
1d20 14
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                            a  b  c  d  e  f  g  h  i  j  k  l
                           +--+--+--+--+--+--+--+
       01                  |O1|  |  |O3w  |  |  |   
                           +--+--+--+--+--+--+--+
       02                  |  |O2|  |O5wO6|  |  |   
                           +--+--+--+--+--+--+--+
       03                  |O7|O8|  |  w  |  |  | 
                           +ww+ww+ww+ww+--+--+--+
       04                  |  |  |  |  |  |O9|  | 
                           +--+--+--+--+--+--+--+
       05                  |  |  |  |  |  |  |  |  
                           +--+--+--+--+--+--+--+
       06                  |  |  |  |  |  |  |  |
                           +--+--+--+--+--+--+--+
       07                  |  |  |  |  |O4|  |  |   
                           +--+--+--+--+--+--+--+
       08                  |  |  |  |Dr|Be|  |  |     
                           +--+--+--+--+--+--+--+
       09                  |  |  |  |Ka|  |Co|  | 
                           +--+--+--+--+--+--+--+
       10                  |  |  |  |  |Al|  |  |  
                           +--+--+--+--+--+--+--+
 First Round 
Name     AC   Init  Condition   Action
O4=      15    18               Runs forward and swings at Belithar but the paladin is able to block the powerful swing
Be=      19    14               <-----------HERE
Ka=      14    14  
O7=      15    13   WEBBED
O6=      15    10
O2=      15    9    WEBBED 
O9=      15    9
O1=      15    8    WEBBED                
Dr=      13    2                 
Co=      14    6
O5=      15    7
O8=      15    4
Al=      12    3
O3=      15    2
w= Extent of the web
Edited by AFreebornManoftheUSA (see edit history)
Name
roll
15; 14
1d20+5;1d12+3 [10]; [10,11]
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Sir Belithar Galviston

766b747e9da5768738ddb316f5f45190--fantasy-male-fantasy-warrior.jpg

Statblock

Sir Belithar Galviston

Human (variant) Paladin (Oath of the Crown) 4 LG/LN

AC 19 HP 46/46 Speed 30ft

Str 16 (3) Dex 10 (0) Con 16 (3) Wis 10 (0) Int 8 (-1) Cha 16 (3)

Attacks
+1 Cold Iron Longsword +6 1d8+4
Javelin +5 1d6+3

Features

  • Knightly RegardYou receive shelter and succor from members of your knightly order and those who are sympathetic to its aims. If your order is a religious one, you can gain aid from temples and other religious communities of your deity. Knights of civic orders can get help from the community–whether a lone settlement or a great nation that they serve, and knights of philosophical orders can find help from those they have aided in pursuit of their ideals, and those who share those ideals.

    This help comes in the form of shelter and meals, and healing when appropriate, as well as occasionally risky assistance, such as a band of local citizens rallying to aid a sorely pressed knight in a fight, or those who support the order helping to smuggle a knight out of town when he or she is being hunted unjustly.
  • Bonus Feat (Heavy Armor Master)
  • Bonus Skill Proficiency (Athletics)
  • Divine SenseThe presence of strong evil registers on your senses like a noxious odor, and a powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovitch, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell.

    You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses.
    (4/4)
  • Lay on HandsYour 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 x 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.
    (20/20)
  • Fighting Style (Defense)At 2nd level, you adopt a style of fighting as your speciality. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.

    DEFENSE
    While you are wearing armor, you gain a +1 bonus to AC.
  • Divine SmiteStarting at 2nd level, when you hit a creature with a melee weapon attack, you can expend one paladin 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.
  • Sacred Oath: Oath of the CrownThe Oath of the Crown is sworn to the ideals of civilization, be it the spirit of a nation, fealty to a sovereign of service to a deity of law and rulership. The paladins who swear this oath dedicate themselves to serving society and, in particular, the just laws that hold society together. These paladins are the watchful guardians on the walls, standing against the chaotic tides of barbarism that threatened to tear down all that civilization has built, and are commonly known as guardians, exemplars, or sentinels. Often, paladins who swear this oath are members of an order of knighthood in service to a nation or a sovereign, and undergo their oath as part of their admission to the order’s ranks.

    TENETS OF THE CROWN
    The tenets of the Oath of the Crown are often set by the sovereign to which their oath is sworn, but generally emphasize the following tenets.
    LAW. The law is paramount. It is the mortar that holds the stones of civilization together, and it must be respected.
    LOYALTY. Your word is your bond. Without loyalty, oaths and laws are meaningless.
    COURAGE. You must be willing to do what needs to be done for the sake of order, even in the face of overwhelming odds. If you don’t act, then who will?
    RESPONSIBILITY. You must deal with the consequences of your actions, and you are responsible for fulfilling your duties and obligations.
  • Channel DivinityWhen you take this oath at 3rd level, you gain the following Channel Divinity options.

    CHAMPION CHALLENGE. You issue a challenge that compels other creatures to do battle with you. Each creature of your choice that you can see within 30 feet of you must make a Wisdom saving throw. On a failed save, a creature can’t willingly move more than 30 feet away from you. This effect ends on the creature if you are incapacitated or die or if the creature is moved more than 30 feet away from you.

    TURN THE TIDE. As a bonus action, you can bolster injured creatures with your Channel Divinity. Each creature of your choice that can hear you within 30 feet of you regains hit points equal to 1d6 + your Charisma modifier (minimum of 1) if it has no more than half of its hit points.
     (1/1 per rest)

Feats

  • Heavy Armor MasterYou can use your armor to deflect strikes that would kill others. You gain the following benefits:

    Increase your Strength score by 1, to a maximum of 20.
    While you are wearing heavy armor, bludgeoning, piercing, and slashing damage that you take from non magical weapons is reduced by 3.

"Have at ye, villains!" the knight declared, deflecting the orc's axe off his shield before attempting to slash him across the gut. "Face me, if you be not sniveling cowards!"

Sir Belithar attacks orc O4, then uses his bonus action to cast compelled duel against orc O9. He must make a DC 13 Wisdom saving throw to not be drawn to fight the paladin, suffering debuffs if he tries to resist.

Edited by rogueblade0729 (see edit history)
Name
Longsword Strike
14; 6
1d20+6;1d8+4 [8]; [8,2]
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                            a  b  c  d  e  f  g  h  i  j  k  l
                           +--+--+--+--+--+--+--+
       01                  |O1|  |  |O3w  |  |  |   
                           +--+--+--+--+--+--+--+
       02                  |  |O2|  |O5|  w  |  |   
                           +--+--+--+--+--+--+--+
       03                  |O7|O8|  |  w  |  |  | 
                           +ww+ww+ww+ww+--+--+--+
       04                  |  |  |  |  |  |  |  | 
                           +--+--+--+--+--+--+--+
       05                  |  |  |  |  |  |  |  |  
                           +--+--+--+--+--+--+--+
       06                  |  |  |  |  |  |  |  |
                           +--+--+--+--+--+--+--+
       07                  |  |  |  |O6|O4|  |  |   
                           +--+--+--+--+--+--+--+
       08                  |  |  |  |Dr|Be|O9|  |     
                           +--+--+--+--+--+--+--+
       09                  |  |  |  |Ka|  |Co|  | 
                           +--+--+--+--+--+--+--+
       10                  |  |  |  |  |Al|  |  |  
                           +--+--+--+--+--+--+--+
 First Round 
Name     AC   Init  Condition   Action
O4=      15    18               Runs forward and swings at Belithar but the paladin is able to block the powerful swing
Be=      19    14               Attacks the closest orc but his expert swings bounces harmlessly off of the layers of bear fur covering the orc's shoulder
Ka=      14    14               Fires a magic missile at the orc facing Belithar
O7=      15    13               Breaks free of the web
O6=      15    10               Runs forward to attack Belithar
O2=      15    9    WEBBED      Unable to break free of the web
O9=      15    9                Growling with rage at the paladin, the orc ignores the taunt and runs at Cormo
O1=      15    8    WEBBED      Tries to break free of the web          
Dr=      13    2                 
Co=      14    6
O5=      15    7
O8=      15    4
Al=      12    3
O3=      15    2
w= Extent of the web
Edited by AFreebornManoftheUSA (see edit history)
Name
roll
9; 20; 17; 10; 14
3d4+3;1d20+3;1d20+5;1d20+3;1d20 [1,1,4]; [1,1,4,17]; [1,1,4,17,12]; [1,1,4,17,12,7]; [1,1,4,17,12,7,14]
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                            a  b  c  d  e  f  g  h  i  j  k  l
                           +--+--+--+--+--+--+--+
       01                  |O1|  |  |O3w  |  |  |   
                           +--+--+--+--+--+--+--+
       02                  |  |O2|  |O5|  w  |  |   
                           +--+--+--+--+--+--+--+
       03                  |O7|O8|  |  w  |  |  | 
                           +ww+ww+ww+ww+--+--+--+
       04                  |  |  |  |  |  |  |  | 
                           +--+--+--+--+--+--+--+
       05                  |  |  |  |  |  |  |  |  
                           +--+--+--+--+--+--+--+
       06                  |  |  |  |  |  |  |  |
                           +--+--+--+--+--+--+--+
       07                  |  |  |  |O6|O4|  |  |   
                           +--+--+--+--+--+--+--+
       08                  |  |  |  |Dr|Be|O9|  |     
                           +--+--+--+--+--+--+--+
       09                  |  |  |  |Ka|  |Co|  | 
                           +--+--+--+--+--+--+--+
       10                  |  |  |  |  |Al|  |  |  
                           +--+--+--+--+--+--+--+
 First Round 
Name     AC   Init  Condition   Action
O4=      15    18               Runs forward and swings at Belithar but the paladin is able to block the powerful swing
Be=      19    14               Attacks the closest orc but his expert swings bounces harmlessly off of the layers of bear fur covering the orc's shoulder
Ka=      14    14               Fires a magic missile at the orc facing Belithar
O7=      15    13               Breaks free of the web
O6=      15    10               Runs forward to attack Belithar but the paladin deflects the powerful yet clumsy swing
O2=      15    9    WEBBED      Unable to break free of the web
O9=      15    9                Growling with rage at the paladin, the orc ignores the taunt and runs at Cormo
O1=      15    8                Breaks free of the web         
Dr=      13    2                <-------------HERE
Co=      14    6
O5=      15    7
O8=      15    4
Al=      12    3
O3=      15    2
w= Extent of the web
Name
roll
11
1d12+3 8
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[fieldset=Dragos Draper - Human Cleric of Heila] [floatleft][img2=200]https://i.imgur.com/5gTZP54.jpg[/img2][/floatleft] [spoiler=Statblock][sb=free][/sb][/spoiler] [SPOILER="Sheet"][URL="https://www.myth-weavers.com/sheet.html#id=1713526"]Dragos Draper[/URL][/SPOILER]

 

Dragios sees what is going on and decides to target the orc on Belithar. He quickly speaks a word and points at the orc (O4) and a spectral scimitar appears over the orc and strikes at it. Then speaks a different word and makes a motion of ringing a bell.
Actions if hit force damage>

 

HP: 27/27 AC: 13 Spells: 1:4/4 2:3/3 [/fieldset]

Name
Spiritual Weapon Attack
18
1d20+6 12
Spiritual Weapon Damage
5
1d8+4 1
Toll the Dead Damage
8
1d8 8
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                            a  b  c  d  e  f  g  h  i  j  k  l
                           +--+--+--+--+--+--+--+
       01                  |O1|  |  |O3w  |  |  |   
                           +--+--+--+--+--+--+--+
       02                  |  |O2|  |  |  w  |  |   
                           +--+--+--+--+--+--+--+
       03                  |O7|O8|  |  w  |  |  | 
                           +ww+ww+ww+ww+--+--+--+
       04                  |  |  |  |  |  |  |  | 
                           +--+--+--+--+--+--+--+
       05                  |  |  |  |  |  |  |  |  
                           +--+--+--+--+--+--+--+
       06                  |  |  |  |  |  |  |  |
                           +--+--+--+--+--+--+--+
       07                  |  |  |  |O6|O5|  |  |   
                           +--+--+--+--+--+--+--+
       08                  |  |  |  |Dr|Be|O9|  |     
                           +--+--+--+--+--+--+--+
       09                  |  |  |  |Ka|  |Co|  | 
                           +--+--+--+--+--+--+--+
       10                  |  |  |  |  |Al|  |  |  
                           +--+--+--+--+--+--+--+
 First Round 
Name     AC   Init  Condition   Action
O4=      15    18   DEAD        Runs forward and swings at Belithar but the paladin is able to block the powerful swing
Be=      19    14               Attacks the closest orc but his expert swings bounces harmlessly off of the layers of bear fur covering the orc's shoulder
Ka=      14    14               Fires a magic missile at the orc facing Belithar
O7=      15    13               Breaks free of the web
O6=      15    10               Runs forward to attack Belithar but the paladin deflects the powerful yet clumsy swing
O2=      15    9    WEBBED      Unable to break free of the web
O9=      15    9                Growling with rage at the paladin, the orc ignores the taunt and runs at Cormo
O1=      15    8                Breaks free of the web         
Dr=      13    2                Kills the orc threatening Belithar
Co=      14    6                Attacks the orc in front of him with his staff but misses
O5=      15    7                Tries to break out of the webs and attack the party and manages to, striding forward to attack Belithar
O8=      15    4                Tries to break out of the webs and attack the party and fails to do so
Al=      12    3
O3=      15    2
w= Extent of the web
Edited by AFreebornManoftheUSA (see edit history)
Name
roll
8; 2; 16; 6
1d20+2;1d6;1d20+1;1d20+1 [6]; [6,2]; [6,2,15]; [6,2,15,5]
roll
19
1d20+5 14
roll
11
1d12+3 8
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Prof. Alberich von Nibelungen, Rock Gnome Wizard

ProfAlberichvonNibelungen.jpg.ec3b13d6048b7f92b06eccfafaee0e3b.jpg

Statblock

[b][url=http://www.myth-weavers.com/sheet.html#id=2582688]Prof. Alberich von Nibelungen[/url][/b]
[i]Rock Gnome Wizard 4 LG[/i]

[b]AC[/b] 12 [b]HP[/b] 26 [b]Speed[/b] 25ft

[b]Str[/b] 10 (0) [b]Dex[/b] 14 (2) [b]Con[/b] 14 (2) [b]Wis[/b] 12 (1) [b]Int[/b] 16 (3) [b]Cha[/b] 10 (0)

[b]Attacks[/b]
[b]Quarterstaff[/b] 1d20 +2 1d6
[b]Dagger[/b] 1d20 +4 1d4 +2
[b][/b]  
[b][/b]  
[b][/b]  

Wizard Features

Hit Points, PHB, pg. 113
Proficiencies, PHB, pg. 113
Arcana
History
Spellcasting, PHB, pg. 114
You can cast prepared wizard spells using INT as your spellcasting modifier (Spell DC 16, Spell Attack +8) and wizard spells in your spellbook as rituals if they have the ritual tag. You can use an arcane focus as a spellcasting focus.

Arcane Recovery, PHB, pg. 115
Once per day when you finish a short rest, you can choose expended spell slots to recover - up to a combined level of 3, and none of the slots can be 6th level or higher.

Arcane Recovery: (No Action)
/
Long Rest
Arcane Tradition, PHB, pg. 115
School of Illusion
Illusion Savant, PHB, pg. 117
The gold and time you must spend to copy an illusion spell into your spellbook is halved.

Improved Minor Illusion, PHB, pg. 115
2nd level
When you choose this school at 2nd level, you learn the minor illusion cantrip. If you already know this cantrip, you learn a different wizard cantrip of your choice. The cantrip doesn’t count against your number of cantrips known.

When you cast minor illusion, you can create both a sound and an image with a single casting of the spell.

FEAT, PHB, pg.
Magic Initiate (Wizard)
You learn two cantrips of your choice from the wizard's spell list -- Minor Illusion and Mold Earth.

In addition, choose one 1st-level spell from the wizard's spell list -- Color Spray. You learn that spell and can cast it at its lowest level. Once you cast it, you must finish a long rest before you can cast it again using this feat.

Intelligence is your spellcasting ability for these spells.

RACIAL TRAITS
Darkvision, BR, pg. 37
You can see in darkness (shades of gray) up to 60 ft.

Gnome Cunning, BR, pg. 37
You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.

Artificer’s Lore, BR, pg. 37
Add twice your proficiency bonus to History checks related to magic items, alchemical objects, or technological devices.

Tinker, BR, pg. 37
You are proficient with tinker's tools and can use them to construct tiny clockwork devices.

Out of an overabundance of caution, the little wizard quickly fishes out a piece of cured leather from his components pouch, mutters another indecipherable incantation, and then waves his staff in an odd pattern around his person. A purplish glow surrounds him for a second, then fades out.

HP: 26/26
AC: 12 (15)
Spells: Lev1 -- 4/4; Lev2 -- 2/3

 
 

OOC

Alberich has cast a Mage Armor spell upon himself.

 

Edited by artsmythe
Wording (see edit history)
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  • 4 weeks later...
                            a  b  c  d  e  f  g  h  i  j  k  l
                           +--+--+--+--+--+--+--+
       01                  |O1|  |  |O3w  |  |  |   
                           +--+--+--+--+--+--+--+
       02                  |  |O2|  |  |  w  |  |   
                           +--+--+--+--+--+--+--+
       03                  |O7|O8|  |  w  |  |  | 
                           +ww+ww+ww+ww+--+--+--+
       04                  |  |  |  |  |  |  |  | 
                           +--+--+--+--+--+--+--+
       05                  |  |  |  |  |  |  |  |  
                           +--+--+--+--+--+--+--+
       06                  |  |  |  |  |  |  |  |
                           +--+--+--+--+--+--+--+
       07                  |  |  |  |O6|O5|  |  |   
                           +--+--+--+--+--+--+--+
       08                  |  |  |  |Dr|Be|O9|  |     
                           +--+--+--+--+--+--+--+
       09                  |  |  |  |Ka|  |Co|  | 
                           +--+--+--+--+--+--+--+
       10                  |  |  |  |  |Al|  |  |  
                           +--+--+--+--+--+--+--+
 First Round 
Name     AC   Init  Condition   Action
O4=      15    18   DEAD        Runs forward and swings at Belithar but the paladin is able to block the powerful swing
Be=      19    14               Attacks the closest orc but his expert swings bounces harmlessly off of the layers of bear fur covering the orc's shoulder
Ka=      14    14               Fires a magic missile at the orc facing Belithar
O7=      15    13               Breaks free of the web
O6=      15    10               Runs forward to attack Belithar but the paladin deflects the powerful yet clumsy swing
O2=      15    9    WEBBED      Unable to break free of the web
O9=      15    9                Growling with rage at the paladin, the orc ignores the taunt and runs at Cormo
O1=      15    8                Breaks free of the web         
Dr=      13    2                Kills the orc threatening Belithar
Co=      14    6                Attacks the orc in front of him with his staff but misses
O5=      15    7                Tries to break out of the webs and attack the party and manages to, striding forward to attack Belithar
O8=      15    4                Tries to break out of the webs and attack the party and fails to do so
Al=      15    3                Casts mage armor on himself
O3=      15    2                Tries to move out of the web and fails
w= Extent of the web
Edited by AFreebornManoftheUSA (see edit history)
Name
roll
8
1d20+1 7
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                            a  b  c  d  e  f  g  h  i  j  k  l
                           +--+--+--+--+--+--+--+
       01                  |O1|  |  |O3w  |  |  |   
                           +--+--+--+--+--+--+--+
       02                  |  |O2|  |  |  w  |  |   
                           +--+--+--+--+--+--+--+
       03                  |O7|O8|  |  w  |  |  | 
                           +ww+ww+ww+ww+--+--+--+
       04                  |  |  |  |  |  |  |  | 
                           +--+--+--+--+--+--+--+
       05                  |  |  |  |  |  |  |  |  
                           +--+--+--+--+--+--+--+
       06                  |  |  |  |  |  |  |  |
                           +--+--+--+--+--+--+--+
       07                  |  |  |  |O6|O5|  |  |   
                           +--+--+--+--+--+--+--+
       08                  |  |  |  |Dr|Be|O9|  |     
                           +--+--+--+--+--+--+--+
       09                  |  |  |  |Ka|  |Co|  | 
                           +--+--+--+--+--+--+--+
       10                  |  |  |  |  |Al|  |  |  
                           +--+--+--+--+--+--+--+
Second Round 
Name     AC   Init  Condition   Action
O4=      15    18   DEAD        
Be=      19    14      <-----------------------------HERE         
Ka=      14    14               
O7=      15    13               
O6=      15    10               
O2=      15    9    WEBBED      
O9=      15    9                
O1=      15    8                         
Dr=      13    2                
Co=      14    6                
O5=      15    7                
O8=      15    4    WEBBED             
Al=      15    3                
O3=      15    2    WEBBED            
w= Extent of the web
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