Jump to content

Chapter One - Mirabar


bwatford

Recommended Posts

image.jpeg.8f6ab0a89e429d00cbcba4a0d06d7f1b.jpeg


Rise of Vecna Chapter 1: Mirabar

“Nothing is easier than to denounce the evildoer;
nothing is more difficult than to understand him.”

 

image.png.425ccb99f2ad388ffe99a245b32da509.png

image.png.ea38203addb1abedaad5ef84c0a9a110.png

Chapter 1: Mirabar

All is warm. And secure. You are floating in the liquid ether. You are weightless. Are you dreaming? There is a sound. Is that a door opening? You try to look around, but you can't see anything, everything is dark. And then your dream is suddenly turned upside down as you feel yourself falling, no longer in the weightless ether of your dream. The harshly lit space causes you to shield your eyes as your wet, naked form unceremoniously lands upon the bitter cold of a stone floor.

It takes time for your eyes to adjust to the harsh lighting of this new environment, but you seem to be in a vast, underground chamber of some sort. Your friends from the Academy of Adventure, your team members are also nearby, shivering, naked, and equally confused. You realize that you too are shivering and you are covered in some kind of weird liquid substance that is almost akin to a thin mucus material.

The realize the floor beneath you is not bare stone but the entire chamber is white-tiled and full of indistinct shapes and reeks of disinfectant. Again, straining your eyes to fight against the light, to adjust, to see. There is a disorienting cacophony of beeps that you can now hear. They are all around the chamber.

Eventually you realize that these beeps are coming from hundreds of upright vats. The vats appear to be made of glass, filled with bubbling liquid, and have various humanoids floating within them.

Gnomes dressed in black robes walk throughout the laboratory, squinting into the vats and scribbling notes onto parchment. Some of them wear pendants bearing the symbol of a broken anvil.


One of the gnomes is talking to you, gesturing for you to stand up. You struggle to make out and understand his words.... “AAO numbers 1154, 1155, 1156, 1157, 1158 and 1159, welcome to life. I am Bioengineer Fibblestib.” You struggle on the cold slippery floor, your bones hurt, your muscles not wanting to move as you struggle to your feet, still half crouched, unsure of the balance it would take to fully stand.

The gnome continues, “Life only through Death,” and then gestures to some nearby vats. The fluid of the vats is tinged red with blood. Somehow, you know the bodies floating within those vats are dead and that it was only through their deaths that you were brought to life. But you recognize the forms within... you knew them... other students perhaps... everything is still like a huge cloud of fog drifting around in your head. Somehow you feel responsible for the deaths of the bodies in the other tanks. But how? So many questions form in your mind, but your lips refuse to move to speak them.

The other gnomes, walking through the laboratory, echo in unison, “Life only through Death.”

The gnome ushers you from the laboratory into a smaller dressing chamber. He points toward a a rack of smocks and orders each of you to put them on, and continues talking as you dress. “You are in Mirabar. The year is 5 VR. You are fortunate to be born into such an auspicious era.” as the gnome talks and you get dressed, you realize the smock that has been given you barely comes to your mid-thigh and has no sleeves and does little to keep you from shivering. At least your eyes have adjusted, and your limbs are working better, you struggle to produce words but still can't quite get them out, instead the sounds of you struggling to talk is ignored by the gnomes.

The gnome leads all of you out of the dressing room to a spiral staircase that goes up and up and up. By the time you get to the top you are struggling to breath and feel like your heart will race out of your chest. It should not have been this taxing to climb a staircase, but you feel like you have been marching for hours.

He unlocks and then opens a large, iron door. A blast of freezing wind tears into the stairwell blowing up the thin smock you are wearing and exposing you to its embrace, as you are suddenly unceremoniously shoved into the glaring daylight. You find yourself on a frozen cobbled street of cold, grey stone surrounded by slate-roofed buildings. Your bare feet are screaming against the frozen cold of the stone under them as your body burns from the cold freezing wind that is assaulting its every nook and cranny. You realize your teeth are chattering.

“Report to the Sign of the Forgehammer for quartering. You can find it down the street and to the right. They should be able to answer any of your questions there.” The gnome then slams shut the iron door, locking it behind him.

You look around at the other five of your companions, you recognize them as your assigned team from the Academy... but how did you get here? and where exactly is here? and what just happened?

Your wrist hurts and looking down at it you see your four digit number tattooed into your flesh. Along with a name underneath 'Faerûn Eclipse'. It sounded very familiar, but why?

Your memories are still hazy... the last thing you remember is the graduation ceremony at the Academy of Adventure... you did graduate.... didn't you? You look around at your teammates and utter your first complete word through chattering teeth... "Wwwhhheerreeee? Are we? And what is 5 VR?"

The group of companions knew that Mirabar was a mining city of great wealth located on the Sword Coast. They also knew that it was the closest city to Vance's Academy of Adventure. Which should lay about twenty-five miles southeast of the city at the edge of the Lurkwood Forest.

 

 

 


Streets of Mirabar
10:18 am
(Date Unknown), 5 VR


Feel free to interact to the scene above, it is doubtful without proper gear, clothes, or shoes you can survive very long outdoors in this weather. So when you are ready to make your way down the street and around the corner to the Sign of the Forgehammer you can do so at your leisure.

 

Show Active Maps

Not in Use!!

Show Bookkeeping

PASSIVE PERCEPTION SCORES

Drift 15 | Mara 15 | Cassandra 14 | Copper 13 | Hachilah 13 | Andraste 9

INITIATIVE

Currently Not In Use!!

MECHANICS

Not in Use!!

CONDITIONS

Currently Not In Use!!

DESCRIPTIONS

Currently Not In Use!!

ANDRASTE

Hit Points: 23/23 (fey ancestry)
Hit Dice: 3/3
Sorcery Points: 3/3 *L
Spell Slots (+5, DC 13) *L

  • 1st Level: 4/4
  • 2nd Level: 2/2

DM Inspiration: 1/1
Experience Points: 900 / 2,700

CASSANDRA OF THE SUMMER

Hit Points: 25/25 (divine health)
Hit Dice: 3/3
Channel Divinity: 1/1 *S/L
Divine Sense: 3/3 *L
Lay on Hands: 15/15 *L
Lucky: 3/3 *L
Spell Slots (+4, DC 12) *L

  • 1st Level: 3/3

DM Inspiration: 1/1
Experience Points: 900 / 2,700

COPPER

Hit Points: 24/24
Hit Dice: 3/3
Spell Slots (+3, DC 11) *L

  • 1st Level: 2/2

Attuned Magic Items: 1/3
DM Inspiration: 1/1
Experience Points: 900 / 2,700

DRIFT

Hit Points: 24/24
Hit Dice: 3/3
Wild Shape: 2/2 *S/L
Spell Slots (+5, DC 13) *L

  • 1st Level: 4/4
  • 2nd Level: 2/2

DM Inspiration: 1/1
Experience Points: 900 / 2,700

HACHILAH OF THE WANDERING SANDS

Hit Points: 35/35 (danger sense, resist: fire)
Hit Dice: 3/3
Rage: 2/2 *L
Reach the Blaze: 1/1 *L
DM Inspiration: 1/1
Experience Points: 900 / 2,700

MARA MIKO

Hit Points: 24/24
Hit Dice: 3/3
Ki Points: 3/3 *L
DM Inspiration: 1/1
Experience Points: 900 / 2,700

 

 

Link to comment
Share on other sites

Cassandra of the Summer - Human Paladin (MW Character Sheet)spacer.png


AC: 19 | HP: 25/25 | HD: 3d10/3 | Initiative: -1 | PP: 14  | DM Inspiration: 1/1


Where were they? What was the meaning of 5 VR?

Cassandra knew her companions well, and the name of Mirabar seemed familiar enough; but everything else seemed cold and strange.

Life only through Death? What nonsense was that? She would never value her own survival higher than that of a group of innocents.

The world had suddenly turned cold and foreign - but it did not matter; as long as she had access to her inner well of absolute Goodness, she was ready to face any trials. That was her Secret, and the Secret of all true paladins and priests: she had found and knew the inner path to the Divine. By that well, by that pool, she would always find comfort - no matter what tragedies unfolded in the world, or what hardships she met.

Most people wrongly assumed that paladins had a hard life, a life of sacrifice, as well as a very difficult mission. But what they did not know was the immense reward that came with the calling - a reward... purely spiritual: the highest and most precious of all.

Cassandra closed her eyes and began examining her own ideas, thoughts and feelings; her breathing slowed. She then started searching her soul for her secret link.

A few moments later, she opened her eyes again; this time, they were filled with terror...

"OH NO!!!" she yelled, like a mother who would have been separated from her child.



Mechanics

Main Hand: -
Off Hand: -


Action: 
Bonus Action: 
Move: 
Manipulate:

 
Edited by Leonidas1789 (see edit history)
Link to comment
Share on other sites

spacer.pngDrift (Tabaxi Druid)


AC: 15 | HP: 24/24 | Initiative: +3 | Passive Perception: 15 | FeaturesSpell Slots, 1st: 4/4
2nd: 2/2
Wild Shape: 2/2
Agility: 1/1
Death Saves: 0S/0F
Conditions:


Drift sits on the cold floor. His fur, which normally should keep him warm, is instead covered in almost frozen mucous. He looks like a drowned cat, shivering and wet. The visual is much more pronounced on him than his furless companions. He tries to shake some of the mucous off himself. First shaking one hand, then the other, then his tail, and then his whole body, but to no avail. The mucous is too thick. His fur is slicked down with it. He looks down at his wrist. A small amount of fur has been shaved off and there is a fresh tattoo of "1157" which looks upside down to his point of view. What could that mean?

He has no idea how he got here. the last thing he remembers is being at graduation, then...what happened next...and now he's here. Dead people in vats? Other students? Gnomes in black robes? 5 VR? What is going on here?

He looks around and sees his friends. Whatever happened, at least he's not alone. If he had to be trapped in a nightmare, there is no group of people he'd rather be with. They were so much nicer and more capable than the group he had been assigned to his first year. Not that he showed up for the challenges much that first year. He had flirted with most of them except Copper at first, of course, but had instead grown to respect them over the course of the year. And other than with romance, they hopefully have learned that they can trust him too. He realizes that he loves these five women more than he's ever loved a romantic partner in his life. He knew it before, but it hits him clearly as he sits on the cold floor and wonders if we are going to live to see the end of the day. He would do anything for them.

"Are you all ok?"

He pauses for a response, more concerned about his friends' welfare than any of the immediate questions this experience has created. He wants to heal them, to warm them, but there is nothing he can do right now. Eventually he realizes we need to solve this problem.

"Does anyone know what is happening? Is this some new, super-secret final exam?"

He struggles to stand. The others look equally weak. He accepts the robe, but it becomes instantly wet from the mucous on his fur. It does nothing for the cold, and provides only minimal help with modesty. He climbs the stairs with the others, feeling as if he just ran all the way from the Academy to Mirabar. Once outside in the freezing cold, he looks to the others.

"What is the Sign of the Forgehammer?"

It is clear to everyone else that Drift has none of the answers, only more questions.

 


Mechanics

Main Hand: Empty
Off Hand: Empty


Action: Your action goes here.
Bonus Action: Your bonus action goes here.
Move: Your movement goes here.
Manipulate: Your one free object interaction goes here.

     

Wildshape forms

Brown Bear

Brown Bear
Large Beast, Unaligned

Armor Class 11 (natural armor)
Hit Points 34 (4d10 + 12)
Speed 40 ft., climb 30 ft.

STR19 (+4)
DEX10 (+0)
CON16 (+3)
INT2 (-4)
WIS13 (+1)
CHA7 (-2)

Skills Perception +3
Senses Passive Perception 13
Languages --
Challenge 1 (200 XP)
Proficiency Bonus +2

Keen Smell. The bear has advantage on Wisdom (Perception) checks that rely on smell.

Actions
Multiattack. The bear makes two attacks: one with its bite and one with its claws.

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.

Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.

Dire Wolf

Dire Wolf
Large Beast, Unaligned

Armor Class 14 (natural armor)
Hit Points 37 (5d10 + 10)
Speed 50 ft.

STR17 (+3)
DEX15 (+2)
CON15 (+2)
INT3 (-4)
WIS12 (+1)
CHA7 (-2)

Skills Perception +3, Stealth +4
Senses Passive Perception 13
Languages --
Challenge 1 (200 XP)
Proficiency Bonus +2

Keen Hearing and Smell. The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Pack Tactics. The wolf has advantage on an attack roll against a creature if at least one of the wolf's allies is within 5 feet of the creature and the ally isn't incapacitated.

Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.

Giant Spider

Giant Spider
Large Beast, Unaligned

Armor Class 14 (natural armor)
Hit Points 26 (4d10 + 4)
Speed 30 ft., climb 30 ft.

STR14 (+2)
DEX16 (+3)
CON12 (+1)
INT2 (-4)
WIS11 (+0)
CHA4 (-3)

Skills Stealth +7
Senses Blindsight 10 ft., Darkvision 60 ft., Passive Perception 10
Languages --
Challenge 1 (200 XP)
Proficiency Bonus +2

Spider Climb. The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Web Sense. While in contact with a web, the spider knows the exact location of any other creature in contact with the same web.

Web Walker. The spider ignores movement restrictions caused by webbing.

Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 7 (1d8 + 3) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 9 (2d8) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.

Web (Recharge 5–6). Ranged Weapon Attack: +5 to hit, range 30/60 ft., one creature. Hit: The target is restrained by webbing. As an action, the restrained target can make a DC 12 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage).

Deinonchyos

Deinonychus
Medium Beast (Dinosaur), Unaligned

Armor Class 13 (natural armor)
Hit Points 26 (4d8 + 8 )
Speed 40 ft.

STR15 (+2)
DEX15 (+2)
CON14 (+2)
INT4 (-3)
WIS12 (+1)
CHA6 (-2)

Skills Perception +3
Senses Passive Perception 13
Languages --
Challenge 1 (200 XP)
Proficiency Bonus +2

Pounce. If the deinonychus moves at least 20 feet straight toward a creature and then hits it with a Claw attack on the same turn, that target must succeed on a DC 12 Strength saving throw or be knocked prone. If the target is prone, the deinonychus can make one Bite attack against it as a bonus action.

Actions
Multiattack. The deinonychus makes one Bite attack and two Claw attacks.

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage.

Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage.

 

 

Edited by BobtheWizard (see edit history)
Link to comment
Share on other sites

Andraste (Half-Elf Sorcerer)token.png.f9e76fe4bce18d36fbb70ba39f1a9f7e.png


AC: 15 | HP: 23/23 | HD: 3d6 | Passive Perception: 9 | Inspiration: No | Conditions: None | Setting stuff on fire: Always
Spells: 1st (4/4), 2nd (2/2) | Sorcery: 3/3


Andraste emerged from the vat of horrors in a heap of limbs. Her very long hair, matted with mucus slime, stuck all over her body like an auburn cloak completely drenched in the rain. She felt about as stable as a newborn colt, limbs weak and skin too saturated with fluids. Her mind was fuzzy like an unshorn sheep, and right now she felt just about as witty as the notoriously dumb barnyard animal.

Numbly, sheep-like, she followed the others, dressed with them, and staggered along with the death march up the infinite staircase. Her reward for reaching the summit was to be blasted with abject, bone-deep cold. Her foot slipped on a patch of ice and she tumbled gracelessly into Hachilah, only prevented from toppling over by the other woman's strength.

"I don't... I don't know," she said to Drift's question. Her breath came out in a cloud and it was a struggle to get the words out through the shivering. Things looked familiar and yet unfamiliar. "P-part of the Underc-c-city Square? This looks-s like the militia's comp-pound."

Andraste might not have known much about what was going on, but she did know one thing: They needed to get warm quickly. She should have the power to create a fire. That had always been the easiest magic for her to manipulate, if only she could find something besides ice and stone buildings to set on fire.
 


Nothin' to see here, chief.

Main Hand: Empty
Off Hand: Empty


Action: Your action goes here.
Bonus Action: Your bonus action goes here.
Move: Your movement goes here.
Manipulate: Your one free object interaction goes here.

     

 

Edited by Aavarius (see edit history)
Link to comment
Share on other sites

 Copper - Upbeat Urchin of Mirabar (Human Arcane Trickster)Copper_token.png.e46b733045db959bfe973cff20637137.png

AC 13/16with Mage Armor  | HP 24/24 | Init +3 Passive Perception 13 (Pooka 15 smell) | Spells 2/2 (1st) | Inspiration 1/1


Copper found herself floating weightlessly in darkness. A warm, cozy, liquidy darkness. A dream obviously. But a cool dream!

She'd dreamed of flying before. This weightlessness was a bit like that. She stretched forward with her arms and willed herself to move through the warm ether. Nothing happened. She felt no sensation of movement. OK, not flying, but still fun. Or at least interesting.

The girl was a trained acrobat. Her flying dreams almost always combining flight with acrobatics. After all, acrobatics was a bit like flying. Still floating weightlessly, she tucked her body into a forward curl hoping to get some spin. It worked! Just a little. But she was sure she could get a good spin going with some practice.

She heard a noise. A door opening? Was someone joining her? Oh no, is this a sex dream?! Reconsidering the warm liquidly ether surrounding her body she had to admit it felt quite... sensual. The realization left her feeling very exposed. In a panic, the girl closed her legs and tried to bring her arms up over her chest. Before she could complete the action, she was suddenly no longer weightless.

She was falling.

Splat! She hit the cold stone floor, naked and afraid. She'd been here before: staked out on a stone floor, slowly, ritually murdered. This was no sex dream. This was a nightmare.

Copper was well acquainted with nightmares. Through most of her childhood years, she'd struggled with recurring nightmares of her mother's gruesome, ritualistic murder--the sight of her mother's lovely body twisted, torn, and mutilated, visions of how it might have been done, sometimes experiencing the ritual through her mother's eyes. Often, the nightmares mingled other frightening elements of her life on the streets of Mirabar: being cornered by Breg the Blade, or taken by the Hatchet Boys, or losing a few toes to Jack Frost, or... losing one of her little safe-house-family members. Over time, the nightmares had grown less frequent. She'd only dreamed her mother's death twice since arriving at the Academy--which was cause for celebration by Copper's reckoning. She'd planned to celebrate this achievement--along with her graduation--at the graduation party.

Now all thoughts of celebration lay forgotten. This nightmare was different. Intensely disorienting. Painfully real. It's just a nightmare. Another nightmare. Keep your scat together. Bright light assaulted her eyes. Slime covered her body. She heard loud beeping from every direction. She tried to cry out for help but her mouth felt numb and wouldn't do her bidding. Her body felt sluggish as she brought a hand up to shield her eyes. It felt like someone else's body, someone else's hand.

Seeing her surroundings did little to ease her fears or make sense of the dream. Her companions lay around her naked. And they could see her! She turned her back to Drift, suddenly grateful for the slime that blurred at least some of the detail of her body under the bright lights. But her thoughts were immediately taken up by the events around her. Gnomes in the Undercity? Life only through death? The vats? Oh, no, the vats! Tamara's sweet mercy!

Copper shook herself. It's just a nightmare. Another nightmare. Her words did not ring true. She collapsed into herself sobbing. Without thinking, she tucked her hands within her curled form and called to Pooka, the little brown field mouse--actually, a fey spirit--who was her oldest and dearest companion.

He came.

Pooka immediately began sniffing at the slime on her hands, his little whiskers tickling even through the mucus that coated her fingers. With a centering breath, she cast her mind into his little body, borrowing his senses. Suddenly, her olfactory sense overwhelmed her sight and hearing. She was immediately blasted by the smell of disinfectant, and other unknown smells in the slime covering her body. She caught a hint of her companions: all save Cassandra had uniquely non-human smells, such that each would normally be identifiable, but the slime and disinfectant smells masked most of their unique scents.

Copper shuddered with a sob of heartbreak. She had never been able to smell through Pooka's senses in her dreams. It was such an inhuman experience that her dreaming mind was not able to replicate it. That meant...

This is real. This is really happening. The vats. All of it.

She lay there, curled up, sobbing, wrecked by the thought that someone had died in a vat so that those insane gnomes could bring her to this place. Pooka explored the smells around him, concealed in her cupped hand. She wondered who had died for her. She guessed it was someone who would not be missed, a person of low status and wealth. Perhaps a street urchin or an elderly vagrant. She wondered what kind of life the individual had lived. She hoped death had come quickly, without pain.

One of her companions helped her to her feet. In her confusion and heartache, she was led, her sobs fading to despondence, to a smaller chamber, leaving the awful beeping behind. Her companion threw a smock over her head and helped her into it.

The smock reminded her of her poncho, a garment she'd worn for the past four years of her life. Somehow, that simple memory returned her to herself. Or mostly to herself. She realized her legs were working better as she was led out of the dressing chamber. Her gait shifted from a despondent shuffle to a cautious catlike slink. She looked about, taking in the stairs ahead, the gnome, her smock-covered companions. She gently leaned away from the one who'd been helping her, nodding her thanks, but indicating that she could walk on her own.

That's it. Get your scat together. Remember your training. Scan your surroundings. Look for opportunities. Work with what you have. Make a plan. Work some magic. Find a weapon. You can do this!

Copper determined then and there, at the bottom of that spiral staircase leading up from the Undercity, that the life sacrificed for her would count for something. She would live. She would survive. She would figure out what was going. And she would stop it.

With the help of her friends.

Her mouth was moving more easily, but she knew it was not enough to cast a cantrip, let alone talk to her companions. So she talked to Pooka. Remember these smells friend. Remember the path we took. We're coming back here soon. And we're going to give these gnomes a not-so-happy day.

Sharing personal thoughts with Pooka opened her mind to something glaringly wrong with the fey spirit. Pooka lacked his usual responsiveness. He was Pooka, but he was not. It was like he didn't know her. She probed the spirit further and he showed no recognition of their previous relationship, indicating that this was the first time she'd ever summoned him. It was more than she could deal with at the moment, so she bit her lip and moved on.

The climb was long and hard, doing much to cool her kettle, but she stoked her fire as best she could and reached the top with a renewed sense of determination in her eyes.

The gnome opened the heavy door and Copper felt cold like she'd never felt before. She'd been looking for an opportunity to act, to gain some advantage, but the sudden exposure left her momentarily stunned. She'd hopped to use her legerdemain to take something, anything, from the gnomes pockets. But as her teeth started chattering, she heard the door close behind her. Only then did the gnome's final words penetrated her rapidly freezing brain.

On the bright side, the cold produced a quickening of adrenaline that brought the remainder of her body to life. She immediately sent Pooka to the warmth of his extradimensional pocket. She tested the muscles of her mouth and tongue, realizing that she could speak.

"Yes!" she cried, brightening into a chattering smile.

And then she cast a simple cantrip of warmth on her smock. It did little good. But little good was better than no good.

Perhaps the warmth provided little more than psychological benefit, clearing her mind and allowing her to think. "We can fi-fi-figure things out la-la-later. For n-n-now, we're go-going to lose to-toes an' finge-ge-gers if we d-d-don't get t-to shelt-t-ter soon. The F-f-forgehamm-m-m-mer."

The avoidance of frostbite had been a big part of Copper's childhood winters in Mirabar. She knew the danger of lost digits--which were particularly devastating to someone in her line of work.


Mechanics

Main Hand: empty
Off Hand: empty

Status Effects: none

Active Spells: none


Actions: Send Pooka back to extradimensional pocket. Cast Presidigitation (warm an object) on the smock
Bonus Action: 
Move: 
Manipulate: 

Statblock

Female Human (Varient) Rogue (Arcane Trickster) 3

Languages Common, Sylvan, Thieves' Cant

Background Urchin Background Feature City SecretsYou know the secret patterns and flow to cities and can find passages through the urban sprawl that others would miss. When you are not in combat, you (and companions you lead) can travel between any two locations in the city twice as fast as your speed would normally allow.


StrSave +0
Athletics +0
8 DexSave +6*
Acrobatics +4 | Sleight of Hand +11* | Stealth +8 (E)
16 ConSave +2
No skills associated.
14 IntSave +4
Arcana +4 | History +2 | Investigation +4 | Nature +2 | Religion +2
13 WisSave +3
Animal Handling +3 | Insight +5 | Medicine +3 | Perception +7 (E) | Survival +3
12 ChaSave +0
Deception +2 | Intimidation +0 | Performance +0 | Persuasion +0
12

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).
  • Scimitar +5 to hit for (1d6+3) slashing damage. | finesse, light
  • Small Knife +5 to hit for (1d4+3) piercing damage. | finesse, light, thrown (20/60)
  • Dart +5 to hit for (1d4+3) piercing damage. | finesse, thrown (20/60)
  • Shortbow +5 to hit for (1d6+3) piercing damage | ammunition (80/120), two-handed

Bonus Actions

  • Small Knife +5 to hit for (1d4+3) piercing/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.
    )

Reactions

  • Opportunity Attack (with additional Sneak Attack)

Spell Save DC: 11 | Spell Attack Mod: +3

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.
 |
Sleep1st-level enchantment
Casting Time: 1 action
Range: 90 feet
Components: V, S, M (a pinch of fine sand, rose petals, or a cricket)
Duration: 1 minute

This spell sends creatures into a magical slumber. Roll 5d8; the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures).

Starting with the creature that has the lowest current hit points, each creature affected by this spell falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature's hit points from the total before moving on to the creature with the next lowest hit points. A creature's hit points must be equal to or less than the remaining total for that creature to be affected.

Undead and creatures immune to being charmed aren't affected by this spell.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d8 for each slot level above 1st.

Edited by Wizard of the Coat (see edit history)
Link to comment
Share on other sites

 Copper - Upbeat Urchin of Mirabar (Human Arcane Trickster)Copper_token.png.e46b733045db959bfe973cff20637137.png

AC 13/16with Mage Armor  | HP 24/24 | Init +3 Passive Perception 13 (Pooka 15 smell) | Spells 2/2 (1st) | Inspiration 1/1


Copper looked up the the skies above the buildings. The wind was strong, but she hoped to find the tell-tale smoke of chimney fires that might indicate the direction of the Forgehammer--which she hoped was a warm inn with too many chimneys. She looked to the wind-swept icy streets, in case there were clear pathways where traffic was heavy.

"Andras-sa-sa-sa-t-t-- Ann, he-help me-me-me warm u-u-up their smo-mo-mo-mocks."

Starting with whoever looked the coldest, probably Hachilah, Copper began casting her warming cantrip on her companions' smocks. She found that the cantrips required more effort, concentration than usual. She guessed spell casting would eventually become in possible if they did not find shelter soon.


Mechanics

Main Hand: empty
Off Hand: empty

Status Effects: none

Active Spells: none


Actions: Send Pooka back to extradimensional pocket. Cast Presidigitation (warm an object) on the smock
Bonus Action: 
Move: 
Manipulate: 

Statblock

Female Human (Varient) Rogue (Arcane Trickster) 3

Languages Common, Sylvan, Thieves' Cant

Background Urchin Background Feature City SecretsYou know the secret patterns and flow to cities and can find passages through the urban sprawl that others would miss. When you are not in combat, you (and companions you lead) can travel between any two locations in the city twice as fast as your speed would normally allow.


StrSave +0
Athletics +0
8 DexSave +6*
Acrobatics +4 | Sleight of Hand +11* | Stealth +8 (E)
16 ConSave +2
No skills associated.
14 IntSave +4
Arcana +4 | History +2 | Investigation +4 | Nature +2 | Religion +2
13 WisSave +3
Animal Handling +3 | Insight +5 | Medicine +3 | Perception +7 (E) | Survival +3
12 ChaSave +0
Deception +2 | Intimidation +0 | Performance +0 | Persuasion +0
12

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).
  • Scimitar +5 to hit for (1d6+3) slashing damage. | finesse, light
  • Small Knife +5 to hit for (1d4+3) piercing damage. | finesse, light, thrown (20/60)
  • Dart +5 to hit for (1d4+3) piercing damage. | finesse, thrown (20/60)
  • Shortbow +5 to hit for (1d6+3) piercing damage | ammunition (80/120), two-handed

Bonus Actions

  • Small Knife +5 to hit for (1d4+3) piercing/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.
    )

Reactions

  • Opportunity Attack (with additional Sneak Attack)

Spell Save DC: 11 | Spell Attack Mod: +3

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.
 |
Sleep1st-level enchantment
Casting Time: 1 action
Range: 90 feet
Components: V, S, M (a pinch of fine sand, rose petals, or a cricket)
Duration: 1 minute

This spell sends creatures into a magical slumber. Roll 5d8; the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures).

Starting with the creature that has the lowest current hit points, each creature affected by this spell falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature's hit points from the total before moving on to the creature with the next lowest hit points. A creature's hit points must be equal to or less than the remaining total for that creature to be affected.

Undead and creatures immune to being charmed aren't affected by this spell.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d8 for each slot level above 1st.

 

Edited by Wizard of the Coat (see edit history)
Link to comment
Share on other sites

Andraste (Half-Elf Sorcerer)token.png.f9e76fe4bce18d36fbb70ba39f1a9f7e.png


AC: 15 | HP: 23/23 | HD: 3d6 | Passive Perception: 9 | Inspiration: No | Conditions: None | Setting stuff on fire: Always
Spells: 1st (4/4), 2nd (2/2) | Sorcery: 3/3


"Nyuh-huh," Andraste replied through clenched teeth. She started helping Copper out with the petty magic required to keep everybody warm. At least the two of them could keep up the work while they kept walking. Sticking around seemed like a terribly unwise idea.
 


Mechanics

Main Hand: -
Off Hand: -


Action: Prestidigitation to warm up the meager clothing on everybody's backs, same as Copper. Should buy us enough time to get to shelter.
Bonus Action: -
Move: -
Manipulate: -

     
Link to comment
Share on other sites

 Copper - Upbeat Urchin of Mirabar (Human Arcane Trickster)Copper_token.png.e46b733045db959bfe973cff20637137.png

AC 13/16with Mage Armor  | HP 24/24 | Init +3 Passive Perception 13 (Pooka 15 smell) | Spells 2/2 (1st) | Inspiration 1/1


Copper had been distracted by the cold when the gnome had spoken of the Forgehammer, but now his words came to her again. "D-d-down the street a-a-and t-to the r-right!"

She began ushering the group in that direction while she continued to cast her warming cantrip. She was worried most about Cassandra. Something was definitely wrong with the paladin. More than the freezing Icewind Dale weather. Copper wanted to say something, to ask what was going on, but it was just too hard to talk with he teeth clattering and her body shaking from the cold.

They had to get to shelter soon.

Copper didn't like following the gnome's directions and instructions, but she saw no other alternatives to the Forgehammer.


Mechanics

Main Hand: empty
Off Hand: empty

Status Effects: none

Active Spells: none


Actions: Send Pooka back to extradimensional pocket. Cast Presidigitation (warm an object) on the smock
Bonus Action: 
Move: 
Manipulate: 

Statblock

Female Human (Varient) Rogue (Arcane Trickster) 3

Languages Common, Sylvan, Thieves' Cant

Background Urchin Background Feature City SecretsYou know the secret patterns and flow to cities and can find passages through the urban sprawl that others would miss. When you are not in combat, you (and companions you lead) can travel between any two locations in the city twice as fast as your speed would normally allow.


StrSave +0
Athletics +0
8 DexSave +6*
Acrobatics +4 | Sleight of Hand +11* | Stealth +8 (E)
16 ConSave +2
No skills associated.
14 IntSave +4
Arcana +4 | History +2 | Investigation +4 | Nature +2 | Religion +2
13 WisSave +3
Animal Handling +3 | Insight +5 | Medicine +3 | Perception +7 (E) | Survival +3
12 ChaSave +0
Deception +2 | Intimidation +0 | Performance +0 | Persuasion +0
12

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).
  • Scimitar +5 to hit for (1d6+3) slashing damage. | finesse, light
  • Small Knife +5 to hit for (1d4+3) piercing damage. | finesse, light, thrown (20/60)
  • Dart +5 to hit for (1d4+3) piercing damage. | finesse, thrown (20/60)
  • Shortbow +5 to hit for (1d6+3) piercing damage | ammunition (80/120), two-handed

Bonus Actions

  • Small Knife +5 to hit for (1d4+3) piercing/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.
    )

Reactions

  • Opportunity Attack (with additional Sneak Attack)

Spell Save DC: 11 | Spell Attack Mod: +3

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.
 |
Sleep1st-level enchantment
Casting Time: 1 action
Range: 90 feet
Components: V, S, M (a pinch of fine sand, rose petals, or a cricket)
Duration: 1 minute

This spell sends creatures into a magical slumber. Roll 5d8; the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures).

Starting with the creature that has the lowest current hit points, each creature affected by this spell falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature's hit points from the total before moving on to the creature with the next lowest hit points. A creature's hit points must be equal to or less than the remaining total for that creature to be affected.

Undead and creatures immune to being charmed aren't affected by this spell.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d8 for each slot level above 1st.

 

 

Link to comment
Share on other sites

   

image.png.44317179ca9f812166be1538ab13d580.pngHachilah - Fire Genasi Barbarian 3


AC: 17 | HP: 35/35 | Initiative: +2 | Passive Perception: 13 | Rage: 3/3

It wasn't the cold that gave her pause. It wasn't the slime she was coated in. It wasn't even her nakedness, not her companions.

It was the blood-filled vats with familiar yet forgotten faces that stopped Hachilah in her tracks. The gnomes prodded her thigh to get her moving again.

The remaining time after waking is a blur, save for the moment to help Andraste from falling. However, when the party left the confines of their awakening and were met with the bitter air of Mirabar, Hachilah remembered who she was.

She was Hachilah of the Wandering Sands. She was a guide through the unforgiving desert. She was a fire genasi who would protect those who traveled beside her. Her eyes glanced around, noting the walls, the thickness of them, recognizing the meaning of their location within the city. Her fingers felt and found a wooden coin that was unfamiliar, her thumb traced its grain and her nail picked at the symbols on either side. But then her ears heard her friends. She heard them trying to care for themselves.

"Here, I can help. Stay close."  The woman who held flames in her veins cupped her hands. Soon a fire sparked and sputtered till a small blaze was stable in her grasp. She split the fire in two and held a flame in each hand. "Follow me, we need to get you all out of the cold."  The frost was affecting her as well, but she would not admit it. Snowy crystals clung to her eyelashes and began to coat her dark hair.

"We'll figure out answers once we are...where ever it is we are supposed to go." Hachilah's emerald eyes attempted to lock with Cassandra's. The woman had screamed in a way that broke her heart, but now was not the time to ask. Now, they needed to move.

 



Mechanics

Main Hand: Empty
Off Hand: Empty


Action: Produce flame.
Bonus Action: Your bonus action goes here.
Move: Your movement goes here.
Manipulate: Your one free object interaction goes here.

Reaction: Your reaction goes here.

Spells

Casting Ability: Wisdom
Spell Save DC: 11
Spell Attack Modifier: +3


 

Cantrip: Produce FlameCASTING TIME: 1 Action
RANGE/AREA: Self
COMPONENTS: V, S
DURATION: 10 Minutes

A flickering flame appears in your hand. The flame remains there for the duration and harms neither you nor your equipment. The flame sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The spell ends if you dismiss it as an action or if you cast it again.

You can also attack with the flame, although doing so ends the spell. When you cast this spell, or as an action on a later turn, you can hurl the flame at a creature within 30 feet of you. Make a ranged spell attack. On a hit, the target takes 1d8 fire damage.

This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

One Use per Long Rest
1st: Burning HandsCASTING TIME: 1 Action
RANGE/AREA: Self (15 ft )
COMPONENTS: V, S
DURATION: Instantaneous

As you hold your hands with thumbs touching and fingers spread, a thin sheet of flames shoots forth from your outstretched fingertips. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one.

The fire ignites any flammable objects in the area that aren't being worn or carried.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

2nd: Flame Blade (C) -no access till 5thCASTING TIME: 1 Bonus Action
RANGE/AREA: Self
COMPONENTS: V, S, M *
DURATION: Concentration 10 Minutes

You evoke a fiery blade in your free hand. The blade is similar in size and shape to a scimitar, and it lasts for the duration. If you let go of the blade, it disappears, but you can evoke the blade again as a bonus action.

You can use your action to make a melee spell attack with the fiery blade. On a hit, the target takes 3d6 fire damage.

The flaming blade sheds bright light in a 10-foot radius and dim light for an additional 10 feet.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for every two slot levels above 2nd.

Grovel. The target falls prone and then ends its turn.

Halt. The target doesn't move and takes no actions. A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.

   

Stat Block

 

Hachilah of the Wandering Sands
Fire Genasi Ancestral Guardian Barbarian (3)


Str 14   Dex 14   Con 16   Int 10   Wis 12   Cha 10
HP 35/35   HD 3d12/3d12   AC 17   Speed 30 ft


Passive Perception 13   Initiative +2
Languages Common, Primordial & Dwarvish
Background Tribe Member: Wandering Sands   Feature 
Wandering Sands HeritageYou have an excellent knowledge of not only your tribe’s territory, but also the terrain and natural resources of the rest of the Southwest. You are familiar enough with any wilderness area that you find twice as much food and water as you normally would when you forage there.

Additionally, you can call upon the hospitality of your people, and those folk allied with your tribe, often including members of druid circles, tribes of nomadic elves, the Harpers, and the priesthoods devoted to the gods of the First Circle.


• 
 Handaxe +4 attack, 1d6+2 slashing damage
• Javelin +4 thrown attack, 1d6+2 piercingMoon-touched GreataxeMoon-touched weapons count as magical but offer no bonuses and shed bright moonlight in a 15' radius and dim light another 15' beyond that. +4 attack, 1d12+2 slashing damage


Proficiency +2   Saving Throws Strength, Constitution
Skills Athletics, Insight, Perception & Survival
Tools 
Cook's Utensils
Instruments ...
Weapons Simple weapons, martial weapons
Armor All armor, shields
Feats None

Features 
DarkvisionYou 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 discern colors in that darkness only as shades of gray.Fire ResistanceYou have resistance to fire damage.Reach to the BlazeYou know the produce flame cantrip. Starting at 3rd level, you can cast the burning hands spell with this trait. Starting at 5th level, you can also cast the flame blade spell with this trait, without requiring a material component. Once you cast burning hands or flame blade with this trait, you can’t cast that spell with it again until you finish a long rest. You can also cast either of those spells using any spell slots you have of the appropriate level.

Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).
Rage (3)In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action.

While raging, you gain the following benefits if you aren’t wearing heavy armor:

•You have advantage on Strength checks and Strength saving throws.
•When you make a melee weapon attack using Strength, you gain a bonus to the damage roll that increases as you gain levels as a barbarian, as shown in the Rage Damage column of the Barbarian table.
•You have resistance to bludgeoning, piercing, and slashing damage.
•If you are able to cast spells, you can’t cast them or concentrate on them while raging.

Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven’t attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.

Once you have raged the number of times shown for your barbarian level in the Rages column of the Barbarian table, you must finish a long rest before you can rage again.
Unarmored DefenseWhile you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.Reckless AttackStarting at 2nd level, you can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.Danger SenseAt 2nd level, you gain an uncanny sense of when things nearby aren’t as they should be, giving you an edge when you dodge away from danger.

You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can’t be blinded, deafened, or incapacitated.
Ancestral ProtectorsStarting when you choose this path at 3rd level, spectral warriors appear when you enter your rage. While you’re raging, the first creature you hit with an attack on your turn becomes the target of the warriors, which hinder its attacks. Until the start of your next turn, that target has disadvantage on any attack roll that isn’t against you, and when the target hits a creature other than you with an attack, that creature has resistance to the damage dealt by the attack. The effect on the target ends early if your rage ends.
 

 

Link to comment
Share on other sites

image.jpeg.8f6ab0a89e429d00cbcba4a0d06d7f1b.jpeg


Rise of Vecna Chapter 1: Mirabar

The group made their way down the block of buildings as best they could in the condition they were in and the weather outside, rounding the corner they saw a large building that looked to maybe have been a barracks at one time. The sign that had been painted upon its door was that of a Forgehammer. This undoubtedly must be the place. Leading her companions out of the cold Hachilah did not bother to knock as she pushed the door open, and the group made their way inside.

The entrance chamber consisted of a large room that was barely furnished, but at least it was warm, well actually it wasn't, but at least it was above freezing. Only a few coals burned in the hearth that was at one end of the chamber, at the other end was a makeshift desk which consisted of a few barrels with boards placed across them. There were a few doors in the chamber that led off to other parts of the building. It was dimply lit by two low burning lanterns, that were clearly set to conserve fuel for as long as possible. The air smelled of the coal from the fireplace and the air was stale.

spacer.pngRising from a small chair from behind the worktable was a genial old man that looked to be near a hundred years of age. The man walked with a stoop and looked to require a cane to stand. He took a few steps from behind the desk and waved you toward him with a smile "Welcome, AAO numbers 1154, 1155, 1156, 1157, 1158, and 1159." He said as he looked at a sheet of parchment. "I am Robear, and I am in charge of housing the newly crafted."

As you got closer you could see the old man had a mark similar to yours on his wrist as well. "I am sure you all have many questions. I do have rooms prepared with your gear according to specifications given to me. Also, a privy for baths, such as it is. If you can stand the coldness of the water. Firewood around here is at a premium." he added as he laid out a piece of parchment for each of you on the table along with an inkwell and quill. "There is no need to lie, they created you, so they know your memories better than you do. Just write down your name and what you would like to be called on the paper, that way we have a proper name, and I can remember it." he chuckled.

"Each of you are an AAO, or Artificially Accelerated Organisms. Under the Whispered One's guidance, Gnome bioengineers perfected a process where a lump of dead flesh could be placed into these vats, precisely stimulated with electricity, and then grown into a fully developed sentient being. The entire process is governed by a near infinite number of variables, each fine-tuned by the bioengineers."

"Your group is an unusual one in that you contain the first ever Tabaxi and Genasi to be created in this manner, usually it is only humans and elves." he said while looking over the two new species to the process.

"Now we only have two bathing tubs, so you all are going to need to take turns in getting cleaned up, I'll show you the way. We have some fresh .... well cleaner clothes for you as well." he said as he led the group through a door and down a hall to the privies.

The privies were tiny and dirty, and the tub was barely large enough to bathe in and the water they held looked like it had been previously used. The peasant's clothes there we rough and threadbare but was better than what they had currently.

"While some of you clean up, the others can rejoin me in the main hall, and I will answer any questions that I can."

 


Streets of Mirabar
10:36 am
(Date Unknown), 5 VR


 

 

Show Active Maps

Not in Use!!

Show Bookkeeping

PASSIVE PERCEPTION SCORES

Drift 15 | Mara 15 | Cassandra 14 | Copper 13 | Hachilah 13 | Andraste 9

INITIATIVE

Currently Not In Use!!

MECHANICS

Not in Use!!

CONDITIONS

Currently Not In Use!!

DESCRIPTIONS

Currently Not In Use!!

ANDRASTE

Hit Points: 23/23 (fey ancestry)
Hit Dice: 3/3
Sorcery Points: 3/3 *L
Spell Slots (+5, DC 13) *L

  • 1st Level: 4/4
  • 2nd Level: 2/2

DM Inspiration: 1/1
Experience Points: 900 / 2,700

CASSANDRA OF THE SUMMER

Hit Points: 25/25 (divine health)
Hit Dice: 3/3
Channel Divinity: 1/1 *S/L
Divine Sense: 3/3 *L
Lay on Hands: 15/15 *L
Lucky: 3/3 *L
Spell Slots (+4, DC 12) *L

  • 1st Level: 3/3

DM Inspiration: 1/1
Experience Points: 900 / 2,700

COPPER

Hit Points: 24/24
Hit Dice: 3/3
Spell Slots (+3, DC 11) *L

  • 1st Level: 2/2

Attuned Magic Items: 1/3
DM Inspiration: 1/1
Experience Points: 900 / 2,700

DRIFT

Hit Points: 24/24
Hit Dice: 3/3
Wild Shape: 2/2 *S/L
Spell Slots (+5, DC 13) *L

  • 1st Level: 4/4
  • 2nd Level: 2/2

DM Inspiration: 1/1
Experience Points: 900 / 2,700

HACHILAH OF THE WANDERING SANDS

Hit Points: 35/35 (danger sense, resist: fire)
Hit Dice: 3/3
Rage: 2/2 *L
Reach the Blaze: 1/1 *L
DM Inspiration: 1/1
Experience Points: 900 / 2,700

MARA MIKO

Hit Points: 24/24
Hit Dice: 3/3
Ki Points: 3/3 *L
DM Inspiration: 1/1
Experience Points: 900 / 2,700

 

 

Link to comment
Share on other sites

 Copper - Upbeat Urchin of Mirabar (Human Arcane Trickster)Copper_token.png.e46b733045db959bfe973cff20637137.png

AC 13/16with Mage Armor  | HP 24/24 | Init +3 Passive Perception 13 (Pooka 15 smell) | Spells 2/2 (1st) | Inspiration 1/1


Copper stepped into the Forgehammer with whoof of relief. Normally, the door of a barracks closing behind her would have been cause for panic, but the pickpocket felt only relief. The cold, empty, stale room reminded her of the safe house in winter. Homey, in a way.

Nice is different than good. One of the Count's first lessons, drilled into her when she was six. This old man seemed nice enough, genial even, but he was party to all of this. She opened her mouth to speak introductions, but he beat her to it.

Again with the numbers. What's that all about? Then she noticed the numbers on his wrist. She looked to her own wrist and saw, for the first time, the tattooed numbers. Oh.

As Robear explained the gnomes and the horrible necromantic vats, Copper examined the paper, ink, and pen, handling them to determine if they were magical, suspecting some kind of arcanely tricked or cursed item. This was nothing out of the ordinary: the others knew the copper-haired girl to be quite handsy. She didn't put much stock in the old man's words, but made an effort to remember them--just in case any of it mattered.

At the mention of bathing tubs, Copper was right on Robear's heals, eager to clean the slime from her body. The sight of the privy and clothes were somewhat disappointing, but she'd seen worse.

"I'm happy to go first," she announced. She had no intention of getting into a tub that someone else had likely bathed in, but with her magic, she could make it work. She would have liked to stay with her companions, to hear their questions and Robear's answers, but she couldn't imagine sitting down in some hall with all of this slime still covering her... body. "Unless... maybe we should just stick together until we're all clean, and then join Robear in the hall."

As an afterthought, she added, "No point in making him answer the same questions several times, right?"


Mechanics

Main Hand: empty
Off Hand: empty

Status Effects: none

Active Spells: none


Actions: 
Bonus Action: 
Move: 
Manipulate: 

Statblock

Female Human (Varient) Rogue (Arcane Trickster) 3

Languages Common, Sylvan, Thieves' Cant

Background Urchin Background Feature City SecretsYou know the secret patterns and flow to cities and can find passages through the urban sprawl that others would miss. When you are not in combat, you (and companions you lead) can travel between any two locations in the city twice as fast as your speed would normally allow.


StrSave +0
Athletics +0
8 DexSave +6*
Acrobatics +4 | Sleight of Hand +11* | Stealth +8 (E)
16 ConSave +2
No skills associated.
14 IntSave +4
Arcana +4 | History +2 | Investigation +4 | Nature +2 | Religion +2
13 WisSave +3
Animal Handling +3 | Insight +5 | Medicine +3 | Perception +7 (E) | Survival +3
12 ChaSave +0
Deception +2 | Intimidation +0 | Performance +0 | Persuasion +0
12

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).
  • Scimitar +5 to hit for (1d6+3) slashing damage. | finesse, light
  • Small Knife +5 to hit for (1d4+3) piercing damage. | finesse, light, thrown (20/60)
  • Dart +5 to hit for (1d4+3) piercing damage. | finesse, thrown (20/60)
  • Shortbow +5 to hit for (1d6+3) piercing damage | ammunition (80/120), two-handed

Bonus Actions

  • Small Knife +5 to hit for (1d4+3) piercing/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.
    )

Reactions

  • Opportunity Attack (with additional Sneak Attack)

Spell Save DC: 11 | Spell Attack Mod: +3

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.
 |
Sleep1st-level enchantment
Casting Time: 1 action
Range: 90 feet
Components: V, S, M (a pinch of fine sand, rose petals, or a cricket)
Duration: 1 minute

This spell sends creatures into a magical slumber. Roll 5d8; the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures).

Starting with the creature that has the lowest current hit points, each creature affected by this spell falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature's hit points from the total before moving on to the creature with the next lowest hit points. A creature's hit points must be equal to or less than the remaining total for that creature to be affected.

Undead and creatures immune to being charmed aren't affected by this spell.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d8 for each slot level above 1st.

Edited by Wizard of the Coat (see edit history)
Link to comment
Share on other sites

spacer.pngDrift (Tabaxi Druid)


AC: 15 | HP: 24/24 | Initiative: +3 | Passive Perception: 15 | FeaturesSpell Slots, 1st: 4/4
2nd: 2/2
Wild Shape: 2/2
Agility: 1/1
Death Saves: 0S/0F
Conditions:


Drift is grateful for the warming robe, even if it's nowhere near enough to keep him warm. He makes sure everyone moves quickly to our destination, but he doesn't move quickly enough. By the time he enters the barracks, the slime has frozen over much of his body. He sits in front of the coals to warm himself as best as he can.

He takes off his flimsy robe, a makes a small fire in his hand, running it under the cloth to warm and dry it. Once he deems it dry enough, he lets it catch fire and throws it in the fireplace with the coals, giving everyone a welcome, but too brief bit of warmth.

He starts licking his paws and feet, trying to get the slime off of him, and spitting it into the side of the fireplace so he doesn't swallow any more of it, but he can tell from the taste that it was already in his mouth and throat before he started trying to get it off. As he starts to thaw and collect his wits again, he turns to Cassandra first. "What was the 'Oh No' about back in the laboratory? I mean, this whole thing is a big 'Oh No' but that seemed specific."

He lets the others take their baths first, and gives them privacy while they do, but when it's his time, he asks Copper to use a little more magic to clean the water and warm up the bath before he gets in. He seems confused by Robear's description of what just happened. He was certainly alive just a bit ago, waiting for graduation. Surely if he had died he would have some terrible memories of that event. He signs his name as just 'Drift' on the piece of paper, leaving out his full proper name.

"What do you mean 'a lump of dead flesh could be grown into a fully developed sentient being'? I didn't die. I just ended up here somehow."

 


Mechanics

Main Hand: Empty
Off Hand: Empty


Action: Your action goes here.
Bonus Action: Your bonus action goes here.
Move: Your movement goes here.
Manipulate: Your one free object interaction goes here.

     

Wildshape forms

Brown Bear

Brown Bear
Large Beast, Unaligned

Armor Class 11 (natural armor)
Hit Points 34 (4d10 + 12)
Speed 40 ft., climb 30 ft.

STR19 (+4)
DEX10 (+0)
CON16 (+3)
INT2 (-4)
WIS13 (+1)
CHA7 (-2)

Skills Perception +3
Senses Passive Perception 13
Languages --
Challenge 1 (200 XP)
Proficiency Bonus +2

Keen Smell. The bear has advantage on Wisdom (Perception) checks that rely on smell.

Actions
Multiattack. The bear makes two attacks: one with its bite and one with its claws.

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.

Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.

Dire Wolf

Dire Wolf
Large Beast, Unaligned

Armor Class 14 (natural armor)
Hit Points 37 (5d10 + 10)
Speed 50 ft.

STR17 (+3)
DEX15 (+2)
CON15 (+2)
INT3 (-4)
WIS12 (+1)
CHA7 (-2)

Skills Perception +3, Stealth +4
Senses Passive Perception 13
Languages --
Challenge 1 (200 XP)
Proficiency Bonus +2

Keen Hearing and Smell. The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Pack Tactics. The wolf has advantage on an attack roll against a creature if at least one of the wolf's allies is within 5 feet of the creature and the ally isn't incapacitated.

Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.

Giant Spider

Giant Spider
Large Beast, Unaligned

Armor Class 14 (natural armor)
Hit Points 26 (4d10 + 4)
Speed 30 ft., climb 30 ft.

STR14 (+2)
DEX16 (+3)
CON12 (+1)
INT2 (-4)
WIS11 (+0)
CHA4 (-3)

Skills Stealth +7
Senses Blindsight 10 ft., Darkvision 60 ft., Passive Perception 10
Languages --
Challenge 1 (200 XP)
Proficiency Bonus +2

Spider Climb. The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Web Sense. While in contact with a web, the spider knows the exact location of any other creature in contact with the same web.

Web Walker. The spider ignores movement restrictions caused by webbing.

Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 7 (1d8 + 3) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 9 (2d8) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.

Web (Recharge 5–6). Ranged Weapon Attack: +5 to hit, range 30/60 ft., one creature. Hit: The target is restrained by webbing. As an action, the restrained target can make a DC 12 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage).

Deinonchyos

Deinonychus
Medium Beast (Dinosaur), Unaligned

Armor Class 13 (natural armor)
Hit Points 26 (4d8 + 8 )
Speed 40 ft.

STR15 (+2)
DEX15 (+2)
CON14 (+2)
INT4 (-3)
WIS12 (+1)
CHA6 (-2)

Skills Perception +3
Senses Passive Perception 13
Languages --
Challenge 1 (200 XP)
Proficiency Bonus +2

Pounce. If the deinonychus moves at least 20 feet straight toward a creature and then hits it with a Claw attack on the same turn, that target must succeed on a DC 12 Strength saving throw or be knocked prone. If the target is prone, the deinonychus can make one Bite attack against it as a bonus action.

Actions
Multiattack. The deinonychus makes one Bite attack and two Claw attacks.

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage.

Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage.

 

Link to comment
Share on other sites

Andraste (Half-Elf Sorcerer)token.png.f9e76fe4bce18d36fbb70ba39f1a9f7e.png


AC: 15 | HP: 23/23 | HD: 3d6 | Passive Perception: 9 | Inspiration: No | Conditions: None | Setting stuff on fire: Always
Spells: 1st (4/4), 2nd (2/2) | Sorcery: 3/3


Andraste stood in the warmer building with the rest, frowning down at the number on her wrist while Robear explained what it was. She rubbed it hard with her thumb, trying to disperse the ink to no avail. She had never been especially vain, but the idea of somebody marking her body up without getting her permission seemed, well, wrong. The bath sounded nice--wonderful, even--but Andraste felt dirty on the inside in a way she knew clean water wasn't going to wash off anytime soon. What was the word for it?

Defiled.

In her head, the word was basso and resonate, which is how Brother Sanislav with his Damaran accent sounded when he taught Andraste her letters. The sound of it seemed appropriately nasty, considering.

She stopped fussing over her tattoo, froze tensely when Robear got to explaining what 'AAO' meant. The implication of it made Andraste's blood run cold in a way that was far more disturbing than the literal chill she was experiencing right now. Wretched and vile were other words that came to mind. Andraste had the thought that she might be sick, but kept everything down, thankfully. In another lifetime--a literal other lifetime--Sanislav would have approved of her diction.

Usually she had no trouble with having something to say, but despite the descriptive words rolling around in her head, Andraste didn't have a lot to say that didn't involve a lot of cursing and yelling and crying. So in an effort to keep herself together she just agreed with Copper.

"Yes, um...I think she's right. Let's stick together. Splitting up for any reason seems risky right now." She got her thoughts together a little better and added, "Not to mention, well, I'd appreciate it if I had you all standing guard while I got cleaned up. We have to protect each other from here on out."


Mechanics

What are all our AAO numbers?

 

Main Hand: -
Off Hand: -


Action: She'll help Copper to Prestidigitize the bathwater cleaner and warmer for everyone in between usages. That's a verb and I'm sticking to it.
Bonus Action: -
Move: -
Manipulate: -

     

 

Edited by Aavarius (see edit history)
Link to comment
Share on other sites

Mara Jade (Changeling Monk)spacer.png


AC: 16 | HP: 24/24 | Initiative: +3 | Passive Perception: 15 | Ki: 3/3 | DM Inspiration: 1/1


It was all very familiar, a thing her mind had once imagined, seemingly many times, for this strange world where she drifted in peace and warmth and quiescence was a place she knew. She knew too, somehow, that the pleasantness would end in pain and cold and anguish. And so when she found herself, slime covered and shivering, in shock and nauseous, she found herself not surprised by these things. It was the words, the words of this awful gnome and the sight of the dead faces of those she knew, that cut her to the core.

Life only through death

It was a lie, for as a woman she knew life came only from life. And yet she felt the truth there too, and in her mind she felt the revulsion at the inevitable conclusion. They had died so that she should live. It was a pain that stabbed her deeply, in places that she no longer admitted to herself that she had. It drew all the strength from her, leaving her so numb that she was ushered along without so much as a shrug of protest.

Even the stinging cold did nothing to rouse her from that horror, the faces of her group around her familiar but unnoticed. To them, she looked somehow different, though the gel that coated them perhaps made it less noticeable exactly what that was. Eventually, though, they might realize that when last they had met, Mara had been younger - eighteen perhaps, certainly no more than twenty. Now there was a maturity to her face, a slight change in the texture of her skin - she had aged over a decade in that span.

She said nothing at all, staying with the group and asking for no help or succor, her dark eyes simply taking in what was near. None of it made any sense - they had just graduated the academy, destined to move on now, to become something greater than they had been . . .


"We will stay together," she said quietly the others when they were within the Forgehammer. She didn't know what any of it meant - a part of her thought this could be a final test. In any case, she could not bring herself to trust those who had done what they had done to bring her to this place.

 


Mechanics

Main Hand: Empty
Off Hand: Empty


Action: Your action goes here.
Bonus Action: Your bonus action goes here.
Move: Your movement goes here.
Manipulate: Your one free object interaction goes here.

     

 

Link to comment
Share on other sites

 Copper - Upbeat Urchin of Mirabar (Human Arcane Trickster)Copper_token.png.e46b733045db959bfe973cff20637137.png

AC 13/16with Mage Armor  | HP 24/24 | Init +3 Passive Perception 13 (Pooka 15 smell) | Spells 2/2 (1st) | Inspiration 1/1


Copper brightened at the thought that they would stay. She seemed to take Andraste and Mara's words represented the entire group.

She moved to the tub eager to remove the slime, get some proper clothes on, and warm those clothes with a cantrip. For a moment, it looked to her companions like she girl would strip and bathe before them. But rather than enter the tub, she picked up one of the raggedy old towel, dunked it in the gently used tub water, wrung it out over the tub so that it only slowly dripped, cleaned it with a cleaning cantrip, warmed it with another cantrip, and then proceeded to wipe-wash the slime from her face, hair and neck. Another casting of minor magic cleaned the slime from the towel.

The girl then repeated the process with the towel--dunking wringing, cleaning, warming, wiping, and cleaning--this time removing the slime from the portion of her arms uncovered by the smock. Another repeat of the process took care of her legs. After that, a few more repeats took care of the portions of her body beneath the smock, using cantrips to clean the inside of the smock so as not to reslime herself. She worked quickly and efficiently, giving her companions the impression that she'd done this before. As she worked, she huffed against the cold, the chill air sending goosebumps across her flesh as the warmth of the towel left her. She listened to her companions as they spoke, but was to focused on quickly washing to contribute much to the conversation.

Finished with her washing, she grabbed a different towel, cleaned and warmed it with cantrips, then dried herself as best she could. Still hurrying, she rummaged through the peasant clothes, cursing herself for not having done so before washing herself. She grabbed what fit--enough to cover her body, cleaned it with her cantrip, and warmed a few key articles with her warming cantrip.

The entire process from start to finish had taken under five minutes. Clothed and warmed, her shaking finally stopped. Her face bloomed with renewed color. "Who's next?"

 


Mechanics

Main Hand: empty
Off Hand: empty

Status Effects: none

Active Spells: none


Actions: 
Bonus Action: 
Move: 
Manipulate: 

Statblock

Female Human (Varient) Rogue (Arcane Trickster) 3

Languages Common, Sylvan, Thieves' Cant

Background Urchin Background Feature City SecretsYou know the secret patterns and flow to cities and can find passages through the urban sprawl that others would miss. When you are not in combat, you (and companions you lead) can travel between any two locations in the city twice as fast as your speed would normally allow.


StrSave +0
Athletics +0
8 DexSave +6*
Acrobatics +4 | Sleight of Hand +11* | Stealth +8 (E)
16 ConSave +2
No skills associated.
14 IntSave +4
Arcana +4 | History +2 | Investigation +4 | Nature +2 | Religion +2
13 WisSave +3
Animal Handling +3 | Insight +5 | Medicine +3 | Perception +7 (E) | Survival +3
12 ChaSave +0
Deception +2 | Intimidation +0 | Performance +0 | Persuasion +0
12

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).
  • Scimitar +5 to hit for (1d6+3) slashing damage. | finesse, light
  • Small Knife +5 to hit for (1d4+3) piercing damage. | finesse, light, thrown (20/60)
  • Dart +5 to hit for (1d4+3) piercing damage. | finesse, thrown (20/60)
  • Shortbow +5 to hit for (1d6+3) piercing damage | ammunition (80/120), two-handed

Bonus Actions

  • Small Knife +5 to hit for (1d4+3) piercing/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.
    )

Reactions

  • Opportunity Attack (with additional Sneak Attack)

Spell Save DC: 11 | Spell Attack Mod: +3

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.
 |
Sleep1st-level enchantment
Casting Time: 1 action
Range: 90 feet
Components: V, S, M (a pinch of fine sand, rose petals, or a cricket)
Duration: 1 minute

This spell sends creatures into a magical slumber. Roll 5d8; the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures).

Starting with the creature that has the lowest current hit points, each creature affected by this spell falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature's hit points from the total before moving on to the creature with the next lowest hit points. A creature's hit points must be equal to or less than the remaining total for that creature to be affected.

Undead and creatures immune to being charmed aren't affected by this spell.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d8 for each slot level above 1st.

 

Edited by Wizard of the Coat (see edit history)
Link to comment
Share on other sites

×
×
  • Create New...