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Ptala Etohmisop - Gnome Artificer 5 CG

AC: 20 | HP: 40/40 | Init: +2 | PP: 16 | Saves: 0/3/7/8/1/0 | Spell: DC16 |  I 4/4 | II 2/2


Ptala snatched the coin from the air then looked at it, then the box, almost unwilling to part with it, but after reading the instructions she began to wonder... was there a way to increase the odds of getting a "mystery toy?". She turned it over, feeling its weight, seeing if anything shifted, whether it be gears inside or levers. Balancing it in her hands she tried to look into the coin slot as she tilted it this way and that, trying to figure it our while pouring over her mental archives of tinker toy blueprints and manuscripts.

Eventually, she slowly slipped in the coin, letting it reluctantly fall into the slot before laying it quickly on the floor and listening to what gears may be turning within.

 

image.png.8e7ddbee2e147f86638b9c33465c25e9.png.a2a1e30592bca074999305dd12098879.png 

OOC

Investigate magic box

 

Name
investigate
22
1d20+7 15
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Ptala noticed that the slot was blocked with...........glue, it was deliberately filled up with glue. This did not stop the process of the magic and once placed on the floor out of nowhere ??????

 

Ptala needs a wisdom save AND IT BETTER BE GOOD.

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Well here goes! Yeah... she ain't wise, technically that should be a 9, but I'm pretty sure that won't mean much... sorry, she's too excited about not having to spend the gold she was given.

Name
WISDOMING!
8
1d20 8
Re-roll
6
1d12 6
roll
6
1d20 6
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Ptala pops from view, the box lies inert on the floor.

The gnome does not return and so it is realised that the box has somehow taken her, what you do next might either save her or kill her.

 

Hint: Do not smash the box

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Ahmonet

51P2XD6.png.9ff57b6758ef221ef5185dca5008219b.pngAhmonet  HP: 35/35   Saves: Str: -1, Dex: +2, Con: +5, Int: +1, Wis: +5, Cha: +7  AC: 17, Initiative: 2, Speed: 30


"I suppose I have you to thank Zosar for not ending up like Ptala, but against my better judgement, we should try to release her. I am going to suspect that perhaps the magic that transported her, may have locked her inside that box." she says, "It's my wild guess.. If undead were to enter into this room, they could have been transported wherever she went."

 

OOC: Arcana/Insight to guess what happened.

Name
Arcana
6
1d20+4 2
Insight
18
1d20+4 14
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Mwende Nabbasu - Cleric (Life) 5 - Hp 38 - AC 19

 

Mwende looked at the box on the floor and picked it up, she places it in her bag and says "we can get Ptala back when we get to the mainland, if we ever get to the mainland. Too much death in this place" she begins to light a fire in the fireplace. The sun has almost set and food is the order of the day, the mechanical bug does not know what to do.

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Zosar divine warrior of Re-Horakhty

Zosar.png.0e0513d922c614805498866ce0d270e0.pngHuman Paladin AC 18, gold plate armor +1 HP 30 / 30 | init +0  divine senses | cond: Protection from evil / good


Ptala was not there when Zosar turned to consider how it was going with the magic box, which was very weird...

"Pta...!?!"

The paladin felt something was very wrong with the magic box, and wondered what had just happened. Looking at Ahmonet with eyes wide with anxiety, Zosar considers Mwende for a moment as she speaks... it was still not clear to Zosar what had just happened.

Ptala's metal mount seemed to share Zosar's internal confusion.

Zosar looked around again incase anything else weird was going to happen suddenly.

 

actions

Freak out a bit...

 

Feats and Abilities

Paladin 5 (LG) : Lay on hands 25 hp .. divine senses 3 .. extra attack .. divine smite .. divine health ..

human stats : STR 16, DEX 10, CON 10, INT 10, WIS 14, CHA 15 ... saves WIS +5, CHA +5

prof. (+3) skills Athletics +6 .. Persuasion +5 .. Insight +5 ... Religion +3

fighting style Inception (reaction) 1d10+3 DR to ally within 10' with Spear, 5' reach weapon.

feats

  • Polearm Mastery (attack) glaive, spear, halberd, quarterstaff... (bonus) attack 1d4 blunt... (reaction) 5' reach weapon attack op
  • Piercer (once per turn) reroll one piercing dam dice, must use 2nd roll... crit +1 dice piercing dam
  • Warcaster (reaction) attack op. can cast a spell .. advantage on CON saves for concentration check .. can cast spells during combat when armed (see Paladin spells) 

Oath of devotion Channel Divinity ...

  • Sacred Weapon Weapon becomes magical, +2 attack, sheds light 20'r. duration: 1 minute
  • Turn the Unholy (action) censure undead and fiends using holy symbol, WIS DC 13 save or be turned for 1 minute or until dam from attack. Turned beasties must flee using Dash action, or Dodge if cannot flee.
  • Harness divine power Harness divine power

 

Paladin Spells 4/2

Paladin spells (4/2) CHA cast +5, save DC 13

Warcaster feat You have practiced casting spells in the midst of combat, learning techniques that grant you the following benefits:

  • You have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage.
  • You can perform the somatic components of spells even when you have weapons or a shield in one or both hands.
  • When a hostile creature's movement provokes an opportunity attack from you, you can use your reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature.

Harness Divine Power (channel divinity option) you can expend a use of your Channel Divinity to fuel your spells.

As a bonus action, you touch your holy symbol, utter a prayer, and regain one expended spell slot (1st or 2nd). You regain all expended uses when you finish a long rest.


Spells prepared 4, oath

  1. Protection from evil, Sanctuary, Cure Wounds, Heroism
  2. Lesser Restoration, Zone of Truth, Magic weapon, Find steed

in effect.. used.

in effect...

  • divine health immune to disease
  • protection from evil ghosts (concentration), disadvantage on attacks vs Zosar, immune to possession, charm etc..

used spell slots

  1. Protection from evil... con. 10 minute's...
  2.  

 

Equipment

Worn, carried

  • Gold plate armor +1 w/ holy emblem of Re-Horakhty, visored helm, gauntlets, armored sandals
  • Holy Amulet of Re-Horakhty
  • Halberd, greatsword, longbow, quiver w/20 arrows
  • Pouch, flask of holy water
  • Pouch, coins

Camel, paladin's mount

Saddlebags, blanket

  • Waterskins x2
  • Acolytes vestments
  • Prayerbook
  • Incense sticks

 

combat

Combat and tactics

feats

  • Polearm master (spear, glaive, halbeard, quarterstaff) gain bonus attack... reaction attack op 5' reach
  • Piercer... reroll 1 dam dice / turn... crit +1 piercing dam dice

melee... extra attack

  • Halberd +7, versatile (1d10+4) piercing... bonus attack +6 (1d4+4) blunt... reach 5' reaction attack +7 (1d10+4) piercing... extra attack +7, versatile (1d10+4) piercing
  • Greatsword +6 (1d10+3) slashing

ranged... extra attack

  • Spear +6, thrown range 20/60 (1d6+3) piercing... extra attack tba
  • Longbow +3, arrow range 80/360 (1d8) piercing... extra attack +3, arrow range 80/360 (1d8) piercing

Buffs 

  • Divine Smite, add spell slot to add 2d6 radiant dam... or 3d6 radiant dam
  • Sacred Weapon, channel divinity adds +2 attack bonus
  • Magic weapon, +1 attack, +1 dam
  • Protection from evil and good (fiends, undead, elementals, celestials, fey) disadvantage on attacks, cannot be charmed, possessed or frightened by them.
  • Lesser Restoration, removes one condition in effect (blinded, deafened, paralyzed, or poisoned.)
  • Heroism, target cannot be frightened, gain +2 (CHA) temp hp per turn... duration: 1 minute

 

 

Edited by DarkAngel (see edit history)
Name
Insight
20
1d20+5 15
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Ahmonet

51P2XD6.png.9ff57b6758ef221ef5185dca5008219b.pngAhmonet  HP: 35/35   Saves: Str: -1, Dex: +2, Con: +5, Int: +1, Wis: +5, Cha: +7  AC: 17, Initiative: 2, Speed: 30


Ahmonet paced around for a few moments, avoiding the spot where Pta vanished from. "I don't like the idea of not trying to figure out how to get her out of that box, or wherever she was transported to."

"At least for now, if there's nothing left here, we should get going then." says Ahmonet. Although the gnome seemed to rub her the wrong way, she never wished harm to come of her.

Looking out the door, seeing the current time of day.

Statblock

[b][url=https://test.myth-weavers.com/sheets/?id=2702395]Ahmonet[/url][/b] [i]Darakhul Warlock 2, Sorcerer 3 5 CG[/i] [b]AC[/b] 17 [b]HP[/b] 35 [b]Speed[/b] ft, [b]Initiative:[/b] +2 [b]Str[/b] 8 (-1) [b]Dex[/b] 14 (2) [b]Con[/b] 14 (2) [b]Wis[/b] 12 (1) [b]Int[/b] 12 (1) [b]Cha[/b] 18 (4) [b]Attacks[/b] [b]Glaive[/b] +7 1d10+4 [b]Eldritch Blast (120')[/b] +7 1d10+4 [B]Skills:[/B] [B]Str:[/B] -1 [B]Dex:[/B] +2, Stealth 5, Con 2 (5), [B]Int:[/B] +1, Arcana 4, History 4, Investigation 4, Religion 4, [B]Wis:[/B] +1, Insight 4, [B]Cha:[/B] +4, Deception 7, Intimidation 7, Performance 4, Persuasion 7 [B]Feats:[/B] [ooc="Polearm Master"] When you take the Attack action and attack with only a glaive, halberd, quarterstaff, or spear, you can use a bonus action to make a melee attack with the opposite end of the weapon; this attack uses the same ability modifier as the primary attack. The weapon's damage die for this attack is a d4, and the attack deals bludgeoning damage. While you are wielding a glaive, halberd, pike, quarterstaff, or spear, other creatures provoke an opportunity attack from you when they enter the reach you have with that weapon.[/ooc], [ooc="Warcaster"] You have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage. You can perform the somatic components of spells even when you have weapons or a shield in one or both hands. When a hostile creature's movement provokes an opportunity attack from you, you can use your reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature.[/ooc] [B]Warlock Abilities: 1st:[/B] [ooc=" Hexblade's Curse"]Starting at 1st level, you gain the ability to place a baleful curse on someone. As a bonus action, choose one creature you can see within 30 feet of you. The target is cursed for 1 minute. The curse ends early if the target dies, you die, or you are incapacitated. Until the curse ends, you gain the following benefits: You 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.[/ooc], [ooc=" Hex Warrior"]At 1st level, you acquire the training necessary to effectively arm yourself for battle. You gain proficiency with medium armor, shields, and martial weapons. The influence of your patron also allows you to mystically channel your will through a particular weapon. Whenever you finish a long rest, you can touch one weapon that you are proficient with and that lacks the two-handed property. When you attack with that weapon, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls. This benefit lasts until you finish a long rest. If you later gain the Pact of the Blade feature, this benefit extends to every pact weapon you conjure with that feature, no matter the weapon's type.[/ooc] [B]Sorcerer Abilities: 1st:[/B] Origin: Shadow, [ooc=" Eyes of the Dark"]Starting at 1st level, you have darkvision with a range of 120 feet. When you reach 3rd level in this class, you learn the darkness spell, which doesn't count against your number of sorcerer spells known. In addition, you can cast it by spending 2 sorcery points or by expending a spell slot. If you cast it with sorcery points, you can see through the darkness created by the spell.[/ooc], [ooc=" Strength of the Grave"]Starting at 1st level, your existence in a twilight state between life and death makes you difficult to defeat. When damage reduces you to 0 hit points, you can make a Charisma saving throw (DC 5 + the damage taken). On a success, you instead drop to 1 hit point. You can't use this feature if you are reduced to 0 hit points by radiant damage or by a critical hit. After the saving throw succeeds, you can't use this feature again until you finish a long rest.[/ooc], [B]2nd:[/B] Sorcery Points: 3, Flexible Casting, [B]3rd:[/B] Metamagic: ([ooc=" Quickened Spell"]When you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting.[/ooc], [ooc="Twinned Spell"]When you cast a spell that targets only one creature and doesn't have a range of self, you can spend a number of sorcery points equal to the spell's level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip). To be eligible, a spell must be incapable of targeting more than one creature at the spell's current level. For example, magic missile and scorching ray aren't eligible, but ray of frost and chromatic orb are.[/ooc]) [spoiler="Warlock Spells"][B]Warlock Spells Known:[/B] Cantrips: 2, Spells 2 (1st), Invocations 2 [B]0:[/B] Eldritch Blast, True Strike [B]1st:[/B] Armor of Agathys, Hex [B]Invocations:[/B] Agonizing Blast, Beguiling Influence[/spoiler] [spoiler="Sorcerer Spells"][B]Sorcerer Spells Known:[/B] Cantrips: 4, Spells 4 [B]Spells Per Day:[/B] 1st: 4, 2nd: 2 Sorcery Points: 3 [B]0:[/B] Create Bonfire, Mage Hand, Prestidigitation, Shape Water [B]1st:[/B] Burning Hands, Detect Magic [B]2nd:[/B] Aganazzar's Scorcher, Blindness/Deafness, bonus: Darkness [/spoiler]
Ahmonet
Darakhul Warlock 2, Sorcerer 3 5 CG
AC 17 HP 35 Speed ft, Initiative: +2
Str 8 (-1) Dex 14 (2) Con 14 (2) Wis 12 (1) Int 12 (1) Cha 18 (4)
Attacks
Glaive +7 1d10+4
Eldritch Blast (120') +7 1d10+4

Skills: Str: -1 Dex: +2, Stealth 5, Con 2 (5), Int: +1, Arcana 4, History 4, Investigation 4, Religion 4, Wis: +1, Insight 4, Cha: +4, Deception 7, Intimidation 7, Performance 4, Persuasion 7
Feats: Polearm Master When you take the Attack action and attack with only a glaive, halberd, quarterstaff, or spear, you can use a bonus action to make a melee attack with the opposite end of the weapon; this attack uses the same ability modifier as the primary attack. The weapon's damage die for this attack is a d4, and the attack deals bludgeoning damage.
While you are wielding a glaive, halberd, pike, quarterstaff, or spear, other creatures provoke an opportunity attack from you when they enter the reach you have with that weapon.
, Warcaster You have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage.
You can perform the somatic components of spells even when you have weapons or a shield in one or both hands.
When a hostile creature's movement provokes an opportunity attack from you, you can use your reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature.

Warlock Abilities: 1st: Hexblade's CurseStarting at 1st level, you gain the ability to place a baleful curse on someone. As a bonus action, choose one creature you can see within 30 feet of you. The target is cursed for 1 minute. The curse ends early if the target dies, you die, or you are incapacitated. Until the curse ends, you gain the following benefits:

You 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.
, Hex WarriorAt 1st level, you acquire the training necessary to effectively arm yourself for battle. You gain proficiency with medium armor, shields, and martial weapons.

The influence of your patron also allows you to mystically channel your will through a particular weapon. Whenever you finish a long rest, you can touch one weapon that you are proficient with and that lacks the two-handed property. When you attack with that weapon, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls. This benefit lasts until you finish a long rest. If you later gain the Pact of the Blade feature, this benefit extends to every pact weapon you conjure with that feature, no matter the weapon's type.

Sorcerer Abilities: 1st: Origin: Shadow, Eyes of the DarkStarting at 1st level, you have darkvision with a range of 120 feet.

When you reach 3rd level in this class, you learn the darkness spell, which doesn't count against your number of sorcerer spells known. In addition, you can cast it by spending 2 sorcery points or by expending a spell slot. If you cast it with sorcery points, you can see through the darkness created by the spell.
, Strength of the GraveStarting at 1st level, your existence in a twilight state between life and death makes you difficult to defeat. When damage reduces you to 0 hit points, you can make a Charisma saving throw (DC 5 + the damage taken). On a success, you instead drop to 1 hit point. You can't use this feature if you are reduced to 0 hit points by radiant damage or by a critical hit.

After the saving throw succeeds, you can't use this feature again until you finish a long rest.
, 2nd: Sorcery Points: 3, Flexible Casting, 3rd: Metamagic: ( Quickened SpellWhen you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting. , Twinned SpellWhen you cast a spell that targets only one creature and doesn't have a range of self, you can spend a number of sorcery points equal to the spell's level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip).

To be eligible, a spell must be incapable of targeting more than one creature at the spell's current level. For example, magic missile and scorching ray aren't eligible, but ray of frost and chromatic orb are.
)

"Warlock Spells"

Warlock Spells Known: Cantrips: 2, Spells 2 (1st), Invocations 2
0: Eldritch Blast, True Strike
1st: Armor of Agathys, Hex
Invocations: Agonizing Blast, Beguiling Influence

 

"Sorcerer Spells"

Sorcerer Spells Known: Cantrips: 4, Spells 4
Spells Per Day: 1st: 4, 2nd: 2
Sorcery Points: 3
0: Create Bonfire, Mage Hand, Prestidigitation, Shape Water
1st: Burning Hands, Detect Magic
2nd: Aganazzar's Scorcher, Blindness/Deafness, bonus: Darkness

 

 

Edited by Steel Warrior (see edit history)
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9IXK9l1.png.86fe1e1363ffe41031813b4fddb52d27.pngAhmos Butehamun - High Elven Order of the Scribe Wizard 5
AC: 13(16) | HP: 32/32 | Init: +3 | PP: 15 | Saves: S-1/D3/C2/I7/W5/C-1 | Spell: DC16 |  I 4/4 | II 3/3


There was smoke? He'd not seen lightning, nor any other natural causes of fire and the undead were not the sort to conjure flames. No fire was life, it meant that there were others, survivors on the island. The thought nearly made him collapse on the spot. He'd been traveling so long, hardly sleeping, hardly eating, just walking, keeping ahead and away from the shamblers until now, his legs so worn that his gait was not unlike the walking dead.

The observation gave him pause. He needed to make certain he was presentable and clearly not one of the walking dead. With a struggled focus he transmuted his clothes, whisking away dirt and grim and sweat. It did little to hide the tears, worn cuffs and threadbare elbows, he frowned and hoisted his pack full of whatever worldly possessions he could muster, up higher on his back, then staggered forth.

Reaching the door of the house, he rapped in a pattern: one two-three-four five ... one two. "Hello?"

 

 

OOC

 

 

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Zosar divine warrior of Re-Horakhty

Zosar.png.0e0513d922c614805498866ce0d270e0.pngHuman Paladin AC 18, gold plate armor +1 HP 30 / 30 | init +0  divine senses | cond: Rested (short)


It took a long while before Zosar was able to finally relax... He could only concentrate for so long to maintain holy protection from evil spirits, and so he rested after perceiving no more immediate threats of undeath lingering in the vicinity.

"..."

Zosar felt uneasy in this place, with ghosts he could not strike and evil magic that had taken his artificer from him. Who was going to mend his armor now...

The smell of cooked food raises the divine warrior from his reverie, Re-Horakhty had refreshed his mind and soul and now it was food that he sought to revitalise his body.

Zosar was eating his meal, finally at peace... when there was unexpected *RAPs* on the door frame... for the doors had long since been removed by his trusty steed.

Zosar looked up to see a weary travel worn figure standing in the doorway, his eyes flashed with a yellow radiance as the paladin was startled and divine senses engaged to discern the nature of the intruder.

A celestial camel was curious too as it wandered around the corner of the house to appear behind the dusty elf and extended it's long neck to *SNIFF* the strange intruder and his pack. The rope, still attached to it's saddle, was dragging a wooden door behind it.

Zosar stood and grabbed his halberd, the fire reflected in his gold armor and upon the flat blade of the halberd as he chewed his meal and considered the newcomer. He was one of the living... and that gave him pause to consider a peaceful solution to the intrusion upon his meal.

 

actions after short rest

  • divine senses engaged
  • ready halberd to react to any threats upon the princess Ahmonet.

Celestial camel

  • moves to flank visitor,
  • ready to spit and bite if required

 

Feats and Abilities

Paladin 5 (LG) : Lay on hands 25 hp .. divine senses 3 .. extra attack .. divine smite .. divine health ..

human stats : STR 16, DEX 10, CON 10, INT 10, WIS 14, CHA 15 ... saves WIS +5, CHA +5

prof. (+3) skills Athletics +6 .. Persuasion +5 .. Insight +5 ... Religion +3

fighting style Inception (reaction) 1d10+3 DR to ally within 10' with Spear, 5' reach weapon.

feats

  • Polearm Mastery (attack) glaive, spear, halberd, quarterstaff... (bonus) attack 1d4 blunt... (reaction) 5' reach weapon attack op
  • Piercer (once per turn) reroll one piercing dam dice, must use 2nd roll... crit +1 dice piercing dam
  • Warcaster (reaction) attack op. can cast a spell .. advantage on CON saves for concentration check .. can cast spells during combat when armed (see Paladin spells) 

Oath of devotion Channel Divinity ...

  • Sacred Weapon Weapon becomes magical, +2 attack, sheds light 20'r. duration: 1 minute
  • Turn the Unholy (action) censure undead and fiends using holy symbol, WIS DC 13 save or be turned for 1 minute or until dam from attack. Turned beasties must flee using Dash action, or Dodge if cannot flee.
  • Harness divine power Harness divine power

 

Paladin Spells 4/2

Paladin spells (4/2) CHA cast +5, save DC 13

Warcaster feat You have practiced casting spells in the midst of combat, learning techniques that grant you the following benefits:

  • You have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage.
  • You can perform the somatic components of spells even when you have weapons or a shield in one or both hands.
  • When a hostile creature's movement provokes an opportunity attack from you, you can use your reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature.

Harness Divine Power (channel divinity option) you can expend a use of your Channel Divinity to fuel your spells.

As a bonus action, you touch your holy symbol, utter a prayer, and regain one expended spell slot (1st or 2nd). You regain all expended uses when you finish a long rest.


Spells prepared 4, oath

  1. Protection from evil, Sanctuary, Cure Wounds, Heroism
  2. Lesser Restoration, Zone of Truth, Magic weapon, Find steed

in effect.. used.

in effect...

  • divine health immune to disease
  • ...

used spell slots

  1. Protection from evil... con. 10 minute's...
  2.  

 

Equipment

Worn, carried

  • Gold plate armor +1 w/ holy emblem of Re-Horakhty, visored helm, gauntlets, armored sandals
  • Holy Amulet of Re-Horakhty
  • Halberd, greatsword, longbow, quiver w/20 arrows
  • Pouch, flask of holy water
  • Pouch, coins

Camel, paladin's mount

Saddlebags, blanket

  • Waterskins x2
  • Acolytes vestments
  • Prayerbook
  • Incense sticks

 

combat

Combat and tactics

feats

  • Polearm master (spear, glaive, halbeard, quarterstaff) gain bonus attack... reaction attack op 5' reach
  • Piercer... reroll 1 dam dice / turn... crit +1 piercing dam dice

melee... extra attack

  • Halberd +7, versatile (1d10+4) piercing... bonus attack +6 (1d4+4) blunt... reach 5' reaction attack +7 (1d10+4) piercing... extra attack +7, versatile (1d10+4) piercing
  • Greatsword +6 (1d10+3) slashing

ranged... extra attack

  • Spear +6, thrown range 20/60 (1d6+3) piercing... extra attack tba
  • Longbow +3, arrow range 80/360 (1d8) piercing... extra attack +3, arrow range 80/360 (1d8) piercing

Buffs 

  • Divine Smite, add spell slot to add 2d6 radiant dam... or 3d6 radiant dam
  • Sacred Weapon, channel divinity adds +2 attack bonus
  • Magic weapon, +1 attack, +1 dam
  • Protection from evil and good (fiends, undead, elementals, celestials, fey) disadvantage on attacks, cannot be charmed, possessed or frightened by them.
  • Lesser Restoration, removes one condition in effect (blinded, deafened, paralyzed, or poisoned.)
  • Heroism, target cannot be frightened, gain +2 (CHA) temp hp per turn... duration: 1 minute

 

 

Edited by DarkAngel (see edit history)
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