Aavarius Posted March 15 Clone Share Posted March 15 Andraste (Half-Elf Sorcerer) AC: 15 | HP: 21/23 | HD: 3d6 | Passive Perception: 9 | Inspiration: No | Conditions: None Spells: 1st: ▣▣▣▣, 2nd: ☐☐ | Sorcery: ▣▣▣ | Concentration: Dragon's Breath2nd Leve l Transmutation Casting Time: 1 bonus action Range/Area: Touch/15ft. Components: V, S, M (a hot pepper) Duration: Concentration, up to 1 minute You touch one willing creature and imbue it with the power to spew magical energy from its mouth, provided it has one. Choose acid, cold, fire, lightning, or poison. Until the spell ends, the creature can use an action to exhale energy of the chosen type in a 15-foot cone. Each creature in that area must make a Dexterity saving throw, taking 3d6 damage of the chosen type on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd. (Acid) up to 1 minute Of course, Andraste gave up the sword when Hachilah offered to take it. What was she going to do with it, anyway? She probably wouldn't hurt herself with it. Probably. Besides that, Hachilah made the grandest of introductions, and Andraste wasn't above being flattered. She wasn't remotely as humble and stoic as most of her companions here. It was plain as day she was pleased to get the inherent compliment in Hachilah's introduction. When she turned around to address the others she looked quite pleased with herself. Putting a hand on her hip she said, "It wouldn't take a lot of magic to project an illusory voice from a sword. Some clever mage could be around the corner pulling a fast one on us." She didn't sound very wary when she said it, because she also said, "But I, for one, am excited for the prospect that she's real." Mechanics Main Hand: - Off Hand: - Action: - Bonus Action: - Move: - North to one of the squares adjacent Hachilah Manipulate: - ▣☐ Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
bwatford Posted March 19 Author Clone Share Posted March 19 CHAPTER ONE - MIRABAR "How in the world did you end up like this?" Andraste asked Zepara. "Nae me brightest moment. After Mirabar’s conquest, I feared that I wou' be conscripted ta craft blades for tha Vecnan army. Rather than see me artistry turned ta evil, I arranged ta have me essence embedded 'ithin one o' me blades. Although I did make arrangements ta be smuggled out o' Mirabar, those plans have never came ta fruition." the sword replied. "Is there anything we can do to help you?" Mara added. "Get me out o' this damn city." Zespara replied. "Just take me with ye, i have been covered in soot long enough." As Hachilah settled into the ashes, she began cleaning the blade, which transformed into a smaller size for her convenience, shifting from a longsword to a shortsword, and finally to an oversized dagger. The blade seemed to be tailored for Hachilah's hand, as the grip was now custom-fitted to her hold. Scene Notes I have uncovered the entire map of the forge and removed tokens as there is no more combat at the moment. On This 4th Day of Chess (March), in the 5th Year of Vecna's Reign 10:16 am ★The 2nd Day of the Campaign★ Show Active Maps TEMPLE OF THE FROST MAIDEN HOUSE OF THE BRIGHT BLADE Sh ow Bookkeeping PASSIVE PERCEPTION Drift 15 | Mara 15 | Cassandra 14 | Copper 13 | Hachilah 13 | Andraste 9 INITIATIVE Not in Use!! MECHANICS Dire Wolf Has 26 of 37 hit points remaining. CONDITIONS Drift Is in Dire Wolf Form (26 minutes remaining) Mara Is concentrating on Pass Without Trace (23 minutes remaining) DESCRIPTIONS Pass Without Trace A veil of shadows and silence radiates from you, masking you and your companions from detection. For the duration, each creature you choose within 30 feet of you (including you) has a +10 bonus to Dexterity (Stealth) checks and can’t be tracked except by magical means. A creature that receives this bonus leaves behind no tracks or other traces of its passage. ANDRASTE Hit Points: 21/23 (fey ancestry) Hit Dice: 3/3 Sorcery Points: 3/3 *L Spell Slots (+5, DC 13) *L 1st Level: 4/4 2nd Level: 0/2 DM Inspiration: 1/1 Experience Points: 900 / 2,700 CASSANDRA Hit Points: 25/25 (divine health) Hit Dice: 3/3 Channel Divinity: 1/1 *S/L Divine Sense: 2/3 *L Lay on Hands: 15/15 *L Lucky: 3/6 *L (6 times a day while in Mirabar.) Spell Slots (+4, DC 12) *L 1st Level: 3/3 DM Inspiration: 1/1 Experience Points: 900 / 2,700 COPPER Hit Points: 14/24 Hit Dice: 3/3 Spell Slots (+3, DC 11) *L 1st Level: 1/2 Attuned Magic Items: 1/3 DM Inspiration: 0/1 Experience Points: 900 / 2,700 DRIFT Hit Points: 24/24 Hit Dice: 3/3 Wild Shape: 1/2 *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 Hit Points: 30/35 (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 Hit Points: 24/24 Hit Dice: 3/3 Ki Points: 1/3 *S/L DM Inspiration: 1/1 Experience Points: 900 / 2,700 Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Gralhruk Posted March 19 Clone Share Posted March 19 Mara Jade (Changeling Monk) AC: 16 | HP: 24/24 | Initiative: +3 | Passive Perception: 15 | Ki: 1/3 | DM Inspiration: 1/1 It was an outlandish tale, but she supposed if a dwarf were to transfer their essence into something else a weapon made sense, though she would have guessed an axe over a sword. If Zespara had been here covered in soot since the fall of Mirabar she wouldn't know anything about the state of the city or any of the news since - the mephits seemed unlikely bearers of information. "Was this your forge here?" she asked, wondering if the dwarf understood the connection to the various planes. "It seems connected directly to the plane of fire, and we found a chamber beneath that seems connected to the plane of frost. I am curious to hear what you know of such things, and there are also great iron doors in the basement chamber - frozen shut now, but if opened I wonder where they might lead." As she spoke she considered the sword's request, but they were effectively prisoners here as well. At least for now. "We would be happy to take you with us, but I don't know at what point we will be leaving the city. We only recently found ourselves in this place and we are still trying to understand all that has happened and how we might remedy this situation. I fear it will take some time before we can make promises." Mechanics Main Hand: Empty Off Hand: Empty Action: Bonus Action: None Move: Back to the main level Manipulate: Your one free object interaction goes here. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Wizard of the Coat Posted March 20 Clone Share Posted March 20 Copper - Upbeat Urchin of Mirabar (Human Arcane Trickster) AC 13/16with Mage Armor | HP 14/24 | Init +3 | P Percptn. 13 (Pooka 15 smell) | Spells 1/2 (1st) | Inspr. 0/1 | Darts 3/4 | Arr. 20/20 | CP 12 SP 5 GP 5 Copper was not the best lookout. The others knew she was far to distractible to be an effective sentry. And so it was now: she found herself listening with interest to the others as they spoke behind her. She turned to look over her shoulder, getting a good look at the talking sword. Then she started wool gathering--thinking about the pranks one might be able to play with a talking weapon. Of course, with her magic, she was already quite capable of sensational pranks. But this blade would be of more practical value. It contained the... essence of someone who lived in the city to witness, or hear of, at least some of the events in the Vecnan history book. Perhaps the sword knew things that might help them. The copper-haired girl started making a list of questions she would ask later, when everyone wasn't hogging the sword. Mechanics Main Hand: Off Hand: Status Effects: none Active Spells: Mage Armor (8 hrs) Copper Free Action: -- Action: -- Move: -- 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 -1 Athletics -1 8 DexSave +5* Acrobatics +5 | Sleight of Hand +7 (E) | Stealth +5 16 ConSave +2 No skills associated. 14 IntSave +3 Arcana +3 | History +1 | Investigation +3 | Nature +1 | Religion +1 13 WisSave +3 Animal Handling +1 | Insight +1 | Medicine +1 | Perception +3 | Survival +1 12 ChaSave +0 Deception +5 (E) | Intimidation +1 | Performance +1 | Persuasion +1 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. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Aavarius Posted March 21 Clone Share Posted March 21 Andraste (Half-Elf Sorcerer) AC: 15 | HP: 21/23 | HD: 3d6 | Passive Perception: 9 | Inspiration: No | Conditions: None Spells: 1st: ▣▣▣▣, 2nd: ☐☐ | Sorcery: ▣▣▣ | Concentration: Dragon's Breath2nd Leve l Transmutation Casting Time: 1 bonus action Range/Area: Touch/15ft. Components: V, S, M (a hot pepper) Duration: Concentration, up to 1 minute You touch one willing creature and imbue it with the power to spew magical energy from its mouth, provided it has one. Choose acid, cold, fire, lightning, or poison. Until the spell ends, the creature can use an action to exhale energy of the chosen type in a 15-foot cone. Each creature in that area must make a Dexterity saving throw, taking 3d6 damage of the chosen type on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd. (Acid) up to 1 minute Mara was on top of things. She had asked everything Andraste would have wanted to know. To be frank, Mara was also probably right about making promises. Beyond this task at the forge, they didn't have a clear next step, much less an understanding of who their allies were and what could reasonably be accomplished in this world, such as it was. That didn't stop Andraste from continuing to want to kick Vecna's teeth in. What an awful, godsforsaken bastard, she cursed him. He had a lot to answer for. Andraste didn't know if she would be the one to make him do that, but if she got an opportunity to she sure as the Hells was going to take it. It was a far sight better than huddling down in this frozen dead city waiting to starve to death. She suddenly missed Valen Finch again. It hurt that she didn't even know if she could trust her memory of him. Was he even real? She didn't know right now. But she did have enough anger to hold on to, enough to keep her warm in the bitter cold. That and her friends would have to be enough. Mechanics Main Hand: - Off Hand: - Action: - Bonus Action: - Move: - North to one of the squares adjacent Hachilah Manipulate: - ▣☐ Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
BobtheWizard Posted March 21 Clone Share Posted March 21 (edited) Drift (Tabaxi Druid) Application AC: 15 | HP: 24/24 | Initiative: +3 | Passive Perception: 15 | FeaturesSpell Slots, 1st: 4/4 2nd: 2/2 Wild Shape: 1/2 Agility: 1/1 Death Saves: 0S/0F Conditions: Drift sits next to our new friend. While he can't speak, he licks the sword (making sure not to lick the sharp edge of the blade) to let it know we are friendly. Hopefully the dwarf in the sword doesn't get too annoyed at a wolf giving him a kiss. He is anxious to get the destruction of the forge over with, even if he is concerned about the frost below. Maybe the forge is keeping that at bay and the frozen world outside will get even colder once we destroy the portal. Maybe Zespara knows the answer. But Drift can't say any of this, since he is a wolf, and he doesn't want to revert yet in case there is any more danger in the area. Mechanics Dire Wolf: AC14, HP 26/37 Main Hand: Empty Off Hand: Empty Move: none Action: none Bonus Action: none Manipulate: none 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. Notes Forgehammer – Our home in Mirabar Temple of TruthThe Temple of Truth. This temple was once a grungy, dust-covered warehouse that stored manure. Now, it has been converted into a temple to the Whispered One. This 'temple' consists of a small library filled primarily with the latest edition of Volo’s Guide to Vecna." The Goblet and Gems The Goblet and Gems, before Vecna, this festhall was, according to Volo’s Guide to the North, 'the only exciting and impressive-looking tavern in Mirabar.' Nowadays, this holds even more true. The tavern’s sign is a shining goblet that seems to glow even during the day. The mood inside is generally festive, bordering on rowdy during the evening hours. The Goblet and Gems is a popular establishment because of its ample supply of cheap alcohol and live entertainment, as well as the fact that it is avoided by goblin patrols. It has a stage for live music, a gambling hall in its basement, and plenty of side booths and back rooms for private meetings. Hall of Sparkling StonesHall of Sparkling Stones was once the seat of the Mirabarran government. Now, it served as the barracks for the goblin clan Kreeth who had been given rule over the city. The Hall was once an architectural marvel of the world, with stained glass windows, black marble tables, and inlaid traceries of gold, silver, and platinum. Now, it was the world’s prettiest dung heap. Copper dared to stop the group briefly to have a drink from their waterskins and chat for a moment like everything were normal. Taking note of the fact that the structure had no ground floor windows but did have them on the 2nd floor and upwards, the group also noted a side entrance to the cellar that had a portcullis that blocked entry and a rather large ogre that kept watch in front of it. Racine - our handler Clockwork King - can shut down Mephits Zespara - magic sword Edited March 21 by BobtheWizard (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Leonidas1789 Posted March 21 Clone Share Posted March 21 (edited) Cassandra of the Summer - Human Paladin (MW Character Sheet) AC: 19 | HP: 25/25 | HD: 3d10/3 | Initiative: -1 | PP: 14 | DM Inspiration: 1/1 The paladin had not been able to detect any sign of evil using her Divine Sense. Besides, the spirit's words were comforting; if she was to be believed, she had refused to serve Vecna - which was enough to make her likable. Of course, there was always the distant possibility that she was lying and actually a Vecnan spy - but that seemed unlikely. Cassandra decided not to voice her concerns for now; instead, she chose to believe the spirit and to give it the benefit of the doubt. At any rate, the blade had chosen Hachilah, as it now seemed to be tailored for the barbarian's hand. She let Mara ask her questions to the intelligent dagger. Mechanics and OOC Main Hand: Longsword. Off Hand: Shield Action: Divine Sense. Bonus Action: Move: - Manipulate: - OOC: Cassandra will use her Lucky feat if hit by a critical hit. Edited March 21 by Leonidas1789 (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
bwatford Posted March 25 Author Clone Share Posted March 25 CHAPTER ONE - MIRABAR "Was this your forge?" Mara inquired, gesturing to the blade. "Aye," Zespara replied, "The House o' tha Bright Blade." Mara inquired about the elemental gate and the subterranean chamber, to which Zespara replied, "Initially, i was unaware that tha House o' tha Bright Blade was constructed over an ancient temple o' Auril. Devotees o' tha Frostmaiden wou' sporadically emerge 'ithin tha underground temple ta either worship her or chip away at its walls with picks, searching for an unknown object. Me apprentices frequently had ta expel them. Moreover, we were never able ta open tha doors beneath." "I chose tha location for its elemental node ta tha plane o' fire, which was ideal for forging tha perfect blades." she concluded. Scene Notes I have uncovered the entire map of the forge and removed tokens as there is no more combat at the moment. On This 4th Day of Chess (March), in the 5th Year of Vecna's Reign 10:21 am ★The 2nd Day of the Campaign★ Show Active Maps TEMPLE OF THE FROST MAIDEN HOUSE OF THE BRIGHT BLADE Sh ow Bookkeeping PASSIVE PERCEPTION Drift 15 | Mara 15 | Cassandra 14 | Copper 13 | Hachilah 13 | Andraste 9 INITIATIVE Not in Use!! MECHANICS Dire Wolf Has 26 of 37 hit points remaining. CONDITIONS Drift Is in Dire Wolf Form (21 minutes remaining) Mara Is concentrating on Pass Without Trace (18 minutes remaining) DESCRIPTIONS Pass Without Trace A veil of shadows and silence radiates from you, masking you and your companions from detection. For the duration, each creature you choose within 30 feet of you (including you) has a +10 bonus to Dexterity (Stealth) checks and can’t be tracked except by magical means. A creature that receives this bonus leaves behind no tracks or other traces of its passage. ANDRASTE Hit Points: 21/23 (fey ancestry) Hit Dice: 3/3 Sorcery Points: 3/3 *L Spell Slots (+5, DC 13) *L 1st Level: 4/4 2nd Level: 0/2 DM Inspiration: 1/1 Experience Points: 900 / 2,700 CASSANDRA Hit Points: 25/25 (divine health) Hit Dice: 3/3 Channel Divinity: 1/1 *S/L Divine Sense: 2/3 *L Lay on Hands: 15/15 *L Lucky: 3/6 *L (6 times a day while in Mirabar.) Spell Slots (+4, DC 12) *L 1st Level: 3/3 DM Inspiration: 1/1 Experience Points: 900 / 2,700 COPPER Hit Points: 14/24 Hit Dice: 3/3 Spell Slots (+3, DC 11) *L 1st Level: 1/2 Attuned Magic Items: 1/3 DM Inspiration: 0/1 Experience Points: 900 / 2,700 DRIFT Hit Points: 24/24 Hit Dice: 3/3 Wild Shape: 1/2 *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 Hit Points: 30/35 (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 Hit Points: 24/24 Hit Dice: 3/3 Ki Points: 1/3 *S/L DM Inspiration: 1/1 Experience Points: 900 / 2,700 Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Underleaf Posted March 27 Clone Share Posted March 27 Hachilah - Fire Genasi Barbarian 3 AC: 17 | HP: 30/35 | Initiative: +2 | Passive Perception: 13 | Rage: 3/3 She was glad Mara had taken up the questions. The curious woman in a sword was confounding the genasi's mind. There had been stories all her life of magicked weapons hidden in the sands of the desert, but those were old tales of treasure hunters, most who lost their lives on the fruitless endeavor to the heat and brutal winds. And yet, here she sat, cleaning a sword that resized itself to fit her hand and spoke into her mind, along with her companions. Hachilah glanced to Cassandra and wondered if she would be better to wield Zespara, though it seemed the blacksmith had made their choice. Perhaps it was because she was the one to reset the forge. After a few minutes, the Wandering Sands tribal member spoke up. "Zespara...you have been here for many years. Have you heard anything of what has happened to...well...everything everywhere?" Mechanics Main Hand: Empty Off Hand: Empty Action: Straighten rod Bonus Action: ... Move: Put on gear and move to rod Manipulate: Your one free object interaction goes here. Reaction: Opportunity attack. 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 piercing • Moon-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. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Wizard of the Coat Posted March 27 Clone Share Posted March 27 (edited) Copper - Upbeat Urchin of Mirabar (Human Arcane Trickster) AC 13/16with Mage Armor | HP 14/24 | Init +3 | P Percptn. 13 (Pooka 15 smell) | Spells 1/2 (1st) | Inspr. 0/1 | Darts 3/4 | Arr. 20/20 | CP 12 SP 5 GP 5 Drift-wolf had moved closer to the sword, leaving Copper alone on watch. She redoubled her efforts, trying her best to resume her previous hiding place in the forge room, peering around the corner down the hall from which they'd come. Visibility was still rather poor. She wondered if her efforts would matter should they be suddenly attack by returning mephits. She tried not to listen to the continuing conversation with the dwarf-sword, but found it difficult. She started humming a tune in her mind to drown out the words, but found her thoughts wandering toward the tune and where she'd first heard it. The stopped the tune, summoning the full force of her will power to remain alert for movement or sound that might signal intruders approaching from down the hall. Did mephits make noise? Mechanics Main Hand: Off Hand: Status Effects: none Active Spells: Mage Armor (8 hrs) Copper Free Action: -- Action: -- Move: -- 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 -1 Athletics -1 8 DexSave +5* Acrobatics +5 | Sleight of Hand +7 (E) | Stealth +5 16 ConSave +2 No skills associated. 14 IntSave +3 Arcana +3 | History +1 | Investigation +3 | Nature +1 | Religion +1 13 WisSave +3 Animal Handling +1 | Insight +1 | Medicine +1 | Perception +3 | Survival +1 12 ChaSave +0 Deception +5 (E) | Intimidation +1 | Performance +1 | Persuasion +1 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 March 27 by Wizard of the Coat (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Aavarius Posted March 27 Clone Share Posted March 27 Andraste (Half-Elf Sorcerer) AC: 15 | HP: 21/23 | HD: 3d6 | Passive Perception: 9 | Inspiration: No | Conditions: None Spells: 1st: ▣▣▣▣, 2nd: ☐☐ | Sorcery: ▣▣▣ | Concentration: Dragon's Breath2nd Leve l Transmutation Casting Time: 1 bonus action Range/Area: Touch/15ft. Components: V, S, M (a hot pepper) Duration: Concentration, up to 1 minute You touch one willing creature and imbue it with the power to spew magical energy from its mouth, provided it has one. Choose acid, cold, fire, lightning, or poison. Until the spell ends, the creature can use an action to exhale energy of the chosen type in a 15-foot cone. Each creature in that area must make a Dexterity saving throw, taking 3d6 damage of the chosen type on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd. (Acid) up to 1 minute Auril. That made sense. The name helped Andraste understand the sigil she had failed to figure out below in the cold chamber. "Well," she began, "that may explain the bitter, bitter cold outside. Or perhaps it's only distantly related?" She didn't really know. It was just speculation. Still, that helped things make more sense in this senseless world, even if it was only a little. "Let's keep our new friend and take one final look around this place before we close up the elemental portal. I'm eager to get back to the Clockwork King, but we need to check for supplies before returning." Mechanics Main Hand: - Off Hand: - Action: - Bonus Action: - Move: - North to one of the squares adjacent Hachilah Manipulate: - ▣☐ Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Wizard of the Coat Posted March 27 Clone Share Posted March 27 Copper - Upbeat Urchin of Mirabar (Human Arcane Trickster) AC 13/16with Mage Armor | HP 14/24 | Init +3 | P Percptn. 13 (Pooka 15 smell) | Spells 1/2 (1st) | Inspr. 0/1 | Darts 3/4 | Arr. 20/20 | CP 12 SP 5 GP 5 "Did someone say: check for supplies?" Copper knew her limits: she would not be able to stay focused while the others were looting the building. "Someone else want to take a turn at keeping watch so I can help with the checking for supplies?" She turned from her post and approached the others, assuming someone would take her place on watch. She cast a cantrip as she came, summoning the invisible hand that enabled her to open locks and foil traps from a distance. Mechanics Main Hand: Off Hand: Status Effects: none Active Spells: Mage Armor (8 hrs) Copper Free Action: -- Action: -- Move: -- 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 -1 Athletics -1 8 DexSave +5* Acrobatics +5 | Sleight of Hand +7 (E) | Stealth +5 16 ConSave +2 No skills associated. 14 IntSave +3 Arcana +3 | History +1 | Investigation +3 | Nature +1 | Religion +1 13 WisSave +3 Animal Handling +1 | Insight +1 | Medicine +1 | Perception +3 | Survival +1 12 ChaSave +0 Deception +5 (E) | Intimidation +1 | Performance +1 | Persuasion +1 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. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Gralhruk Posted March 27 Clone Share Posted March 27 Mara Jade (Changeling Monk) AC: 16 | HP: 24/24 | Initiative: +3 | Passive Perception: 15 | Ki: 1/3 | DM Inspiration: 1/1 Mara frowned at the notion that the dwarves had worked this forge without ever once setting their formidable skill against those great sealed doors in the chamber below. And Zespara had said the devotees appeared in the chamber - not from thin air, surely. The explanation was that they had come through these supposedly impregnable doors. It made her wonder greatly what was on the other side, though she had no notion of how they might manage it. As she considered, Copper spoke and after only an instant of indecision Mara went to take the orphan's place. Her dark eyes danced at Copper's obvious excitement, and she ignored the twinge of concern at the unknown. The girl was more than able to take care of herself. "I will stand watch," she said simply, trying to recall if she had been so enthused in matters of the craft even in her youth. Mechanics Main Hand: Empty Off Hand: Empty Action: Bonus Action: None Move: Back to the main level Manipulate: Your one free object interaction goes here. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Leonidas1789 Posted March 27 Clone Share Posted March 27 (edited) Cassandra of the Summer - Human Paladin (MW Character Sheet) AC: 19 | HP: 25/25 | HD: 3d10/3 | Initiative: -1 | PP: 14 | DM Inspiration: 1/1 So if Zespara was to be believed, she had never been able to open the frozen doors of Auril's temple downstairs. That shed a new light on the party's chances to solve the issue there and now. "If Zespara and her companions were never able to open the huge frozen doors downstairs, it is very unlikely that we can hope to succeed today without proper preparation." Cassandra said. She paused. "I am not a great scout, but I can stand watch together with Mara." she finally said. "Take your time and check for supplies." Mechanics and OOC Main Hand: Longsword. Off Hand: Shield Action: Bonus Action: Move: - Manipulate: - OOC: Cassandra will use her Lucky feat if hit by a critical hit. Edited March 27 by Leonidas1789 (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
bwatford Posted March 28 Author Clone Share Posted March 28 Dungeons & Dragons 5e with DM BWatford "Zespara...you have been here for many years. Have you heard anything of what has happened to...well...everything everywhere?" Hachilah inquired. "Well, I know that Vecna had control o' most everything, he saved my people for last since our leaders had chosen nae ta help tha south an' withdrew into tha frozen north. Tha rift between dwarves an' humans had been happening for years 'afore Vecna showed up. When Vecna came for tha elves, our leaders still withheld our aid. Tragically, when Vecna came for us, there were none left ta save us." "Citadel Adbar fell first. Its conquest was a historical embodiment o' Vecna’s key principle, 'Everything, even tha most impregnable fortress, has a secret that can bring aboot its demise.' apparently King Harnoth who ruled tha citadel had been replaced years earlier by tha citadel elders with a doppelganger after tha king died in battle. Which they used tha creature as their mouthpiece, allowing them ta secretly rule. Vecna simply exposed tha lie." "An' so, Citadel Adbar, tha dwarven stronghold that for eighteen centuries had stood firm against every threat from every foe, was brought low by a secret." "Once Adbar fell, tha others soon followed. One after another, Citadel Felbarr, Sundabar, Mithral Hall, Gauntlgrym, an', o' course, Mirabar, fell ta Vecna’s militaristic machinations. Many o' me people died. We had bled much for our ancestral homelands, an' we loathed tha thought o' fleeing. However, it soon became evident, even in tha face o' such stubborn valor, that fighting Vecna was a lost cause." "So, I arranged ta have by essence put into me blades an' ta be smuggled out o' Mirabar... well.... ye know tha rest." As the conversation went on, the others began to sift through the remnants of the spacious office, now cluttered with the debris of shattered furniture. Thankfully, its walls provided some respite from the intense heat of the forge. Sifting through the debris, they discovered eight spindle-shaped black iron trade bars with squared ends, each weighing approximately two pounds. Mirabar On the 4th Day of ChessMarch in the 5th Year of Vecna's Reign 10:33 am Day 2 Scene Information: Map Information: I have uncovered the entire map of the forge and removed tokens as there is no more combat at the moment. Show Active Maps TEMPLE OF THE FROST MAIDEN HOUSE OF THE BRIGHT BLADE Sh ow Bookkeeping PASSIVE PERCEPTION Mara 15 | Cassandra 14 | Copper 13 | Hachilah 13 | Andraste 9 INITIATIVE Not in Use!! MECHANICS Dire Wolf Has 26 of 37 hit points remaining. CONDITIONS Drift Is in Dire Wolf Form (21 minutes remaining) Mara Is concentrating on Pass Without Trace (18 minutes remaining) DESCRIPTIONS Pass Without Trace A veil of shadows and silence radiates from you, masking you and your companions from detection. For the duration, each creature you choose within 30 feet of you (including you) has a +10 bonus to Dexterity (Stealth) checks and can’t be tracked except by magical means. A creature that receives this bonus leaves behind no tracks or other traces of its passage. ANDRASTE Hit Points: 21/23 (fey ancestry) Hit Dice: 3/3 Sorcery Points: 3/3 *L Spell Slots (+5, DC 13) *L 1st Level: 4/4 2nd Level: 0/2 DM Inspiration: 1/1 Experience Points: 900 / 2,700 CASSANDRA Hit Points: 25/25 (divine health) Hit Dice: 3/3 Channel Divinity: 1/1 *S/L Divine Sense: 2/3 *L Lay on Hands: 15/15 *L Lucky: 3/6 *L (6 times a day while in Mirabar.) Spell Slots (+4, DC 12) *L 1st Level: 3/3 DM Inspiration: 1/1 Experience Points: 900 / 2,700 COPPER Hit Points: 14/24 Hit Dice: 3/3 Spell Slots (+3, DC 11) *L 1st Level: 1/2 Attuned Magic Items: 1/3 DM Inspiration: 0/1 Experience Points: 900 / 2,700 DRIFT Hit Points: 24/24 Hit Dice: 3/3 Wild Shape: 1/2 *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 Hit Points: 30/35 (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 Hit Points: 24/24 Hit Dice: 3/3 Ki Points: 1/3 *S/L DM Inspiration: 1/1 Experience Points: 900 / 2,700 Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
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