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Chapter 1 - Unrest in Baromenes


TheWordWeaver

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image.png.c10c75ae87ff3a4c8be5b579a00cc1a8.png Lulani Zenar'inan Shadar Kai Hexblade Warlock of the Tome  


AC: 14 | HP: 22/22 | Initiative: +3 | Passive Perception: 13


Lulani laughs, doing her best to keep any nervousness out of it, filling it with confidence and a cold darkness of a killer. Her sister dealt a great blow to what looked to be their heavy hitter, it certainly made her feel better to have that one down. Problem was, if the other mooks weren't phased by this, they were still going to be surrounded. Another problem was, Lulani knew that took a lot out of her sister. It's fine. We will be fine. , she assures herself. There was not much reason for her to think otherwise really, after all they have been through. "Who is next hmmm?~" , she asks as she looks around and sits on the fountain. She flips her hair, removing her hood at the same time for a better view.  "Fools. You believe you have the advantage because there are more then you.~" , she says mockingly. "My sister is none other than Billie the daughter of slaughter and I am Lulani of the black book. Perhaps if you turn and run now, the gods will have mercy and spare your life today." , she says nonchalantly while twirling her hair with her finger. 

 

"Why not him hmm?"  , she points to the grey skinned man, "You'd probably like someone free of a partner, but he looks funner then the others don't you think?" A cracking sound pierces the air as what looks like a black bolt of lighting heads straight for Damia's back. It arcs over her head and back down to hit the grey skinned man's head.

 

Action

Move: Sit on fountain

Bonus: Hexblade's curseYou gain a bonus to damage rolls against the cursed target. The bonus equals your proficiency bonus.
Any attack roll you make against the cursed target is a critical hit on a roll of 19 or 20 on the d20.
If the cursed target dies, you regain hit points equal to your warlock level + your Charisma modifier (minimum of 1 hit point).
You can’t use this feature again until you finish a short or long rest.
on grey skinned guy fighting Damia. 

Standard: Ranged spell attack on grey skin and may as well add Lance of LethargyOnce on each of your turns when you hit a creature with your eldritch blast, you can reduce that creature's speed by 10 feet until the end of your next turn., because why not.

* Forgot to add prof bonus. +2 for eldritch dam

 


Edited by fenrirlokison (see edit history)
Name
Eldritch blast
26
1d20+6 20
damage if hit | force damage
4
1d10 4
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 line-break-clipart-2.png.421f3824a8bdfee29df9876444eb7ac8.png

The Serene Holds of Urzoa

line-break-clipart-2.png.421f3824a8bdfee29df9876444eb7ac8.png


Chapter 1: Unrest in Baromenes                                                                                                               Part 1: A Gathering of Wanderers


HD-wallpaper-city-of-athens-art-world-gaoart-fantasy-luminos-gao-ciy-athens.jpg.4f2c51e1f451f6a5cd65fbad03e41b2a.jpg

🎵 Theme 🎵

PART 1:
A GATHERING OF WANDERERS

 

No sooner had Andropeclis offered their terms of surrender were our heroes upon them. The white-haired girl eager for a battle that Andropeclis had pegged as someone to look out for was already set upon Krykon. Delivering mighty blows from her and a shadow that sent Krykon to the flow in a whirl of blades. Before Andropeclis could protest he caught a glimpse of light as a gout of flames erupted from the Tall Horned woman. He managed to duck under the flames nearly signing his back as he did so. The guard behind him was not so lucky as the flames set him ablaze, only to be cut down by a young boy who had stolen the opportunity to cut the guard low.

Andropeclis stood Perhaps a bit impressed as he stood eye to eye with Damaia he raised his sword. At that exact moment, a bolt of black lightning streaked from behind Damaia and strikes him in the chest causing a shock of pain to course through him. "Ow." Was all that he said as he took a step back from Damaia and raised his free hand towards Lulani.

"Mi lysíde an eína deménvo." Andropeclis chanted as he made a crushing gesture with his free hand, an intense gaze laid upon Lulani. His gaze quickly turned to surprise and then distaste when his spell didn't take hold. "Fine, kill the girl with the book and the girl trying to escape over there first," Andropeclis instructed the others as he pointed to Lulani and Dae and then looked to Damaia readying his blade. "Are you going to lay there all day Krykon?"

Across the stones the Orc that Billie had felled earlier began to stir, the blood that had pooled from his wound dripped from his body as he rose to one knee. He grabbed the blade that lay to his side and rose to his feet, his body looked even bigger now than he did before. meeting Billies gaze with a blood-filled grin Krykon spoke. "You're fast," he said through a bloody smile, the gaping wound in his chest still fresh. In an instant, he had moved past Damaia and stood before Billie with his Longsword raised to strike, in one fell swoop he brought the weapon low aiming for her chest. The second strike came from below swiping up at her in a wide and reckless arc as it carved through the stones and then toward her.

The other soldiers, following their commander's order, began making their way toward Lulani and Dae. One of the soldiers managed to reach Dae and attempted to impale her with his spear while another made his way to her flank. The rest closed in on the group and Lulani. Four of the soldiers who had a clear view of her readied their spears and launched them at her.

Next to Mags, the Guard's heavy chain that Mags had found around his neck began to glow with a sickly blue hue.


Baromenes
3:05 pm
Wineday (Wednesday), 17th of Midsummer, 495 AC


SCENE INSTRUCTIONS

Andropeclis attempts to cast Hold Person on Lulani but fails, frustrated he sends his soldiers to attack Dae and Lulani since they seem less well-equipped for physical combat. Kyrkon the Orc pulls himself from the ground, moves toward, and attacks Billie twice with his longsword with vicious blows. Your move heroes!

Edited by TheWordWeaver (see edit history)
Name
Krykon LS Attack 1 vs. Billie
4
1d20+3 1
Krykon LS Attack 1 Damage
13
2d8+3 5,5
Krykon LS Attack 2 vs. Billie
12
1d20+3 9
Krykon LS Attack 2 Damage
7
2d8+3 2,2
Guard Spear attack vs. Dae
9
1d20+3 6
Guard Spear attack damage
4
1d8+1 3
Guard Spear Ranged Attacks vs. Lulani
10,11,16,18
repeat(1d20+3,4) 7,8,13,15
Guards Spear Ranged Attacks Damage
7,4,7,7
repeat(1d6+1,4) 6,3,6,6
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Mags Kategaris - Itinerant Hedge Wizard Mags_token_200.png.d3596c7994956f551d31c29deaf69122.png

AC: 14 (17with Mage Armor)  | HP: 30/30 | Initiative: +4Oracular Insight (I'll often use this for important initiative checks)
"The gods give you flashes of insight that help you bring your efforts to fruition. When you make an ability check, you can roll a d10 and add the number rolled to the check. You can wait until after you roll the d20 before deciding to add the d10, but you must decide before the DM says whether the roll succeeds or fails. Once you use this trait, you can't use it again until you finish a short or long rest."
Passive Perception: 17 | Spell Slots 1/2 (1st)


Mags shuddered at the guard's death--cutting the man hadn't quite felt right. And where was the blood? The guard went down in a heap that left the back of his neck in plain view--a gaping would, a partially severed spine, but no blood! 

Realization hit him. Oddly, he felt relief rather than terror at the prospect of facing a squadron of un-living warriors. He didn't like the idea of killing men who were just doing their job; men who might have wives and children--he was glad he would not need to do so today. 

His eye had caught the lack of blood on the gaping neck wound--right next to that heavy chain around the fallen un-living guard's neck. Suddenly, he was twelve years old again, listening to one of the Master's lessons at a roadside rest stop--the master droning on about arcane chains that could tie a man's soul to this world, preventing that soul from moving down to the underworld in death. 

"The chains!" he called out excitedly, sounding like a schoolboy. Forcing his voice to sound intelligent and informed--his hedge wizard voice--he continued. "The Guard I took down was un-living. I think they all are. An arcane chain is used to bind the souls of such men to their bodies. If we can find that chain and break it, their souls will depart to the underworld." 


 
 

Statblock

Male Human (Varient) Rogue (Arcane Trickster) 3

Languages Halaea Common, Grehesian Common, Khazian Common, Malek Common, Celestial, Irodesi, Thieves' Cant

Background Hedge Wizard Background Feature The Common Folks' WizardWhen you arrive in smaller communities in your role as hedge wizard, you receive free lodging and food of a modest standard. In addition, your work (reading fortunes, conducting séances, providing herbal remedies to the sick, selling protective trinkets...) leads your clients to open up and tell you things, allowing you access to information they might not publicly share about themselves or others in their community.


StrSave +0
Athletics +0
10 DexSave +6*
Acrobatics +4 | Sleight of Hand +11* | Stealth +8 (E)
18 ConSave +2
No skills associated.
14 IntSave +4
Arcana +4 | History +2 | Investigation +4 | Nature +2 | Religion +2
14 WisSave +3
Animal Handling +3 | Insight +5 | Medicine +3 | Perception +7 (E) | Survival +3
16 ChaSave +0
Deception +2 | Intimidation +0 | Performance +0 | Persuasion +0
11

ProficiencyTools: Thieves tools (+5 Pick Locks*), herbalism kit
Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords
Armors: Light
Bonus +2 Saving Throws Dex, Int

Speed 30 (60 w/Cunning Action Dash)


Actions

  • Booming BladeEvocation cantrip
    Casting Time: 1 action
    Range: Self (5-foot radius)
    Components: S, M (a melee weapon worth at least 1 sp)
    Duration: 1 round

    You brandish the weapon used in the spell's casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack's normal effects and then becomes sheathed in booming energy until the start of your next turn. If the target willingly moves 5 feet or more before then, the target takes 1d8 thunder damage, and the spell ends.

    This spell's damage increases when you reach certain levels. At 5th level, the melee attack deals an extra 1d8 thunder damage to the target on a hit, and the damage the target takes for moving increases to 2d8. Both damage rolls increase by 1d8 at 11th level (2d8 and 3d8) and again at 17th level (3d8 and 4d8).
  • Dagger +6 to hit for [1d4+4 (+2d6 w/sneak attack)] piercing damage. | Finesse, light, thrown (20/60)
  • Dart +6 to hit for [1d4+4 (+2d6 w/sneak attack)] piercing damage. | Finesse, thrown (20/60)
  • Sling +6 to hit for [1d4+4 (+2d6 w/sneak attack)] bludgeoning damage | Ammunition (30/120)
  • Knife +6 to hit for [1d3+4 (+2d6 w/sneak attack)] slashing damage | Finesse, light

Bonus Actions

  • Knife (2 Weapon Fighting) +6 to hit for [1d3 (+2d6 w/sneak attack)] slashing damage | Finesse, light
  • Cunning ActionStarting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action. (Dash, Disengage, Hide, Mage Hand LegerdemainStarting at 3rd level, when you cast mage hand, you can make the spectral hand invisible, and you can perform the following additional tasks with it:

    >You can stow one object the hand is holding in a container worn or carried by another creature.
    >You can retrieve an object in a container worn or carried by another creature.
    >You can use thieves' tools to pick locks and disarm traps at range.

    You can perform one of these tasks without being noticed by a creature if you succeed on a Dexterity (Sleight of Hand) check contested by the creature's Wisdom (Perception) check.

    In addition, you can use the bonus action granted by your Cunning Action to control the hand.
    )
  • Steady AimAs a bonus action, you give yourself advantage on your next attack roll on the current turn. You can use this bonus action only if you haven't moved during this turn, and after you use the bonus action, your speed is 0 until the end of the current turn.

Reactions

  • Silvery Barbs1st-level enchantment
    Casting Time: 1 reaction, which you take when a creature you can see within 60 feet of yourself succeeds on an attack roll, an ability check, or a saving throw
    Range: 60 feet
    Components: V
    Duration: Instantaneous

    You magically distract the triggering creature and turn its momentary uncertainty into encouragement for another creature. The triggering creature must reroll the d20 and use the lower roll.

    You can then choose a different creature you can see within range (you can choose yourself). The chosen creature has advantage on the next attack roll, ability check, or saving throw it makes within 1 minute. A creature can be empowered by only one use of this spell at a time.
  • Opportunity Attack (with additional Sneak Attack)

Other/Free Actions

  • Oracle's InsightThe gods give you flashes of insight that help you bring your efforts to fruition. When you make an ability check, you can roll a d10 and add the number rolled to the check. You can wait until after you roll the d20 before deciding to add the d10, but you must decide before the DM says whether the roll succeeds or fails. Once you use this trait, you can't use it again until you finish a short or long rest.

Spell Save DC: 12 | Spell Attack Mod: +4

Cantrips Booming BladeEvocation cantrip
Casting Time: 1 action
Range: Self (5-foot radius)
Components: S, M (a melee weapon worth at least 1 sp)
Duration: 1 round

You brandish the weapon used in the spell's casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack's normal effects and then becomes sheathed in booming energy until the start of your next turn. If the target willingly moves 5 feet or more before then, the target takes 1d8 thunder damage, and the spell ends.

This spell's damage increases when you reach certain levels. At 5th level, the melee attack deals an extra 1d8 thunder damage to the target on a hit, and the damage the target takes for moving increases to 2d8. Both damage rolls increase by 1d8 at 11th level (2d8 and 3d8) and again at 17th level (3d8 and 4d8).
 | Mage HandConjuration cantrip
Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: 1 minute

A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.

You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it.

The hand can't attack, activate magic items, or carry more than 10 pounds.
 | MessageTransmutation cantrip
Casting Time: 1 action
Range: 120 feet
Components: V, S, M (a short piece of copper wire)
Duration: 1 round

You point your finger toward a creature within range and whisper a message. The target (and only the target) hears the message and can reply in a whisper that only you can hear.

You can cast this spell through solid objects if you are familiar with the target and know it is beyond the barrier. Magical silence, 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood blocks the spell. The spell doesn't have to follow a straight line and can travel freely around corners or through openings.
 | Minor IllusionIllusion cantrip
Casting Time: 1 action
Range: 30 feet
Components: S, M (a bit of fleece)
Duration: 1 minute

You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again.

If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends.

If you create an image of an object—such as a chair, muddy footprints, or a small chest—it must be no larger than a 5-foot cube. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it.

If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.
| PrestidigitationTransmutation cantrip
Casting Time: 1 action
Range: 10 feet
Components: V, S
Duration: Up to 1 hour

This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range:

>You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.
>You instantaneously light or snuff out a candle, a torch, or a small campfire.
>You instantaneously clean or soil an object no larger than 1 cubic foot.
>You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.
>You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.
>You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.

If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
 

Spells Disguise Self1st-level illusion
Casting Time: 1 action
Range: Self
Components: V, S
Duration: 1 hour

You make yourself—including your clothing, armor, weapons, and other belongings on your person—look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can't change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you.

The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair.

To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your spell save DC.
| Find FamiliarCasting Time: 1 hour
Range: 10 feet
Components: V, S, M (10 gp worth of charcoal, incense, and herbs that must be consumed by fire in a brass brazier)
Duration: Instantaneous

You gain the service of a familiar, a spirit that takes an animal form you choose: bat, cat, crab, frog (toad), hawk, lizard, octopus, owl, poisonous snake, fish (quipper), rat, raven, sea horse, spider, or weasel. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of a beast.

Additional animal form choices may be available at the DM's discretion.

Your familiar acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. A familiar can't attack, but it can take other actions as normal.

When the familiar drops to 0 hit points, it disappears, leaving behind no physical form. It reappears after you cast this spell again. As an action, you can temporarily dismiss the familiar to a pocket dimension. Alternatively, you can dismiss it forever. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you. Whenever the familiar drops to 0 hit points or disappears into the pocket dimension, it leaves behind in its space anything it was wearing or carrying.

While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your familiar's eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are deaf and blind with regard to your own senses.

You can't have more than one familiar at a time. If you cast this spell while you already have a familiar, you instead cause it to adopt a new form. Choose one of the forms from the above list. Your familiar transforms into the chosen creature.

Finally, when you cast a spell with a range of touch, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll.
| Mage Armor1st-level abjuration
Casting Time: 1 action
Range: Touch
Components: V, S, M (a piece of cured leather)
Duration: 8 hours

You touch a willing creature who isn't wearing armor, and a protective magical force surrounds it until the spell ends. The target's base AC becomes 13 + its Dexterity modifier. The spell ends if the target dons armor or if you dismiss the spell as an action.
 |
Silvery Barbs1st-level enchantment
Casting Time: 1 reaction, which you take when a creature you can see within 60 feet of yourself succeeds on an attack roll, an ability check, or a saving throw
Range: 60 feet
Components: V
Duration: Instantaneous

You magically distract the triggering creature and turn its momentary uncertainty into encouragement for another creature. The triggering creature must reroll the d20 and use the lower roll.

You can then choose a different creature you can see within range (you can choose yourself). The chosen creature has advantage on the next attack roll, ability check, or saving throw it makes within 1 minute. A creature can be empowered by only one use of this spell at a time.

Rituals Augury2nd-level divination (ritual)
Casting Time: 1 minute
Range: Self
Components: V, S, M (specially marked sticks, bones, or similar tokens worth at least 25 gp)
Duration: Instantaneous

By casting gem-inlaid sticks, rolling dragon bones, laying out ornate cards, or employing some other divining tool, you receive an omen from an otherworldly entity about the results of a specific course of action that you plan to take within the next 30 minutes. The DM chooses from the following possible omens:

>Weal, for good results
>Woe, for bad results
>Weal and woe, for both good and bad results
>Nothing, for results that aren't especially good or bad

The spell doesn't take into account any possible circumstances that might change the outcome, such as the casting of additional spells or the loss or gain of a companion.

If you cast the spell two or more times before completing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get a random reading. The DM makes this roll in secret.
 

 

 

Edited by Wizard of the Coat (see edit history)
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Mags Kategaris - Itinerant Hedge Wizard Mags_token_200.png.d3596c7994956f551d31c29deaf69122.png

AC: 14 (17with Mage Armor)  | HP: 30/30 | Initiative: +4Oracular Insight (I'll often use this for important initiative checks)
"The gods give you flashes of insight that help you bring your efforts to fruition. When you make an ability check, you can roll a d10 and add the number rolled to the check. You can wait until after you roll the d20 before deciding to add the d10, but you must decide before the DM says whether the roll succeeds or fails. Once you use this trait, you can't use it again until you finish a short or long rest."
Passive Perception: 17 | Spell Slots 1/2 (1st)


The orc open his eyes, confirming the hedge wizard's worst fears.

"Harbinger's pale blue eyes!" he cursed.

Mags had seen many things in his short life--more than most men who'd lived full lives--but he'd never seen a slain warrior stand up and keep fighting as if nothing had happened. The Herald had brought the smell and feel of the underworld into the fountain square, but this...?  This was just wrong. Mags just stood there, staring as the orc sat up, grabbed his blade, and then stood. How could these warriors be defeated while they wore their arcane chains? He wanted to run away, or piss himself, or something. He did not want to fight this orc.

And then the orc did something very stupid: he turned his back on Mags, and Mags saw the hole in the armor where Billie's dark mirror image had skewered him. The opportunity jogged Mags back into the battle. He punched his dagger into the whole in the armor, twisting and angling for a heart and lung. 

 


 

Mechanics

Main Hand: dagger (with Ullmalyte Stone of the War Mage)

Off Hand: knife


Reaction: opportunity attack (dagger)


Familiar: 


Note 1: Current spells active: Mage Armor, Mage Hand. 

Statblock

Male Human (Varient) Rogue (Arcane Trickster) 3

Languages Halaea Common, Grehesian Common, Khazian Common, Malek Common, Celestial, Irodesi, Thieves' Cant

Background Hedge Wizard Background Feature The Common Folks' WizardWhen you arrive in smaller communities in your role as hedge wizard, you receive free lodging and food of a modest standard. In addition, your work (reading fortunes, conducting séances, providing herbal remedies to the sick, selling protective trinkets...) leads your clients to open up and tell you things, allowing you access to information they might not publicly share about themselves or others in their community.


StrSave +0
Athletics +0
10 DexSave +6*
Acrobatics +4 | Sleight of Hand +11* | Stealth +8 (E)
18 ConSave +2
No skills associated.
14 IntSave +4
Arcana +4 | History +2 | Investigation +4 | Nature +2 | Religion +2
14 WisSave +3
Animal Handling +3 | Insight +5 | Medicine +3 | Perception +7 (E) | Survival +3
16 ChaSave +0
Deception +2 | Intimidation +0 | Performance +0 | Persuasion +0
11

ProficiencyTools: Thieves tools (+5 Pick Locks*), herbalism kit
Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords
Armors: Light
Bonus +2 Saving Throws Dex, Int

Speed 30 (60 w/Cunning Action Dash)


Actions

  • Booming BladeEvocation cantrip
    Casting Time: 1 action
    Range: Self (5-foot radius)
    Components: S, M (a melee weapon worth at least 1 sp)
    Duration: 1 round

    You brandish the weapon used in the spell's casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack's normal effects and then becomes sheathed in booming energy until the start of your next turn. If the target willingly moves 5 feet or more before then, the target takes 1d8 thunder damage, and the spell ends.

    This spell's damage increases when you reach certain levels. At 5th level, the melee attack deals an extra 1d8 thunder damage to the target on a hit, and the damage the target takes for moving increases to 2d8. Both damage rolls increase by 1d8 at 11th level (2d8 and 3d8) and again at 17th level (3d8 and 4d8).
  • Dagger +6 to hit for [1d4+4 (+2d6 w/sneak attack)] piercing damage. | Finesse, light, thrown (20/60)
  • Dart +6 to hit for [1d4+4 (+2d6 w/sneak attack)] piercing damage. | Finesse, thrown (20/60)
  • Sling +6 to hit for [1d4+4 (+2d6 w/sneak attack)] bludgeoning damage | Ammunition (30/120)
  • Knife +6 to hit for [1d3+4 (+2d6 w/sneak attack)] slashing damage | Finesse, light

Bonus Actions

  • Knife (2 Weapon Fighting) +6 to hit for [1d3 (+2d6 w/sneak attack)] slashing damage | Finesse, light
  • Cunning ActionStarting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action. (Dash, Disengage, Hide, Mage Hand LegerdemainStarting at 3rd level, when you cast mage hand, you can make the spectral hand invisible, and you can perform the following additional tasks with it:

    >You can stow one object the hand is holding in a container worn or carried by another creature.
    >You can retrieve an object in a container worn or carried by another creature.
    >You can use thieves' tools to pick locks and disarm traps at range.

    You can perform one of these tasks without being noticed by a creature if you succeed on a Dexterity (Sleight of Hand) check contested by the creature's Wisdom (Perception) check.

    In addition, you can use the bonus action granted by your Cunning Action to control the hand.
    )
  • Steady AimAs a bonus action, you give yourself advantage on your next attack roll on the current turn. You can use this bonus action only if you haven't moved during this turn, and after you use the bonus action, your speed is 0 until the end of the current turn.

Reactions

  • Silvery Barbs1st-level enchantment
    Casting Time: 1 reaction, which you take when a creature you can see within 60 feet of yourself succeeds on an attack roll, an ability check, or a saving throw
    Range: 60 feet
    Components: V
    Duration: Instantaneous

    You magically distract the triggering creature and turn its momentary uncertainty into encouragement for another creature. The triggering creature must reroll the d20 and use the lower roll.

    You can then choose a different creature you can see within range (you can choose yourself). The chosen creature has advantage on the next attack roll, ability check, or saving throw it makes within 1 minute. A creature can be empowered by only one use of this spell at a time.
  • Opportunity Attack (with additional Sneak Attack)

Other/Free Actions

  • Oracle's InsightThe gods give you flashes of insight that help you bring your efforts to fruition. When you make an ability check, you can roll a d10 and add the number rolled to the check. You can wait until after you roll the d20 before deciding to add the d10, but you must decide before the DM says whether the roll succeeds or fails. Once you use this trait, you can't use it again until you finish a short or long rest.

Spell Save DC: 12 | Spell Attack Mod: +4

Cantrips Booming BladeEvocation cantrip
Casting Time: 1 action
Range: Self (5-foot radius)
Components: S, M (a melee weapon worth at least 1 sp)
Duration: 1 round

You brandish the weapon used in the spell's casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack's normal effects and then becomes sheathed in booming energy until the start of your next turn. If the target willingly moves 5 feet or more before then, the target takes 1d8 thunder damage, and the spell ends.

This spell's damage increases when you reach certain levels. At 5th level, the melee attack deals an extra 1d8 thunder damage to the target on a hit, and the damage the target takes for moving increases to 2d8. Both damage rolls increase by 1d8 at 11th level (2d8 and 3d8) and again at 17th level (3d8 and 4d8).
 | Mage HandConjuration cantrip
Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: 1 minute

A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.

You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it.

The hand can't attack, activate magic items, or carry more than 10 pounds.
 | MessageTransmutation cantrip
Casting Time: 1 action
Range: 120 feet
Components: V, S, M (a short piece of copper wire)
Duration: 1 round

You point your finger toward a creature within range and whisper a message. The target (and only the target) hears the message and can reply in a whisper that only you can hear.

You can cast this spell through solid objects if you are familiar with the target and know it is beyond the barrier. Magical silence, 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood blocks the spell. The spell doesn't have to follow a straight line and can travel freely around corners or through openings.
 | Minor IllusionIllusion cantrip
Casting Time: 1 action
Range: 30 feet
Components: S, M (a bit of fleece)
Duration: 1 minute

You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again.

If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends.

If you create an image of an object—such as a chair, muddy footprints, or a small chest—it must be no larger than a 5-foot cube. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it.

If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.
| PrestidigitationTransmutation cantrip
Casting Time: 1 action
Range: 10 feet
Components: V, S
Duration: Up to 1 hour

This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range:

>You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.
>You instantaneously light or snuff out a candle, a torch, or a small campfire.
>You instantaneously clean or soil an object no larger than 1 cubic foot.
>You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.
>You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.
>You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.

If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
 

Spells Disguise Self1st-level illusion
Casting Time: 1 action
Range: Self
Components: V, S
Duration: 1 hour

You make yourself—including your clothing, armor, weapons, and other belongings on your person—look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can't change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you.

The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair.

To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your spell save DC.
| Find FamiliarCasting Time: 1 hour
Range: 10 feet
Components: V, S, M (10 gp worth of charcoal, incense, and herbs that must be consumed by fire in a brass brazier)
Duration: Instantaneous

You gain the service of a familiar, a spirit that takes an animal form you choose: bat, cat, crab, frog (toad), hawk, lizard, octopus, owl, poisonous snake, fish (quipper), rat, raven, sea horse, spider, or weasel. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of a beast.

Additional animal form choices may be available at the DM's discretion.

Your familiar acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. A familiar can't attack, but it can take other actions as normal.

When the familiar drops to 0 hit points, it disappears, leaving behind no physical form. It reappears after you cast this spell again. As an action, you can temporarily dismiss the familiar to a pocket dimension. Alternatively, you can dismiss it forever. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you. Whenever the familiar drops to 0 hit points or disappears into the pocket dimension, it leaves behind in its space anything it was wearing or carrying.

While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your familiar's eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are deaf and blind with regard to your own senses.

You can't have more than one familiar at a time. If you cast this spell while you already have a familiar, you instead cause it to adopt a new form. Choose one of the forms from the above list. Your familiar transforms into the chosen creature.

Finally, when you cast a spell with a range of touch, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll.
| Mage Armor1st-level abjuration
Casting Time: 1 action
Range: Touch
Components: V, S, M (a piece of cured leather)
Duration: 8 hours

You touch a willing creature who isn't wearing armor, and a protective magical force surrounds it until the spell ends. The target's base AC becomes 13 + its Dexterity modifier. The spell ends if the target dons armor or if you dismiss the spell as an action.
 |
Silvery Barbs1st-level enchantment
Casting Time: 1 reaction, which you take when a creature you can see within 60 feet of yourself succeeds on an attack roll, an ability check, or a saving throw
Range: 60 feet
Components: V
Duration: Instantaneous

You magically distract the triggering creature and turn its momentary uncertainty into encouragement for another creature. The triggering creature must reroll the d20 and use the lower roll.

You can then choose a different creature you can see within range (you can choose yourself). The chosen creature has advantage on the next attack roll, ability check, or saving throw it makes within 1 minute. A creature can be empowered by only one use of this spell at a time.

Rituals Augury2nd-level divination (ritual)
Casting Time: 1 minute
Range: Self
Components: V, S, M (specially marked sticks, bones, or similar tokens worth at least 25 gp)
Duration: Instantaneous

By casting gem-inlaid sticks, rolling dragon bones, laying out ornate cards, or employing some other divining tool, you receive an omen from an otherworldly entity about the results of a specific course of action that you plan to take within the next 30 minutes. The DM chooses from the following possible omens:

>Weal, for good results
>Woe, for bad results
>Weal and woe, for both good and bad results
>Nothing, for results that aren't especially good or bad

The spell doesn't take into account any possible circumstances that might change the outcome, such as the casting of additional spells or the loss or gain of a companion.

If you cast the spell two or more times before completing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get a random reading. The DM makes this roll in secret.
 

 

 

Edited by Wizard of the Coat (see edit history)
Name
Opportunity Attack with Flanking
17; 26
1d20+6;1d20+6 [11]; [11,20]
Critical Sneak Attack Damage
25
2d6+1d4+20 1,2,2
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Billie Dim - Shadow of Echo Knight Wilhelmina Zenar'Inan  Hxhayuq.png.ee953ba7b87c463f04759f0aa54f012d.png


AC: 16 | HP: 1/1 | Initiative: n/a | Passive Perception: n/a


As the orc rose and began to move, Mags stabbed it with desperate fury.  The shadow warrior, did not react with such passion, it instead struck with cold presicion, it's only intend to put an end to the risen orc.

 


Mechanics

Main Hand: Greatsword
Off Hand: more greatsword


Action 1: Attack of Opportunity
Action 2: nada
Action 3: dos nada

Name
Attack w/advantage
18; 25
1d20+6; 1d20+6 [12]; [12,19]
Damage
6
2d6+4 1,1
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Wilhelmina "Billie" Zenar'InanShadar Kai Echo Knight Fighter  ktDKTE1.png.597a8a9544d21128395d1ab995de925a.png


AC: 16 | HP: 35/35 | Initiative: +2 | Passive Perception: 13


The porker rose again, Mags even dug into him good and Dim carved a sliver, but he still came.  The magpie said something about the chain bringing him back.  She grinned, he was a worthy adversary afterall.  His attacks were slow but powerful, so she used them, absorbing his swings, clang-clang and the moving with them, side stepping and spinning opposite the Tiefling and carved through him and his chain.

As the chopped orc fell she walked passed her sister, and flicked her sword.  Blood sprayed in an arc and following that arc was her echo, sliding through the battlefield as if it was empty.  The daughter of slaughter took up an opposite position, each flanking her sibling. "Sorry sister, it seemed that my dance was not yet done.  Who knew that I was so irresistible, though I do think it fair to say many find me Striking"

Looking to her sister with a smile, it was only then that she noticed the spears had been thrown at towards her.  Even though her sister deflected them with ease, Billie seethed, her teeth grinding as she looked at the damned chained guards.  Being undead, no satisfaction even to be had in their torture, but they would all die.  "Lulani, Get the **** up!" She was too mad to be caring, though her voice did crack, there were too many gathering around her sister.  It didn't matter she could be caring later, later when everything was fine, or when it was not fine... and then the world could burn like in her nightmares.

 

 

Mechanics

Main Hand: Greatsword
Off Hand: more greatsword


Action 1: Attack with advantage from flanking
Action 2: Move about
Action 3: Make the best joke ever.

Name
Attack with flanking advantage
20; 26
1d20+6; 1d20+6 [14]; [14,20]
Damage
23
2d6+14 3,6
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spacer.png

Damaia Hazil
AC: 17Armour: 14
Dexterity: +1
Shield: +2
| HP: 36 (*Abjuration Ward;
When casting an Abjuration Spell of 1st level or higher.
Gain Wizard level x2+Int mod as a Ward.
Whenever you cast Abjuration magic - even if the ward is at 0 - add a number of hit points equal to twice the level of the spell.
) | Proficiency: +2 | Initiative: +1 | Passive Perception: 12 | Speed: 30ft
Saves: Str +4 | Dex +1 | Con +4 | Int +5 | Wis +0 | Cha +0 | Resistances: Fire, Necrotic, Radiant
Special Abilities: Cloak of StarsEffect: Disadvantage on attacks against you for 1 minute.

As an action, you wrap yourself in a starry cloak, appearing like a silhouette forms of the night sky. When you doe, attack rolls have disadvantage against you. This cloak lasts for 1 minute, until you doff it (no action), or until you die. Once you use this trait, you can't use it again until you finish a long rest.
, Second WindOn turn, bonus action to regain 1d10+Fighter Level HP.

Once per short/long rest.
, Darkvision60ft

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.

Attacks: Long Sword [+4 | 1d8+4 Slashing. (Dueling / Versatile. 1d10)] | Long Bow [+3 | 1d8+1. 150/600]
Spells; DC: 15. Attack +7. Spells Prepared 7. | Cantrips: Prestidigitation, Mage Hand, Green-Flame Blade, Thaumaturgy

Level 1 [▣ ] | Magic Missile, Shield, Burning Hands, Grease, Absorb Elements, False Life, Frost Fingers


Damaia barely nods to Billie as she moves away from the Orc. She doesn't even look back, confident that the orc is well and truly handled. She had her eyes on Andropeclis.

She swept her long sword up to her shoulder as she approached, swift despite her size and the armour she wears. By the time she gets to the man she was ready, and with a single motion she grasps her sword in both hands and brings it down against Adropeclis.
 

Mechanics

Main Hand: (two-handed) Long sword

Off Hand: -


Movement: Moving away from Krykon to Andropeclis and making a single attack
Action;

 

Name
Two handed longsword attack
7
1d20+4 3
Longsword damage
5
1d10+2 3
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Dae Dae


AC: 13 | HP: 27/27 | Spells: 4/4, 2/2 | Sorrowful fate: 1/1 | Protection from good/evil 0/1 | Inspiration: 2/4 | Passive Perception: 14 | Condition: Normal


 
When Mags had called her back, she'd thought they were running. Wasn't it time to run? But they were standing... they were all fighting. From the white-haired sisters, to imposing tiefling, to Mags. Even the dog was steadfast. She couldn't flee when they were still there, all fighting. She hesitated, looking back across the open area to see Lu struck and two guards approaching her from either side.
 
Then Mags called out his revelation... that the guards were undead, non-living. Abominations created by some godly power defying the natural order of life and death. As the guards moved toward her, she held up her hands defensively, one still brandishing a pastry pie. The air vibrated around her, seeming to thicken and swell as if it would attempt to constrain their arms and buffet away their outstretched weapons. 
 
Suddenly, it didn't matter what happened to her, she had to try to help. Her voice echoed, with a deep timber, across the stone, "Damaia of Red Banners, I believe the group we face was betrayed by their leader and became what they hated most. Although you are I are just met, you must believe me... you will not be betrayed here. You are not alone."

The guards were closing in, there was a small gap remaining between the wall the nearest guard. Dae ducked low, her cape swirling up like a wave behind her and she scrabbled across the front of the building hoping the two guards would follow her and not turn back to Damaia.
 

OOC

Bonus action: Inspiring Damaia - who can add 1d6 in next 10 minutes to one attack, saving throw or ability check.

Action: Disengage action

Move: Move 15ft along the building, out from between the guards.

NOTE: Ignore the roll below, Lu wasn't hurt. 🙂


Main hand: pastry pie

Off hand: free

Status: Protection from evil/good (9-ish min remaining - 1rd)

Edited by ariel (see edit history)
Name
Healing Word on Lu
8
1d4+6 2
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Mags Kategaris - Itinerant Hedge Wizard Mags_token_200.png.d3596c7994956f551d31c29deaf69122.png

AC: 14 (17with Mage Armor)  | HP: 30/30 | Initiative: +4Oracular Insight (I'll often use this for important initiative checks)
"The gods give you flashes of insight that help you bring your efforts to fruition. When you make an ability check, you can roll a d10 and add the number rolled to the check. You can wait until after you roll the d20 before deciding to add the d10, but you must decide before the DM says whether the roll succeeds or fails. Once you use this trait, you can't use it again until you finish a short or long rest."
Passive Perception: 17 | Spell Slots 1/2 (1st)


Mags' eyes went wide as the orc not only survived his stab in the back but moved away as if he didn't care. The enemy leaders seemed particularly interested in the elf sisters. Or perhaps they were just too proud to think tactically. Whatever the reason, Mags was glad of it. Billie was standing there waiting for the orc like it was threshing season and he was the wheat stalk. 

The chains.

He could still see the chain on the guard he'd downed--glowing, keeping him from dying. Likely he would soon stand up. They had to find the master chain and break it--that was the quickest way to defeat this undead gang. Mags sent the invisible hand to pick Pale Face's pockets. Perhaps the hand would find the master chain, or some key to its location

Seeing Dae, pie in hand, dodging away from the two Guards closing in on her, Mags knew he had to help--he'd been the one to call her behind him, as if he was some great warrior capable of protecting her. Huh. Catlike, he sprang toward the guard who'd struck at her--taking that guard down would take some of the pressure off of Dae. As he close to attack, Clair raced down from her second story balcony toward the same guard. 

Mags had never attempted to control the hand for such precision work while charging and attacking an enemy. He ended up botching the job, almost certain Pale Face would detect the effort. His failure stoked a fire that had started to burn within him. He didn't like Pale Face--aside from the fact that the guy was a necromancer who'd likely enslaved a small band of living-dead warriors to kill Mags and the others, Pale Face was arrogant and annoying, and he'd ordered his warriors to kill Dae and Lu! Letting his emotions get the best of him, Mags sent Clair scampering right back up to her balcony, and changed his course. 

He fainted for the guard but at the last minute tumbled sideways and drove his dagger, suddenly crackling with sparks of lightning, into the side of Pale Face's neck. The feel of his blade sinking into the undead leader's neck brought a rush of satisfaction. Mags pulled the blade free and a crackling wave of energy spread from the wound, sheathing Pale Face in a web of crackling energy, sounding like an angry distant thunderstorm just waiting to explode if disturbed.  

And then Mags realized he'd placed himself right between two enemies--who were now flanking him. On the bright side, with such a tempting tartget, the nearby living-dead guard would likely not continue to obey his master command to kill Dae. But if he did, Mags would have a go at his back. 

Where in Halycia is your chain, Pale Face?


 

Mechanics

Main Hand: dagger (with Ullmalyte Stone of the War Mage)

Off Hand: knife


Bonus Action: Mage Hand Legerdemain (pick Pale Face's pocket)

Move: move 25 feet (see map)

Action: Booming Blade sneak attack Pale Face


Familiar: 


Note 1: Current spells active: Mage Armor, Mage Hand. 

Statblock

Male Human (Varient) Rogue (Arcane Trickster) 3

Languages Halaea Common, Grehesian Common, Khazian Common, Malek Common, Celestial, Irodesi, Thieves' Cant

Background Hedge Wizard Background Feature The Common Folks' WizardWhen you arrive in smaller communities in your role as hedge wizard, you receive free lodging and food of a modest standard. In addition, your work (reading fortunes, conducting séances, providing herbal remedies to the sick, selling protective trinkets...) leads your clients to open up and tell you things, allowing you access to information they might not publicly share about themselves or others in their community.


StrSave +0
Athletics +0
10 DexSave +6*
Acrobatics +4 | Sleight of Hand +11* | Stealth +8 (E)
18 ConSave +2
No skills associated.
14 IntSave +4
Arcana +4 | History +2 | Investigation +4 | Nature +2 | Religion +2
14 WisSave +3
Animal Handling +3 | Insight +5 | Medicine +3 | Perception +7 (E) | Survival +3
16 ChaSave +0
Deception +2 | Intimidation +0 | Performance +0 | Persuasion +0
11

ProficiencyTools: Thieves tools (+5 Pick Locks*), herbalism kit
Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords
Armors: Light
Bonus +2 Saving Throws Dex, Int

Speed 30 (60 w/Cunning Action Dash)


Actions

  • Booming BladeEvocation cantrip
    Casting Time: 1 action
    Range: Self (5-foot radius)
    Components: S, M (a melee weapon worth at least 1 sp)
    Duration: 1 round

    You brandish the weapon used in the spell's casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack's normal effects and then becomes sheathed in booming energy until the start of your next turn. If the target willingly moves 5 feet or more before then, the target takes 1d8 thunder damage, and the spell ends.

    This spell's damage increases when you reach certain levels. At 5th level, the melee attack deals an extra 1d8 thunder damage to the target on a hit, and the damage the target takes for moving increases to 2d8. Both damage rolls increase by 1d8 at 11th level (2d8 and 3d8) and again at 17th level (3d8 and 4d8).
  • Dagger +6 to hit for [1d4+4 (+2d6 w/sneak attack)] piercing damage. | Finesse, light, thrown (20/60)
  • Dart +6 to hit for [1d4+4 (+2d6 w/sneak attack)] piercing damage. | Finesse, thrown (20/60)
  • Sling +6 to hit for [1d4+4 (+2d6 w/sneak attack)] bludgeoning damage | Ammunition (30/120)
  • Knife +6 to hit for [1d3+4 (+2d6 w/sneak attack)] slashing damage | Finesse, light

Bonus Actions

  • Knife (2 Weapon Fighting) +6 to hit for [1d3 (+2d6 w/sneak attack)] slashing damage | Finesse, light
  • Cunning ActionStarting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action. (Dash, Disengage, Hide, Mage Hand LegerdemainStarting at 3rd level, when you cast mage hand, you can make the spectral hand invisible, and you can perform the following additional tasks with it:

    >You can stow one object the hand is holding in a container worn or carried by another creature.
    >You can retrieve an object in a container worn or carried by another creature.
    >You can use thieves' tools to pick locks and disarm traps at range.

    You can perform one of these tasks without being noticed by a creature if you succeed on a Dexterity (Sleight of Hand) check contested by the creature's Wisdom (Perception) check.

    In addition, you can use the bonus action granted by your Cunning Action to control the hand.
    )
  • Steady AimAs a bonus action, you give yourself advantage on your next attack roll on the current turn. You can use this bonus action only if you haven't moved during this turn, and after you use the bonus action, your speed is 0 until the end of the current turn.

Reactions

  • Silvery Barbs1st-level enchantment
    Casting Time: 1 reaction, which you take when a creature you can see within 60 feet of yourself succeeds on an attack roll, an ability check, or a saving throw
    Range: 60 feet
    Components: V
    Duration: Instantaneous

    You magically distract the triggering creature and turn its momentary uncertainty into encouragement for another creature. The triggering creature must reroll the d20 and use the lower roll.

    You can then choose a different creature you can see within range (you can choose yourself). The chosen creature has advantage on the next attack roll, ability check, or saving throw it makes within 1 minute. A creature can be empowered by only one use of this spell at a time.
  • Opportunity Attack (with additional Sneak Attack)

Other/Free Actions

  • Oracle's InsightThe gods give you flashes of insight that help you bring your efforts to fruition. When you make an ability check, you can roll a d10 and add the number rolled to the check. You can wait until after you roll the d20 before deciding to add the d10, but you must decide before the DM says whether the roll succeeds or fails. Once you use this trait, you can't use it again until you finish a short or long rest.

Spell Save DC: 12 | Spell Attack Mod: +4

Cantrips Booming BladeEvocation cantrip
Casting Time: 1 action
Range: Self (5-foot radius)
Components: S, M (a melee weapon worth at least 1 sp)
Duration: 1 round

You brandish the weapon used in the spell's casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack's normal effects and then becomes sheathed in booming energy until the start of your next turn. If the target willingly moves 5 feet or more before then, the target takes 1d8 thunder damage, and the spell ends.

This spell's damage increases when you reach certain levels. At 5th level, the melee attack deals an extra 1d8 thunder damage to the target on a hit, and the damage the target takes for moving increases to 2d8. Both damage rolls increase by 1d8 at 11th level (2d8 and 3d8) and again at 17th level (3d8 and 4d8).
 | Mage HandConjuration cantrip
Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: 1 minute

A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.

You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it.

The hand can't attack, activate magic items, or carry more than 10 pounds.
 | MessageTransmutation cantrip
Casting Time: 1 action
Range: 120 feet
Components: V, S, M (a short piece of copper wire)
Duration: 1 round

You point your finger toward a creature within range and whisper a message. The target (and only the target) hears the message and can reply in a whisper that only you can hear.

You can cast this spell through solid objects if you are familiar with the target and know it is beyond the barrier. Magical silence, 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood blocks the spell. The spell doesn't have to follow a straight line and can travel freely around corners or through openings.
 | Minor IllusionIllusion cantrip
Casting Time: 1 action
Range: 30 feet
Components: S, M (a bit of fleece)
Duration: 1 minute

You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again.

If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends.

If you create an image of an object—such as a chair, muddy footprints, or a small chest—it must be no larger than a 5-foot cube. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it.

If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.
| PrestidigitationTransmutation cantrip
Casting Time: 1 action
Range: 10 feet
Components: V, S
Duration: Up to 1 hour

This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range:

>You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.
>You instantaneously light or snuff out a candle, a torch, or a small campfire.
>You instantaneously clean or soil an object no larger than 1 cubic foot.
>You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.
>You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.
>You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.

If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
 

Spells Disguise Self1st-level illusion
Casting Time: 1 action
Range: Self
Components: V, S
Duration: 1 hour

You make yourself—including your clothing, armor, weapons, and other belongings on your person—look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can't change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you.

The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair.

To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your spell save DC.
| Find FamiliarCasting Time: 1 hour
Range: 10 feet
Components: V, S, M (10 gp worth of charcoal, incense, and herbs that must be consumed by fire in a brass brazier)
Duration: Instantaneous

You gain the service of a familiar, a spirit that takes an animal form you choose: bat, cat, crab, frog (toad), hawk, lizard, octopus, owl, poisonous snake, fish (quipper), rat, raven, sea horse, spider, or weasel. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of a beast.

Additional animal form choices may be available at the DM's discretion.

Your familiar acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. A familiar can't attack, but it can take other actions as normal.

When the familiar drops to 0 hit points, it disappears, leaving behind no physical form. It reappears after you cast this spell again. As an action, you can temporarily dismiss the familiar to a pocket dimension. Alternatively, you can dismiss it forever. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you. Whenever the familiar drops to 0 hit points or disappears into the pocket dimension, it leaves behind in its space anything it was wearing or carrying.

While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your familiar's eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are deaf and blind with regard to your own senses.

You can't have more than one familiar at a time. If you cast this spell while you already have a familiar, you instead cause it to adopt a new form. Choose one of the forms from the above list. Your familiar transforms into the chosen creature.

Finally, when you cast a spell with a range of touch, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll.
| Mage Armor1st-level abjuration
Casting Time: 1 action
Range: Touch
Components: V, S, M (a piece of cured leather)
Duration: 8 hours

You touch a willing creature who isn't wearing armor, and a protective magical force surrounds it until the spell ends. The target's base AC becomes 13 + its Dexterity modifier. The spell ends if the target dons armor or if you dismiss the spell as an action.
 |
Silvery Barbs1st-level enchantment
Casting Time: 1 reaction, which you take when a creature you can see within 60 feet of yourself succeeds on an attack roll, an ability check, or a saving throw
Range: 60 feet
Components: V
Duration: Instantaneous

You magically distract the triggering creature and turn its momentary uncertainty into encouragement for another creature. The triggering creature must reroll the d20 and use the lower roll.

You can then choose a different creature you can see within range (you can choose yourself). The chosen creature has advantage on the next attack roll, ability check, or saving throw it makes within 1 minute. A creature can be empowered by only one use of this spell at a time.

Rituals Augury2nd-level divination (ritual)
Casting Time: 1 minute
Range: Self
Components: V, S, M (specially marked sticks, bones, or similar tokens worth at least 25 gp)
Duration: Instantaneous

By casting gem-inlaid sticks, rolling dragon bones, laying out ornate cards, or employing some other divining tool, you receive an omen from an otherworldly entity about the results of a specific course of action that you plan to take within the next 30 minutes. The DM chooses from the following possible omens:

>Weal, for good results
>Woe, for bad results
>Weal and woe, for both good and bad results
>Nothing, for results that aren't especially good or bad

The spell doesn't take into account any possible circumstances that might change the outcome, such as the casting of additional spells or the loss or gain of a companion.

If you cast the spell two or more times before completing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get a random reading. The DM makes this roll in secret.
 

Edited by Wizard of the Coat (see edit history)
Name
Mage Hand Legerdemain (pick Pale Face's pocket)
12
1d20+11 1
Dagger Attack vs. Pale Face (with Flanking Advantage)
26; 15
1d20+6;1d20+6 [20]; [20,9]
Critical Sneak Attack Damage vs Pale Face
28
2d6+1d4+20 2,3,3
Perception check to locate Pale Face's chain
11
1d20+7 4
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image.png.c10c75ae87ff3a4c8be5b579a00cc1a8.png Lulani Zenar'inan Shadar Kai Hexblade Warlock of the Tome  


AC: 14 +5*=19 | HP: 22/22 | Initiative: +3 | Passive Perception: 13


Lulani's face faltered for a moment as she felt the grey-skinned man's magic reaching for her mind. Then his fallen orc friend seemed to move. No doubt Necormancy. She shivered a bit, the thought of fighting dead people gave her the creeps. They might have worms and maggots! Her face was fully contorted into disgust. This man certainly seemed more of a threat than the dead ... now moving orc was... is? Spears went soaring towards her, "No." , her simple words full of power. The spears seem to hit a shadowy force around Lulani and fall harmlessly on the floor. The pale man hits the floor, yet the armored guys were still up and about. This was looking a bit worse than it did before, perhaps they could still act while their master was dead? Maybe there was someone else?

She groans. She was going to have to move. Lulani seems to become black smoke, a distant sound of cawing seems to echo out, and she seems to float between the space of the orc and the armored undead. With the grey man down, Lu saunters over to the other allies. She is worried about the grey man getting back up, but would prefer to be closer to the others as opposed to further away. She turns and points to the guy south of her, the crackling sound splitting the air once more and heading straight for the armored undead man.

 

Action and info

Reaction: Cast ShieldSource: Player's Handbook

1st-level abjuration

Casting Time: 1 reaction, which you take when you are hit by an attack or targeted by the magic missile spell
Range: Self
Components: V, S
Duration: 1 round

An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile.
 as a reaction. Using a spell slot.

Bonus: Gonna use my 1x a day Blessings of the Raven Queen that lets her teleport up to 30ft and gives her resistance to all damage until the start of her next turn. I am not sure if she can move after that? If she can, I would like to move her some more. 

Standard: Doing eldritch blast instead on guy south of her (guard #3)


Used:

Spell Slots: 1/2

Blessings of the Raven Queen 1/2

Hexblade's curse dies when grey-skinned man dies. Lu gains no healing and can not use it again until she finishes a short or long rest.

 


Edited by fenrirlokison (see edit history)
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line-break-clipart-2.png.421f3824a8bdfee29df9876444eb7ac8.png

The Serene Holds of Urzoa

line-break-clipart-2.png.421f3824a8bdfee29df9876444eb7ac8.png


Chapter 1: Unrest in Baromenes                                                                                                                                                          Part 1: A Gathering of Wanderers


HD-wallpaper-city-of-athens-art-world-gaoart-fantasy-luminos-gao-ciy-athens.jpg.4f2c51e1f451f6a5cd65fbad03e41b2a.jpg

🎵 Theme 🎵

PART 1:
A GATHERING OF WANDERERS

 

Andropeclis sighed as he watched Krykon be defeated once more by the white-haired lady. His once arrogant expression faded as he saw Billie destroy Krykon's chain. Krykons body erupted in a flash into a blaze of black and blue flame bright enough to temporarily blind anyone looking at him. The flames burnt hot enough to singe the air and send heat across the whole area. The only thing left was his ruined scorched armor and the burnt outline of his body on the stones.

"Damned Lapdogs," Andropeclis said as he raised his sword, catching Damaia's and grinning. He felt someone going through his pocket and swatted the feeling aside keeping his attention on the tiefling. With their blades locked Andropeclis placed an open hand on Damaia's midsection, his hand glowing a sickly green as he chanted arcane words. "Niótho pó-"

"Gurgg!" His words were cut short as a blade was sheathed into his throat. He attempted to grab his assailant but Mags was too nimble, pulling out of reach and retrieving his dagger as he moved. Andropeclis grabbed at his throat and swung his sword wildly in an attempt to keep his enemies back. His vision faltered, and the world turned black as his eyes rolled into the back of his head. As he fell backward obsidian chains erupted from his body lashing at anyone near and attempting to disable them.

The Guards, seeing this, closed the distance and struck at Mags and Damaia. The guard that the young human and tiefling had put down rose and joined the fray. Lulani's eldritch blast went wide sailing past her target and hitting the stonework. the rest surrounded Billie and her echo in an attempt to put her down quickly. The threat, now realized by the burnt remains of Krykon.


Baromenes
3:06 pm
Wineday (Wednesday), 17th of Midsummer, 495 AC


SCENE INSTRUCTIONS

Andropeclis is down, the guards are surrounding you and trying to buy time for their master. What do you do?

Edited by TheWordWeaver (see edit history)
Name
Guard 2 attack Vs. Mags W/ Flank
13; 6
1d20+3;1d20+3 [10]; [10,3]
Guard 12 attack Vs. Mags W/ Flank
5; 21
1d20+3;1d20+3 [2]; [2,18]
Guard 2 and 12 Damage Vs. Mags
7; 5
1d8+1;1d8+1 [6]; [6,4]
Guard 1 attack Vs. Damaia
7
1d20+3 4
Guard 1 damage Vs. Damaia
7
1d8+1 6
Guard 9 attack Vs. Billie W/ Flank
10; 17
1d20+4;1d20+4 [6]; [6,13]
Guard 11 attack Vs. Billie W/ Flank
8; 11
1d20+4;1d20+4 [4]; [4,7]
Guard 10 attack Vs. Billie
5
1d20+4 1
Guard 9, 10, 11 damage Vs. Billie
9,7,5
repeat(1d8+2,3) 7,5,3
Guard 3 attack Vs. Echo W/ Flank
11; 13
1d20+4;1d20+4 [7]; [7,9]
Guard 4 attack Vs. Echo W/ Flank
6; 6
1d20+3;1d20+3 [3]; [3,3]
Guard 3 and 4 damage Vs. Echo
8; 5
1d8+2;1d8+1 [6]; [6,4]
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Wilhelmina "Billie" Zenar'InanShadar Kai Echo Knight Fighter  ktDKTE1.png.597a8a9544d21128395d1ab995de925a.png


AC: 16 | HP: 35/35 | Initiative: +2 | Passive Perception: 13


The eruption of light phased her little, her Dim blackened sockets seeming to drink it in, while her echo seemed an even darker shadow in relief.  The guards closed around her like an angry hug, though her movements kept all but one from connecting, but it was no matter, first blood always got her excited and she grinned as the wound instantly closed.

She swung wildly, a spinning arc at the three in front of her, but they were not her target, the whirling sword was simply gaining velocity to collide with the solitary bloke behind her.  Her blade caused his chains to rattle and ring, but did not connect with flesh.

Across the battlefield, in the wake of her stroke, her echo flew, gliding through the chain guard to rest opposite Damaia.  Billie stomped her foot and there was again that sense of noise, the tinny ring as both she and her echo fell instantly through the ground and sprung up where their opposite had vanished from.  Billie called over the consolidating mass of violence to the savagely slashing redhead. "As much as I love this dance, if these bastards would stay down Magpie, that would be fan-****ing-tastic!" She tactfully blared over the din of rushing soldiers and jangling chains. 

 


 

Valyv was confused, for a moment as his charge vanished reappearing a few dozen feet away, but he bolted after her.  w50e019.png.816a754a5281e1825ef3baef6bba27fc.png.46f5accda73fbee3e4535cbf251b4fd1.pngHe didn't really understand what was going on, but he knew staying near Lula and protecting her was a path to treats, and not doing so may get him a swift kick, so it did not take the brightest of dogs to make that choice.  It also didn't take a genius dog to figure out who were the enemies, the shambling rotters, that's who, so with a snarl he snapped at the rotter near Lula.

 

Mechanics

Main Hand: Greatsword
Off Hand: more greatsword


Action 1: Attack
Non-Action: Move echo across the battlefield to end opposite Damaia, flanking chain guard
Bonus Action: Swap places with Echo.


Valyv Action: Attack

Name
Attack
15
1d20+6 9
greatsword damage
7
2d6+4 1,2
Doggo Attack
19
1d20+3 16
doggo damage
5
1d6+1 4
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Mags Kategaris - Itinerant Hedge Wizard Mags_token_200.png.d3596c7994956f551d31c29deaf69122.png

AC: 14 (17with Mage Armor)  | HP: 30/30 | Initiative: +4Oracular Insight (I'll often use this for important initiative checks)
"The gods give you flashes of insight that help you bring your efforts to fruition. When you make an ability check, you can roll a d10 and add the number rolled to the check. You can wait until after you roll the d20 before deciding to add the d10, but you must decide before the DM says whether the roll succeeds or fails. Once you use this trait, you can't use it again until you finish a short or long rest."
Passive Perception: 17 | Spell Slots 1/2 (1st)


Where in Halycia is your chain, Pale Face?

Pale Face took the killing blow, but still had energy to lash out: first with his longsword, then with... some sort of magical chains. The chains lashed out wickedly and it was all Mags could do to fight back panic and twist away. As he did, he felt the tiny feline yelp that told him Clair was gone--her conjured body undone by Pale Faces death throws.

By Etari's Scales, you had it coming. 

Mags kicked the fallen Pale Face. "That's for Clair."

The fierceness of Pale Face's death throws had Mags thinking guy was done. But then he looked to the dark stain and armor not far away--all that remained of the orc. No, Pale Face was not done: he hadn't burned up, his guards were still standing, and still fighting. Pale Face was coming back, Mags was sure of it. 

He had to find the bastard's chains so that Billie or Dam or Lu could tear them from his body. 

Mags knew what he had to do. He had to search Pale Face's corpse while avoid attacks from the guard at his back. If his companions could destroy Pale Face's chain, the guards would hopefully drop--preferably before killing him. 

With that thought, two guards were suddenly upon him, their attacks coordinated--they were flanking him! He was hoping they were mindless. Clearly, he'd heard too many campfire stories. 

For a guy in no armor, Mags was not an easy target: he moved with preternatural speed, anticipating his opponents as if he could read their minds, twisting, ducking, and sometimes only leaning just enough to avoid the two guards' blades. And he did this while remaining mostly crouched by Pale Face's body, looking for the chain. But dividing his attention between two attackers and the investigation of an enemy's corpse was more than he'd been trained for. Mags saw the second guard's attack coming too late to dodge it. But then... 

"Tyhi!" Mags spoke the arcane word with practiced command.

The attacking guard immediately lost his footing on the pavement stones, struggling to recover. His attack went wide and he nearly fell on his ass. Just barely, he managed to remain on his feet. 

While the second guard struggled to recover, Mags divided his attention between avoiding the first guard's blade and his investigation of the blue light coming from Pale Face's body, poking and prodding with dagger and knife, certain the light was coming from the chain.

The invisible mage hand was there to help him. Not wanting his companions to misunderstand, Mags pointed at the Pale Face's longsword and waved it away with the flourish and showmanship of a street performer--on cue, the hand snatched the longsword and flew away with it, depositing it on the same balcony that had served as Clair's lookout post before returning to Pale Face's corps. 

Mags had heard of city thugs who rolled drunks in the streets late at night. He'd always wondered what that expression meant, but now he understood. Rolling Pale Face over, he shouted--his tone fearful rather than commanding, "There, wrapped around his spine, about a foot long! Hurry, break his chain, Damaia, he's stitching back together!" 

Mags stood and prepared himself for further attacks. 


 

Mechanics

Main Hand: dagger (with Ullmalyte Stone of the War Mage)

Off Hand: knife


Reaction on Enemy's Turn: Silvery Barbs on the attack that hit Mags.

Bonus Action: Mage Hand Legerdemain - Grab Pale Face's longsword and fly it up and away to the same second story balcony where Clair was hiding - 100% cover. I've created a token for the longsword on the map--in the same place where the Cat token was. The hand drops the sword (which I'm hoping is a free action) and flies back to it's original starting position. 

Action: Investigate Pale Face's corpse looking for chains. 


Note 1: Current spells active: Mage Armor, Mage Hand. 

Statblock

Male Human (Varient) Rogue (Arcane Trickster) 3

Languages Halaea Common, Grehesian Common, Khazian Common, Malek Common, Celestial, Irodesi, Thieves' Cant

Background Hedge Wizard Background Feature The Common Folks' WizardWhen you arrive in smaller communities in your role as hedge wizard, you receive free lodging and food of a modest standard. In addition, your work (reading fortunes, conducting séances, providing herbal remedies to the sick, selling protective trinkets...) leads your clients to open up and tell you things, allowing you access to information they might not publicly share about themselves or others in their community.


StrSave +0
Athletics +0
10 DexSave +6*
Acrobatics +4 | Sleight of Hand +11* | Stealth +8 (E)
18 ConSave +2
No skills associated.
14 IntSave +4
Arcana +4 | History +2 | Investigation +4 | Nature +2 | Religion +2
14 WisSave +3
Animal Handling +3 | Insight +5 | Medicine +3 | Perception +7 (E) | Survival +3
16 ChaSave +0
Deception +2 | Intimidation +0 | Performance +0 | Persuasion +0
11

ProficiencyTools: Thieves tools (+5 Pick Locks*), herbalism kit
Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords
Armors: Light
Bonus +2 Saving Throws Dex, Int

Speed 30 (60 w/Cunning Action Dash)


Actions

  • Booming BladeEvocation cantrip
    Casting Time: 1 action
    Range: Self (5-foot radius)
    Components: S, M (a melee weapon worth at least 1 sp)
    Duration: 1 round

    You brandish the weapon used in the spell's casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack's normal effects and then becomes sheathed in booming energy until the start of your next turn. If the target willingly moves 5 feet or more before then, the target takes 1d8 thunder damage, and the spell ends.

    This spell's damage increases when you reach certain levels. At 5th level, the melee attack deals an extra 1d8 thunder damage to the target on a hit, and the damage the target takes for moving increases to 2d8. Both damage rolls increase by 1d8 at 11th level (2d8 and 3d8) and again at 17th level (3d8 and 4d8).
  • Dagger +6 to hit for [1d4+4 (+2d6 w/sneak attack)] piercing damage. | Finesse, light, thrown (20/60)
  • Dart +6 to hit for [1d4+4 (+2d6 w/sneak attack)] piercing damage. | Finesse, thrown (20/60)
  • Sling +6 to hit for [1d4+4 (+2d6 w/sneak attack)] bludgeoning damage | Ammunition (30/120)
  • Knife +6 to hit for [1d3+4 (+2d6 w/sneak attack)] slashing damage | Finesse, light

Bonus Actions

  • Knife (2 Weapon Fighting) +6 to hit for [1d3 (+2d6 w/sneak attack)] slashing damage | Finesse, light
  • Cunning ActionStarting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action. (Dash, Disengage, Hide, Mage Hand LegerdemainStarting at 3rd level, when you cast mage hand, you can make the spectral hand invisible, and you can perform the following additional tasks with it:

    >You can stow one object the hand is holding in a container worn or carried by another creature.
    >You can retrieve an object in a container worn or carried by another creature.
    >You can use thieves' tools to pick locks and disarm traps at range.

    You can perform one of these tasks without being noticed by a creature if you succeed on a Dexterity (Sleight of Hand) check contested by the creature's Wisdom (Perception) check.

    In addition, you can use the bonus action granted by your Cunning Action to control the hand.
    )
  • Steady AimAs a bonus action, you give yourself advantage on your next attack roll on the current turn. You can use this bonus action only if you haven't moved during this turn, and after you use the bonus action, your speed is 0 until the end of the current turn.

Reactions

  • Silvery Barbs1st-level enchantment
    Casting Time: 1 reaction, which you take when a creature you can see within 60 feet of yourself succeeds on an attack roll, an ability check, or a saving throw
    Range: 60 feet
    Components: V
    Duration: Instantaneous

    You magically distract the triggering creature and turn its momentary uncertainty into encouragement for another creature. The triggering creature must reroll the d20 and use the lower roll.

    You can then choose a different creature you can see within range (you can choose yourself). The chosen creature has advantage on the next attack roll, ability check, or saving throw it makes within 1 minute. A creature can be empowered by only one use of this spell at a time.
  • Opportunity Attack (with additional Sneak Attack)

Other/Free Actions

  • Oracle's InsightThe gods give you flashes of insight that help you bring your efforts to fruition. When you make an ability check, you can roll a d10 and add the number rolled to the check. You can wait until after you roll the d20 before deciding to add the d10, but you must decide before the DM says whether the roll succeeds or fails. Once you use this trait, you can't use it again until you finish a short or long rest.

Spell Save DC: 12 | Spell Attack Mod: +4

Cantrips Booming BladeEvocation cantrip
Casting Time: 1 action
Range: Self (5-foot radius)
Components: S, M (a melee weapon worth at least 1 sp)
Duration: 1 round

You brandish the weapon used in the spell's casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack's normal effects and then becomes sheathed in booming energy until the start of your next turn. If the target willingly moves 5 feet or more before then, the target takes 1d8 thunder damage, and the spell ends.

This spell's damage increases when you reach certain levels. At 5th level, the melee attack deals an extra 1d8 thunder damage to the target on a hit, and the damage the target takes for moving increases to 2d8. Both damage rolls increase by 1d8 at 11th level (2d8 and 3d8) and again at 17th level (3d8 and 4d8).
 | Mage HandConjuration cantrip
Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: 1 minute

A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.

You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it.

The hand can't attack, activate magic items, or carry more than 10 pounds.
 | MessageTransmutation cantrip
Casting Time: 1 action
Range: 120 feet
Components: V, S, M (a short piece of copper wire)
Duration: 1 round

You point your finger toward a creature within range and whisper a message. The target (and only the target) hears the message and can reply in a whisper that only you can hear.

You can cast this spell through solid objects if you are familiar with the target and know it is beyond the barrier. Magical silence, 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood blocks the spell. The spell doesn't have to follow a straight line and can travel freely around corners or through openings.
 | Minor IllusionIllusion cantrip
Casting Time: 1 action
Range: 30 feet
Components: S, M (a bit of fleece)
Duration: 1 minute

You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again.

If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends.

If you create an image of an object—such as a chair, muddy footprints, or a small chest—it must be no larger than a 5-foot cube. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it.

If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.
| PrestidigitationTransmutation cantrip
Casting Time: 1 action
Range: 10 feet
Components: V, S
Duration: Up to 1 hour

This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range:

>You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.
>You instantaneously light or snuff out a candle, a torch, or a small campfire.
>You instantaneously clean or soil an object no larger than 1 cubic foot.
>You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.
>You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.
>You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.

If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
 

Spells Disguise Self1st-level illusion
Casting Time: 1 action
Range: Self
Components: V, S
Duration: 1 hour

You make yourself—including your clothing, armor, weapons, and other belongings on your person—look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can't change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you.

The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair.

To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your spell save DC.
| Find FamiliarCasting Time: 1 hour
Range: 10 feet
Components: V, S, M (10 gp worth of charcoal, incense, and herbs that must be consumed by fire in a brass brazier)
Duration: Instantaneous

You gain the service of a familiar, a spirit that takes an animal form you choose: bat, cat, crab, frog (toad), hawk, lizard, octopus, owl, poisonous snake, fish (quipper), rat, raven, sea horse, spider, or weasel. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of a beast.

Additional animal form choices may be available at the DM's discretion.

Your familiar acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. A familiar can't attack, but it can take other actions as normal.

When the familiar drops to 0 hit points, it disappears, leaving behind no physical form. It reappears after you cast this spell again. As an action, you can temporarily dismiss the familiar to a pocket dimension. Alternatively, you can dismiss it forever. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you. Whenever the familiar drops to 0 hit points or disappears into the pocket dimension, it leaves behind in its space anything it was wearing or carrying.

While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your familiar's eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are deaf and blind with regard to your own senses.

You can't have more than one familiar at a time. If you cast this spell while you already have a familiar, you instead cause it to adopt a new form. Choose one of the forms from the above list. Your familiar transforms into the chosen creature.

Finally, when you cast a spell with a range of touch, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll.
| Mage Armor1st-level abjuration
Casting Time: 1 action
Range: Touch
Components: V, S, M (a piece of cured leather)
Duration: 8 hours

You touch a willing creature who isn't wearing armor, and a protective magical force surrounds it until the spell ends. The target's base AC becomes 13 + its Dexterity modifier. The spell ends if the target dons armor or if you dismiss the spell as an action.
 |
Silvery Barbs1st-level enchantment
Casting Time: 1 reaction, which you take when a creature you can see within 60 feet of yourself succeeds on an attack roll, an ability check, or a saving throw
Range: 60 feet
Components: V
Duration: Instantaneous

You magically distract the triggering creature and turn its momentary uncertainty into encouragement for another creature. The triggering creature must reroll the d20 and use the lower roll.

You can then choose a different creature you can see within range (you can choose yourself). The chosen creature has advantage on the next attack roll, ability check, or saving throw it makes within 1 minute. A creature can be empowered by only one use of this spell at a time.

Rituals Augury2nd-level divination (ritual)
Casting Time: 1 minute
Range: Self
Components: V, S, M (specially marked sticks, bones, or similar tokens worth at least 25 gp)
Duration: Instantaneous

By casting gem-inlaid sticks, rolling dragon bones, laying out ornate cards, or employing some other divining tool, you receive an omen from an otherworldly entity about the results of a specific course of action that you plan to take within the next 30 minutes. The DM chooses from the following possible omens:

>Weal, for good results
>Woe, for bad results
>Weal and woe, for both good and bad results
>Nothing, for results that aren't especially good or bad

The spell doesn't take into account any possible circumstances that might change the outcome, such as the casting of additional spells or the loss or gain of a companion.

If you cast the spell two or more times before completing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get a random reading. The DM makes this roll in secret.
 

 

Edited by Wizard of the Coat (see edit history)
Name
Investigation Check with Advantage (from Silvery Barbs)
14; 23
1d20+4;1d20+4 [10]; [10,19]
Guard 12's Silvery Barb attack
4
1d20+3 1
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Damaia Hazil
AC: 17Armour: 14
Dexterity: +1
Shield: +2
| HP: 34 (*Abjuration Ward;
When casting an Abjuration Spell of 1st level or higher.
Gain Wizard level x2+Int mod as a Ward.
Whenever you cast Abjuration magic - even if the ward is at 0 - add a number of hit points equal to twice the level of the spell.
) | Proficiency: +2 | Initiative: +1 | Passive Perception: 12 | Speed: 30ft
Saves: Str +4 | Dex +1 | Con +4 | Int +5 | Wis +0 | Cha +0 | Resistances: Fire, Necrotic, Radiant
Special Abilities: Cloak of StarsEffect: Disadvantage on attacks against you for 1 minute.

As an action, you wrap yourself in a starry cloak, appearing like a silhouette forms of the night sky. When you doe, attack rolls have disadvantage against you. This cloak lasts for 1 minute, until you doff it (no action), or until you die. Once you use this trait, you can't use it again until you finish a long rest.
, Second WindOn turn, bonus action to regain 1d10+Fighter Level HP.

Once per short/long rest.
, Darkvision60ft

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.

Attacks: Long Sword [+4 | 1d8+4 Slashing. (Dueling / Versatile. 1d10+4)] | Long Bow [+3 | 1d8+1. 150/600]
Spells; DC: 15. Attack +7. Spells Prepared 7. | Cantrips: Prestidigitation, Mage Hand, Green-Flame Blade, Thaumaturgy

Level 1 [▣ ] | Magic Missile, Shield, Burning Hands, Grease, Absorb Elements, False Life, Frost Fingers


With the cacophony going on around them she almost didn't hear Mags, but his meaning was clear. She trusted her new companions - more than she would have expected, or seemed wise. But somehow, it seemed natural - to keep the guards off her as she helped Mags.

Once he exposed her target she didn't need any prompting. Lifting her sword over her head she brings it down like an axe, there is little grace and almost no style to it, but she didn't need it to, she only needed to hack through the downed creature - for it could no longer be called a man - and that supernatural chain that was hopefully holding it all together.
 

Mechanics

Main Hand: (two-handed) Long sword

Off Hand: -


Movement:
Action;
Chop chop

 

Edited by Neopopulas (see edit history)
Name
Attacking the chain
8
1d20+4 4
Damaging the chain
6
1d10+2 4
Attacking the chain WITH ADVANTAGE
7
1d20+4 3
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