Wizard of the Coat Posted April 17 Clone Share Posted April 17 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 fascinated by Lapiz' description of Zain. He sounded like her kind of of scapegrace. "So, wait a minute... this Zain fellow is part of the resistance? Or is he just a black marketeer?" Briefings and debriefings at the academy had always made Copper feel dumb. The others were more experienced, their minds more... tactical than hers. She was a survivor. And she could plan a heist, a smash-and-grab, or some three-man finger smithing with ease. But when the telepathic info dump started, she grew self-conscious, wondering why so much of the information had been withheld. She let the others speak before mentally adding her two coppers worth. "I'm confused." The girl usually started her questions and remarks this way during briefings. "Are you saying the envoy carrying this super important package was traveling alone through the underdark? And if he's been missing twelve days, does that mean he's overdue twelve days or are you in communication with someone at the other end, and this guy left them twelve days ago, but he's only a few days overdo? And while we're talking about travel time, how many days travel was the envoy's journey from underdark to here?" She'd had more questions, but forgot them in her excitement. 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...
bwatford Posted April 17 Author Clone Share Posted April 17 Dungeons & Dragons 5e with DM BWatford "Zespara...would you know the routes of dwarves in the Underdark?" Hachilah asked as she reached out with her mind to the sword at her waist. "The Great Underground Highway is the path they would take," the sword responded. "By dwarven standards, it's vast and spacious, nearly 30 feet in height and width. Despite its age, its craftsmanship rivals or surpasses modern architectural wonders. It stretches about 300 miles eastward, leading to Mithral Hall. Dwarvish runes etched into the walls serve as mile markers, indicating the distance traveled." Zespara suddenly became aware of her rambling and ceased speaking abruptly. Then Hachilah cleared her throat and thought to Racine instead. "What makes you believe we are capable of succeeding where dwarven warriors may have failed?" Racine responded, "Frankly, and to be honest, you are our best—and indeed, our only—hope of recovering the gemstone. That makes you the prime candidate to at least attempt it." "We'd need a lot of detail on what this gemstone is," Andraste mentally telegraphed to Racine, "as well as details about how this envoy was supposed to make contact and navigate the Underdark. If we're to retrace his steps, we need to understand the steps." Racine replied, "The information within the resistance network is highly compartmentalized to prevent one cell's compromise from affecting another. As a result, most information is restricted. Therefore, I don't know the name of the contact; I only know he's a male dwarf. What I do know is that he was traveling on an abandoned underground highway connecting Mithral Hall to the Mirabar mines." “I can guide you to the mine’s threshold, situated roughly fifty miles to the northwest of Mirabar. The true challenge, however, is the sealed grand entrance to the mines. Yet, considering your ties to the Clockwork King, it’s whispered that he possesses a master key capable of unlocking those formidable doors. Given his prior cooperation in our mephit dilemma, he might be inclined to assist.” “Once you’ve gained entry to the mines, your path is straightforward: trace the forsaken highway leading to Mithral Hall, and there, amidst the echoes of ancient hammers on anvils, you’ll hopefully find the dwarf. That’s the extent of our knowledge.” Copper was fascinated by Lapiz' description of Zain. He sounded like her kind of of scapegrace. "So, wait a minute... this Zain fellow is part of the resistance? Or is he just a black marketeer?" "Zain is not a member of the resistance; his loyalty is to greed," Racine replied. "However, I don't believe he would betray his top customers. The resistance's existence has been quite profitable for him. Why would he bite the hand that feeds him?" The Copper added "Are you saying the envoy carrying this super important package was traveling alone through the underdark? And if he's been missing twelve days, does that mean he's overdue twelve days or are you in communication with someone at the other end, and this guy left them twelve days ago, but he's only a few days overdo? And while we're talking about travel time, how many days travel was the envoy's journey from underdark to here?" “The identity of the courier’s companions remains unknown to me, as does their exact starting point on the desolate highway. However, it’s certain they’re twelve days behind schedule. The highway stretches for 300 miles from here to Mithral Hall. Among all the dwarfholds along the Sword Coast, Mithral Hall has endured the greatest tribulations. With Tiamat’s resurgence, she commanded the resurrection of Shimmergloom as a dracolich. This malevolent shadow dragon, once the tyrant of the hold for ages, unleashed his vengeance without mercy, seeking retribution for his demise. Now, the Cult of the Dragon holds sway over the Hall. It’s likely, then, that the courier set out not too far from here, and not from Mithral Hall itself.” Racine concluded. MIRABAR On the 4th Day of ChessMarch in the 5th Year of Vecna's Reign 11:47 am Day 2 Scene Information: Active Maps Not in Use!!! Bookkeeping PASSIVE PERCEPTION Mara 15 | Cassandra 14 | Copper 13 | Hachilah 13 | Andraste 9 INITIATIVE Not in Use!! MECHANICS Not in Use!! CONDITIONS Not in Use!! DESCRIPTIONS Not in Use!! 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: 24/24 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 CHARACTER #4 Not in Use!!! 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...
Aavarius Posted April 17 Clone Share Posted April 17 Andraste (Half-Elf Sorcerer) AC: 15 | HP: 21/23 | HD: 3d6 | Passive Perception: 9 | Inspiration: No | Conditions: None Spells: 1st: ▣▣▣▣, 2nd: ☐☐ | Sorcery: ▣▣▣ | Concentration: No "Ohh...kay," Andraste muttered aloud. It was just a reflex, shock at the sheer magnitude of the search area described to her. She looked every bit as intimidated by that number as she felt. "So..." She stopped and then tried again, this time remembering not to talk out loud. "Tymora preserve us. So, um, if we're lucky we find him nearby." She tried to do the math of survival in her head and didn't like the results she got. "Maybe we talk to this Zain fellow and see if he can supply us for cave trekking for, what, a week? Two? Hopefully that crazy dwarf has the key." Nothin' to see here, chief Main Hand: - Off Hand: - Action: - Bonus Action: - Move: - Manipulate: - ▣☐ Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Leonidas1789 Posted April 20 Clone Share Posted April 20 (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 Dracoliches, shadow dragons, the Underdark... Cassandra had only heard rumors and legends (whether true or false) about these frightful monsters and places. She sighed. Her duty was to face them all, and to protect the party under her care. She would do what needed to be done. "Very well" she thought. "I am ready to go whenever the others are. I am not much of a planner, but you have my sword." With that, she muttered a quick prayer to Lathander and Tymora, the two benevolent deities that had helped her since her arrival in that wretched land. She took solace in the thought that she was not alone; the Gods were not dead, and Hachilah would help her face the demons and monstrosities that Vecna's rise to power had awoken. 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 April 20 by Leonidas1789 (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Wizard of the Coat Posted April 21 Clone Share Posted April 21 (edited) Copper - Upbeat Urchin of Mirabar (Human Arcane Trickster) AC 13/16with Mage Armor | HP 24/24 | Init +3 | P Percptn. 13 (Pooka 15 smell) | Spells 1/2 (1st) | Inspr. 0/1 | Darts 4/4 | Arr. 20/20 | CP 12 SP 5 GP 5 Copper was twirling her knife--not the nervous twirl, but the impatient twirl. At the next adequately lengthy lull in the conversation, she asked, "So if we're gone for a week or more, will that get us in trouble with the powers that be here in the city? I mean, they know where we live and I get the impression our cover story doesn't include disappearing for days or weeks at a time." 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 April 22 by Wizard of the Coat (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
bwatford Posted April 22 Author Clone Share Posted April 22 Dungeons & Dragons 5e with DM BWatford "So, if we're gone for a week or more, will that get us in trouble with the powers that be here in the city? I mean, they know where we live and I get the impression our cover story doesn't include disappearing for days or weeks at a time." Copper asked. "We are working on that, new orders, for your group to root out wayward AAO's and rebels that may be hiding in the mines. Should cover you with the goblins at least. As you will be exiting the city beneath it, hopefully the Clockwork King can give you some advice as well. However, use caution, we need that gemstone he is carrying. That is the first priority." Racine added. MIRABAR On the 4th Day of ChessMarch in the 5th Year of Vecna's Reign 11:50 am Day 2 Scene Information: Active Maps Not in Use!!! Bookkeeping PASSIVE PERCEPTION Mara 15 | Cassandra 14 | Copper 13 | Hachilah 13 | Andraste 9 INITIATIVE Not in Use!! MECHANICS Not in Use!! CONDITIONS Not in Use!! DESCRIPTIONS Not in Use!! 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: 24/24 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 CHARACTER #4 Not in Use!!! 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...
bwatford Posted Monday at 06:02 PM Author Clone Share Posted Monday at 06:02 PM Dungeons & Dragons 5e with DM BWatford As the group left the confines of the Goblet & Gems they wandered out into the market, the market stands as a stark reminder of a world that once was. Amidst the icy winds and the snow-covered stalls, a few resilient souls wander, their breaths visible in the frigid air. The market, once a bustling center of trade, now lies in quiet desolation. The stalls are sparse and scattered, with goods that speak to the necessity of survival in this new age. Here, a vendor displays a collection of furs and woolen garments, essential for warding off the relentless cold. There, a blacksmith offers a few hand-forged tools and weapons, their craftsmanship harking back to a time of knights and castles, now repurposed for the needs of a harsh and unforgiving world. The few people who roam the market do so with purpose, their eyes scanning for anything that might make life a little more bearable. Bartering is the norm, as currency has lost its value in the face of survival. A hunter exchanges a fresh catch for a sturdy pair of boots, while a mother trades heirloom seeds for a warm cloak for her child. In the distance, the remnants of grand structures loom, their once-majestic forms now serving as a backdrop to this small pocket of human resilience. The air is filled with a quiet murmur, a mix of haggling voices and the occasional clang of metal, a haunting echo of the vibrant life that once filled these streets. This market in Mirabar is not just a place of trade, but a symbol of hope—a testament to the enduring spirit of humanity, even as the world around them has fallen into ruin. It’s a place where the past and the present merge, and where life, against all odds, continues. Among the sparse stalls, one encounters Zain, whose greed is such that he can procure almost anything for the right price. It is in this place that the group engages in transactions for the necessary goods. After concluding their business, the group faces a tough choice. Andraste, Cassandra, and Copper decide to venture north to the domain of the Clockwork King to obtain the key to the great doors of the Underground Highway. Meanwhile, Hachilah and Mara Jade plan to regroup with Drift, aiming to discover the most discreet and safe route for the group's departure from the city. Upon their return to the realm of the Clockwork King, the three souls encountered the dwarf, who was astonished by their swift return. He pondered whether an observer might spot them traversing the same path and decide to search for whatever they had unearthed. Paranoia, perhaps, but it was a necessary trait for survival. When the group brought up the key, the Clockwork King revealed that the clockwork key was among his initial creations. Due to its sentimental value, he is not interested in selling it for money. However, after some negotiation, it became clear that he is open to a trade, especially since the group performed admirably on their last task. He is prepared to exchange the clockwork key for a complete set of gears, also known as a gear train, which is essential for one of his current projects. He tells the group that a large well in the town's central garden was once operated by such a gear train. The gardens, now overgrown with weeds and rumored to be haunted, still house the well. Lastly, he gives the group directions to the Boulevard of Religious Freedom and instructions on how to find the garden's entrance. MIRABAR On the 4th Day of ChessMarch in the 5th Year of Vecna's Reign 1:50 pm Day 2 Scene Information: We can handle any transactions from the market in the OOC thread as not to take up anymore of game time. I also summarized the scene with the Clockwork King for the same reason. Active Maps Not in Use!!! Bookkeeping PASSIVE PERCEPTION Cassandra 14 | Copper 13 | Andraste 9 INITIATIVE Not in Use!! MECHANICS Not in Use!! CONDITIONS Not in Use!! DESCRIPTIONS Not in Use!! 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: 24/24 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 CHARACTER #4 Not in Use!!! CHARACTER #5 Not in Use!!! CHARACTER #6 Not in Use!!! Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
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