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Chapter 1 - Unrest in Baromenes


TheWordWeaver

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Wilhelmina "Billie" Zenar'InanShadar Kai Echo Knight Fighter  ye1F5FJ.png.6cac4f82ac1cb4afb0b9ab93aff59262.png

 

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


The black around her eyes made her widening pupils all the more noticeable as Tros mentioned the competition.  "I'm absolutely free." She declared with conviction. 

As if on cue, her sister's soft voice touched her ears and she noticed Dae waving.  "I'll catch up in just a sec, have to deal with a sweaty boy." For a moment she considered them and what was going on with the unchained, prophesies and such, then shook her head dismissively and looked back to the sweaty fellow.  "Name a time, I'll make it work..." 

There was one thing about him that bothered her though... she ran a finger over his pec, picking up a drop of sweat and giving it a flick. "Maybe bring a towel" She laughed as she walked over and grabbed one more javelin and tried to mimic his running toss.

The javelin landed past his last throw and she did a small fist pump, trying not to get too over excited, but clearly unable to wipe the grin from her face and her step now had quite the swagger.  Billie gave the athlete a wink as she strut past, picking up her things as she made to catch up with her party.

 

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Catching up with the others on the road, with an armload of armor and a pack slung over her shoulder, she was clearly happy.  "There's a competition tomorrow, The Halysiki.  I'm joining... What about Deypho? Trust her? As much as I trust any temple toady.  They always have grand plans for others, probably because they know they're generally not going to accomplish anything themselves in life."

 

 

Mechanics

Main Hand: Nada
Off Hand: Deux Nada

Action 1: 
Non-Action: 
Bonus Action: 

 

 
Name
Athletics
25
1d20+6 19
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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 0/2 (1st)

Mags, who had suggested that the group would be more difficult to track through the city if the stunningly attractive Lu walked rather than hovered three feet above the city streets on an invisible disk of arcane energy, found himself carrying what he deemed a disproportionate share of her unnecessary gear. Only Valyv seemed to be carrying more of it than Mags.

There must be over thirty pounds of rations here! Who carries that much travel food? 

Consequently, he seemed very pleased as Billie approached the group.  Carefully, he began setting down a portion of the extra gear he carried, certain that Billie, despite her slim build, was much stronger than he.  Indeed, he'd estimated her javelin throw above two hundred feet.

He listened as Dae and Billie addressed the question of Deypho's trustability.  "My Master used to say the best approach with potential allies is: trust but verify. We should verify those portions of her story that can be confirmed--like the destruction of Erenae village."  

His load lightened, and the promise of a free meal in his immediate future, Mags' spirits rose as he considered his new traveling companions. For the past several weeks he lamented the loss of his long-time traveling companion, feeling lonely and in need of new companionship. And for the past few years he'd looked to a future that included female companionship. Now, the universe--or at least certain gods he would not name--had struck with a vengeance. 


 

Mechanics

Main Hand: 

Off Hand: 


Bonus Action: 

Action: 

Free Action(?): 


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)
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Wilhelmina "Billie" Zenar'InanShadar Kai Echo Knight Fighter  ye1F5FJ.png.6cac4f82ac1cb4afb0b9ab93aff59262.png

 

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


As Mags began to lay things down, Billie just raised an eyebrow at him, hefted her own belongings, and waited for him to pick it back up.  Her arms were full of her armor, so she had no intention of adding anything else to her cumbersome load.  "Master? Were you a slave or something? If you're free now, why would you care what they had to say.  Besides, that just sounds more like be polite to their face, while you sneak about to dig up dirt on them."  

She gave a shrug, which caused one of her bracers to slip from her armor pile, but she kicked it back up and caught it.  Walking backwards and sometimes sideways as she spoke, the terrain became a little easier as they began making their way through the mall. "My uncle says, do whatever the hell you want, but make sure you're ready to face the consequences.  I figure then it really doesn't matter who you trust, does it?"  Billie laughed at this, recalling the many consequences she'd already faced, and the stories of those her uncle had.  The mirth was cut short by a growl.  The black hound, then sped up cocking his head in anticipation, as her stomach then began to rumble. "I do trust my gut though, and I'm starved!"  Dashing the last dozen or so paces to the Pillar, she used her knee to press the latch and kicked the door open.

"We need a table, filled with food and beer, maybe a few rooms while were at it." She announced as she made her way towards whomever looked like they might be able to fulfill her request.

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Mechanics

Main Hand: Nada
Off Hand: Deux Nada

Action 1: 
Non-Action: 
Bonus Action: 

 

 
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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 had given a nod at the suggestion to keep them in line, though she expected it was not about to be easy. She lets the group talk for some time as she thinks about everything that had happened recently. "Trust but verify, i like that... I believe we can trust the most basic things but.. we really need to do our own investigations."

 

 

 

 

 

 

 

Mechanics

Main Hand: -

Off Hand: -


Movement:
Action;

 

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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 0/2 (1st)

Mags had not expected Billie to travel without her armor. The only other mercenary he'd ever known well had spoke of feeling naked with armor. Mags gave himself a mental kick. Of course Billie would be comfortable with nudity. Seeing that the warrior woman had not extra arms to carry more baggage, he resigned himself to his fate, again securing Lu's bags over his shoulders. 

"Master? Were you a slave or something?

Mags opened his mouth to answer but...

"If you're free now, why would you care what they had to say."

His brow furrowed, he again opened his mouth to answer but...

"Besides, that just sounds more like be polite to their face, while you sneak about to dig up dirt on them."  

Somewhat flustered, Mags tried to remember his answers to the first two questions, preparing what he hoped would be a tactful response to all Billie had said--using the fewest words possible. He didn't want to engage the warrior woman's competitive drive to dominate. He didn't want to poke the bear. But then, the Master's words came to him: an important early lesson about aggression, dominance, alpha predators, and prey. And suddenly, he was able to put Billie's behavior in perspective. 

In his travels, Mags had met many people who spoke to hear the sound of their voice or asked questions to share their opinions. Perhaps Billie was one of those people. Perhaps she wasn't looking for his answer. Perhaps this was just Billie being Billie. Dominance talk to maintain status within a social hierarchy, and to provoke reactions that might signal potential threats. He'd seen this behavior in men, but he'd never seen it so clearly in a female. 

He met the black-eyed girl's gaze, studying her with interest, but said nothing. 

"Trust but verify, i like that... I believe we can trust the most basic things but.. we really need to do our own investigations."

Mags turned to Damia, appreciating the support, offering a subtle nod of thanks. 


 

Mechanics

Main Hand: 

Off Hand: 


Bonus Action: 

Action: 

Free Action(?): 


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)
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Dae Dae


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


As they approached the inn, Dae added. "For me... trusting means you don't have to verify. But yes, later trust can be earned through initial verification..." She shrugged and tilted her head to look around again. We do not fit in here, we should get off the street. Loose tendrils of auburn hair escaped the hood of her cloak. She was glad for the hood though, so her expression was not visible when Billie spoke of masters and slaves.

She tried to bring the conversation back to her question. "Personally, I was not sure at first, about Deypho. I was surprised that she did not know, or would not say, the date of the next eclipse. Given that she has ties to the Oracle and serves in a temple to one of the saints of Xoros... a moon creator and leyline master.

Isn't it true that some believe magic is strongest during an eclipse? I would guess some worshippers of Xoros might be having a ceremony of some kind. Perhaps we can find a temple to Xoros himself in town."

In the final steps reaching the inn, Dae drifted to the back of the party, letting the others enter first. She wanted to see the inn's occupants before they saw her. Happily, Billie seemed able to draw most of the attention.

 

OOC

Main hand: free

Off hand: free

 

Just character-wise, Dae would have helped carry Lu's things. She probablywould happily have taken the larger share. But, I don't think it's worth editing things 🙂

 
Edited by ariel (see edit history)
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The Serene Holds of Urzoa

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


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🎵Theme🎵

PART 1:
A GATHERING OF WANDERERS

 

Tros was delighted with Billie's response, happy to hear that she would be interested in the competition and the prospect of training with him. Tros noticed a group stop at the hill that lead down to the pitch and watched as Billie looked at them and then back to him. He had been about to respond when she flicked a bead of sweat from his chest and ran over to throw another Javelin. He laughed the while.

"I'll be sure to bring two then!" He yelled over to her as he watched her. Clearly, she was a fast learner and Tros had to help from not letting the amazement on his face show too much as Billie seemed to almost perfectly match his movements from earlier. His face turned to awe as he saw the javelin sail through the air and land even farther past the last Javelin he had thrown. What she lacked in technique she more than made up with power. He wondered if that was true for other activities as well. He was broken out of his mesmerization when Billie strutted up to him and winked at him before gathering her things and heading to join the rest of her party.

Tros was entranced again as he watched her leave and admired the way she moved. "Tomorrow at Noon when the sun is highest in the sky! I'll be waiting here!" he yelled out to her, trying to regain his composure. His heart beat at double time and his skin was alive with electricity. After waving them off he walked back to grab the Javelins a smile plain across his face the whole time.

 


 

The journey to the Pillar was brisk, heading back the way you came was easy enough.

As you approach the Inn, you're struck by the imposing stone pillar that dominates the entrance that the establishment derives its name from. Its intricate carvings depict scenes from myth and legend, from heroic feats to epic battles, all in stunning detail.

As you step inside, the warm glow of oil lamps and the smell of roasting meat and spices fill your senses. The decor is rustic and inviting, with wooden tables and benches scattered throughout the room, and tapestries and shields adorning the walls. The patrons are a diverse mix of adventurers, traders, and locals, all gathered here to drink, eat, and share their stories. Some are dressed in simple tunics, while others wear armor and carry weapons. You spot a group of sailors huddled in a corner, swapping tales of sea monsters and far-off lands.

The bar is lined with amphorae of wine and ale, and a friendly bartender stands ready to serve you. You can order a flagon of mead or a glass of rich red wine, or perhaps try the tavern's specialty drink, a spiced honey mead that's said to have healing properties. A group of musicians tuning their instruments in the corner. They start playing a lively tune, and soon the entire tavern is alive with music and laughter. You can't help but feel a sense of camaraderie and adventure as if anything is possible in this magical place.

The Pillar itself is a sprawling, multi-level tavern with a layout designed to maximize space and accommodate a large number of patrons. The tavern is built around a central courtyard, which is open to the sky and surrounded by stone columns and archways. The courtyard serves as the heart of the tavern, where patrons mingle and enjoy the fresh air. An archway leads to an arena that is connected to the back of the Inn.

On the ground level, you find the main bar area, where customers are ordering drinks and food from the bar maidens. The bar is made of polished wood and is long enough to accommodate several patrons at once. Behind the bar, there are shelves lined with amphorae and bottles of wine, ale, and mead. The food is prepared in a kitchen located in the back of the tavern, where customers can catch a glimpse of the cooks at work.

As you make your presence known a nearby bar maiden sees you and rushes over. She is a sight to behold. Dressed in a flowing, sleeveless white tunic and draped in colorful scarves and jewelry, she moves about the floor with grace and confidence. Her long black hair is braided, and her skin is sun-kissed from spending long hours in the outdoor courtyard. In her hands, she carries a large ceramic jug filled with some kind of wine or ale that wafts into your nose, a smell of sweetness.

"Greetings my name is Aria," She says in an upbeat tone. "Welcome to the Pillar, please feel free to take any empty table, our more private ones are over there if you would prefer that. We will be having live music tonight as well as some events later on. Once you take your seats I or another will come over and take your orders." She says gesturing around the room before heading off back behind the bar.


Baromenes
4:45 pm
Wineday (Wednesday), 17th of Midsummer, 495 AC


SCENE INSTRUCTIONS

Tavern Time!

Edited by TheWordWeaver (see edit history)
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Wilhelmina "Billie" Zenar'InanShadar Kai Echo Knight Fighter  ye1F5FJ.png.6cac4f82ac1cb4afb0b9ab93aff59262.png

 

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


Billie first had eyes for the pillar, rubbing her fingers over it as best she could with an armload, not pouting at the fact that she couldn't inspect it better.  When the barmaid came, Billie blinked.  "Wow Ari, that's one stunning outfit." She said tilting sideways.  "It moves so great with your body,  I love the colors! Don't know whose more lucky you for finding such a great seamstress, or the seamstress for having such a great body to fit." Pinching a bit of the fabric she rubbed it between her fingers. "That's nice, maybe you can tell me who made it later, ya? 

Anyway, first I need a place to put my stuff that's safe, do you have rooms to rent that lock?  We definitely need to wash up some.  Maybe baths at some point, are there private baths or a public bathhouse? " She turned to the others. "If any of you want to start right away, order whatever you want.  Do you run a tab Ari, or pay as we go?"  

 

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Mechanics

Main Hand: Nada
Off Hand: Deux Nada

Action 1: 
Non-Action: 
Bonus Action: 

 

 

 

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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 0/2 (1st)

"For me... trusting means you don't have to verify. But yes, later trust can be earned through initial verification..."

Mags couldn't hold back a smile as he caught Billie's wide-eyed brow-raise and subtle head-nod to Dae. Common ground for Billie and Dae would be a good thing. He made a mental note to explore how he might facilitate further common ground for the two.

The hedge wizard considered how much the brief discussion of trust had revealed about his new companions. He'd made a career out of reading people. The skill had been drilled into him from childhood. And so he tended to see people as books to be read: each book unique, each baring a new and living tale. The best books read him as he read them--each revised by the transaction. Silently, he thanked Dae for her initial question. 

"Wow Ari, that's one stunning outfit. It moves so great with your body,  I love the colors! Don't know whose more lucky you for finding such a great seamstress, or the seamstress for having such a great body to fit."

Dusulla's waggery! That was good! 

Mags studied Billie with new interest. His efforts to compliment women had always been epic failures. But Billie was a natural. Her compliment was at once tasteful, specific, evocative, and creative. And it came off her tongue so smoothly. He would have pulled out pen and paper to write it down if not for the fact that he'd have needed to set down all of Lu's junk and then pick it up afterward. Besides, even if he wrote it down, he doubted he could deliver such words. 

"We definitely need to wash up some.  Maybe baths at some point, are there private baths or a public bathhouse? "

Still thinking about Billie's smooth complement, Mags opened his mouth and spoke before realizing his mistake. "Yeah, a bath would be great." 

Krictla-Ga's dung heap!

Mags prepared himself for whatever embarrassing remark Billie was preparing to unleash. 

 


 

Mechanics

Main Hand: 

Off Hand: 


Bonus Action: 

Action: 

Free Action(?): 


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)
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The Serene Holds of Urzoa

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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

 

Aria seemed to blush, as she turned to look at Billie. "Oh this old thing," She said waving her hand dismissively at the tunic as Billie touched it. "Thank you, yes she's a local seamstress in Baromenes. Not too far from here." She said as she waited for Billie and then Mags to finish. "A tab is fine, and depending on the room you'll be looking at anywhere between eight and sixteen silver. Eight for the one bedroom and twelve for the two beds. A room with a private bath is sixteen." She said lowering her voice she added. "Oh, there are also public baths around the city that are much cheaper. So up to you." before stretching her hand out. "Fifty silver to start the tab should be fine."

From behind the bar a Female orc, nearly as tall as Damaia yells from across the courtyard "Aria, once you are finished with those patrons please see to the guests at the corner table. Their tankards are running dry." Her tone is soft but authoritative. The orc is a striking woman with long, curly black hair that falls in loose waves around her shoulders. She has bright, piercing yellow eyes that seem almost a shade of gold that seem to sparkle with an inner light and a warm and inviting smile that lights up her face.

Her complexion is emerald-toned, with a smattering of freckles across her nose and cheeks, giving her a youthful and playful look. She has a muscled build, with curves in all the right places, and moves with a graceful, almost ethereal quality. her attire is simple yet elegant, with flowing gowns and tunics that accentuate her natural beauty. She often wears jewelry made of gold and precious gems, which catch the light and add a touch of glamour to her overall appearance.

"Right away Eurilyse!" Aria says before turning back to you all, hand still outstretched.


Baromenes
4:45 pm
Wineday (Wednesday), 17th of Midsummer, 495 AC


SCENE INSTRUCTIONS

Tavern Time!

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

AC: 14 | HP: 21/22 | Initiative: +3 | Passive Perception: 13

Lulani twirled her hair, "For the most part.... she seemed sincere, but I would like to avoid trusting her with important information." , she says in response to Dae's question. She clapped for her sister, "Excellent as always sister, even after all the travel and fighting!" The last bit added in to impress more. Lulani frowned when her sister announced she was joining a competition. "I'm not sure we have time for a competition dear sister. We have until the eclipse before there'll will be nothing but ash.... We may need to do some research though... so perhaps you will get your chance."

The lazy sister takes her time getting to the Pillar, loathe to be walking but she would not be rushed unnecessarily. She had been hoping to get her sister to give her a piggyback ride, but she had taken her armor off. Not to mention Billie took off before she could ask. She let her sister go, resigned to walk on land. 

Dae's comment caused an eyebrow lift. She made a very good point. Wouldn't someone at that temple keep better time of the moon? Lulani takes a moment to admire the intricate carvings in the Pillar. Once she enters she drinks in the sights, sounds, and atmosphere. Her usual lazy smile grows as the music feels the air. She wishes to dance, but wants to eat and drink more. 

"Greetings Aria, this is quite a wonderful looking establishment. Thank you for the warm welcome and gracing us with your gorgeous visage. Perhaps one of us can get the room with the wash and we can share a bath?" , her smile turning into a mischievous one as she looks to Mags to see his reaction. "It's too bad the beds are not likely to hold us all." She pauses for a moment, "Perhaps a bath will have to wait." Lulani fishes out 10 silver for herself and hands it over. Lulani contemplated on getting the room with the bath, not wanting to leave to get a bath, just to come back to go to sleep. Perhaps one of the others might get it, so she waited for now. 

 

Info

Spends 10 Silver

 

97-10= 87 left  Billie wanted to show off 😛 XD

 

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.

Dark shard amulet on prestidigitation to clean herself from yucky.

Edited by fenrirlokison (see edit history)
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Wilhelmina "Billie" Zenar'InanShadar Kai Echo Knight Fighter  ye1F5FJ.png.6cac4f82ac1cb4afb0b9ab93aff59262.png

 

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


Billie did her best to balance things in one arm as she fished out some coins.  "Seems like there's a lot of us that want baths and a shared bath sounds great, so one for us, not sure what the Dae and Dam are doin.  Mags you're the only guy so maybe you'll want a single? Then, you did want a bath and I could use someone to wash my back, how about Lu and I could push the beds together to make room for the three of us, ya?" She dropped the remaining six coin into Aria's hand for the room, then slipped her free hand into the opening of her shirt and pulled a gold coin from her bra. "Counting that high is a pain, here's for the tab..." She pressed the coin in the girls palm, pausing to look her in her eyes "We're friend now, no?" The smile was still paying on her lips but her eyes impressed a instance of sincerity.  

 

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Mechanics

Main Hand: Nada
Off Hand: Deux Nada

Action 1: 
Non-Action: 
Bonus Action: 

 

 
Name
intimidate
9
1d20+3 6
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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


"A bath would be good and i don't mind sharing a room, it wouldn't be the first time." she still had a lot to think about, but she also had to focus on the head and now.

 

 

 

 

 

 

 

Mechanics

Main Hand: -

Off Hand: -


Movement:
Action;

 

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Dae Dae


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


Dae shrugged, still glancing around. "I can share and I don't mind if the three of us share a room... with or without a bath." She looked from Damaia to Mags. She didn't care if Mags was a man or a mule at that moment, she believed they were bound together and with three people, none of them would have to be alone... or have to be alone with a stranger.

"I will sleep on the floor with my bedroll. To be very honest, I will be more comfortable like that and after what happened today... I don't think any of us should be staying alone."

She reached into a pocket and pulled out 16sp to pay for the room. "Ok?"

 

OOC

Main hand: free

Off hand: free

Rolling perception - is anyone giving them special attention and/or does Dae recognize anyone? Unlikely, but she's a bit paranoid in seaside taverns.

 
Name
Perception for room occupants - see ooc
23
1d20+4 19
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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

 

Aria smiled at Lu's comment she was about to speak when eyes went wide as Billie produced a gold coin from her person and placed it in the woman's small hand. "Friends? Of course." She said taking the gold coin and inspecting it, even biting it to test its validity. She turned away Lu's and Dae's silver. "This will do just fine, so two rooms with private baths?" she asked Looking between the five of you. "If you would like to sleep on the floor please feel free to." She said before looking back to Eurilyse, making sure she was predisposed. "I'll start you all off with some bread and a kreatopita, It's our famous meat pie we make here using goat meat. It's delicious" She said enthusiastically. "Also ill bring water and an amphora of our finest mead. Does that sound like a good start?" She asked with a raised brow. "Just pick a table and I will bring it over once I'm able." Immediately she turned and headed toward the corner table and topped their glasses up.

She then headed back to the bar, spoke with the bartender, and then walked toward Eurilyse and showed her the gold coin. Aria pointed to you all from across the room and then Eurilyse nods and sends Aria into the kitchen.

Dae scans the room and notices the table of sailors staring at them. Once they meet her gaze most of them turn away except for one. A Drow with sharp features pointed ears, and skin as dark as ebony. His eyes are a bright and piercing shade of silver, which seem to glow in the flickering light of the tavern's lights.

He wears a long, flowing coat made of black leather, which is adorned with silver buttons and intricate stitching. His boots are tall and made of the same dark leather, which extends up to his knees. A silver belt encircles his waist, which is studded with precious gems, and has a small dagger sheathed at his side. Dae would notice a thin, jagged scar that runs from his left eyebrow down to his cheekbone and another smaller scar just above his upper lip. He keeps Dae's gaze for a few moments and then turns back to his crew.


Baromenes
4:50 pm
Wineday (Wednesday), 17th of Midsummer, 495 AC


SCENE INSTRUCTIONS

Tavern Time!

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