bwatford Posted October 26, 2023 Author Clone Share Posted October 26, 2023 CHAPTER ONE - MIRABAR Cassandra made her move, rushing the low flying steam mephit, bringing her sword down upon it, as it struck the longsword flashed with divine light, and the elemental was vanquished from the mortal plane in a spray of steam that Cassandra shielded herself from. Andraste moved out from under the table and launched a mote of fire at the remaining steam mephit, the bolt struck it as it passed but the fire did not seem to hurt the creature in the slightest. Copper moved quickly to mount up onto the back of the dire wolf, grabbing onto its fur with her free hand, her knife clutched in the other. As soon as she was mounted the Dire Wolf made the move, moving north and leaping into the air toward the magma mephit that was just within reach, as the wolf's teeth sank into the creature, Copper's blade flashed slicing into it deeply as it vanished in a burst of fire, the wolf managed to turn away and took little of the heat of the flames but Copper had caught it face first as the flames seared her skin before the wolf landed back safely on the ground. Mara had moved closer and threw one of her darts, the sharp projectile barely missing her foe as the smoke in the air helped obscure it. Hachilah could not reach the only remaining creature in the room, but she also needed to keep her rage going, she let her axe fall to the tabletop as she pulled a javeling free and hurled it into the remaining foe. The remaining mephit swooped overhead and then went into a dive as he breathed steam directly down at Andraste as she peered down the hall where another two smoke mephits and another steam mephit quickly joined the fray, all three flying relatively low as they made a beeline for the intruders. Environment The soot and smoke in the air gives everyone disadvantage on ranged attacks. Round 7 Everyone is up. Steam Mephit #6 (Used Steamed Breath) Andraste (concentrating) Copper (mounted) Drift (dire wolf, dragon's breath) Mara (concentrating) Map Map is active, please use directions (N,N,NW,W) when moving. On This 4th Day of Chess (March), in the 5th Year of Vecna's Reign 9:45 am ★The 2nd Day of the Campaign★ Show Active Maps Show Bookkeeping PASSIVE PERCEPTION Drift 15 | Mara 15 | Cassandra 14 | Copper 13 | Hachilah 13 | Andraste 9 INITIATIVE Round 7 Mephit's PC's MECHANICS Andraste Takes 2 hit points of fire damage from Steam mephit #6's Steam Breath. Has 21 of 23 hit points remaining. Cassandra Used one Luck Point (3 of 6 remaining) Used one First Level Spell Slot (2 of 3 remaining) Copper Takes 10 hit points of fire damage from Magma Mephit #4's Death Burst. Has 14 of 24 hit points remaining. Dire Wolf Takes 3 hit points of fire damage from Magma Mephit #4's Death Burst. Has 26 of 37 hit points remaining. Steam Mephit #5 Takes 11 hit points of slashing damage from Cassandra's longsword. Takes 16 hit points of radiant damage from Cassandra's Divine Smite. Has taken a total of 27 hit points of damage. IS DEAD!!! Steam Mephit #6 Takes 4 hit points of fire damage from Andrsate's Firebolt. (Reduced to 0 Immune) Takes 7 hit poiunts of piercing damage from Hachilah's javelin. Has taken a total of 7 hit points of damage. Magma Mephit #4 Takes 9 hit points of piercing damage from Dire Wolf's bite. Takes 15 hit points of piercing damage from Copper's knife. Has taken a total of 29 hit points of damage. IS DEAD!!! CONDITIONS Environment The soot and smoke in the air gives everyone disadvantage on ranged attacks. Andraste Is concentrating on Dragon's Breath (7 rounds remaining) Drift Is in Dire Wolf Form (1 hour remaining) Has Dragon's Breath. Hachilah Is raging (6 rounds remaining) Mara Is concentrating on Pass Without Trace (1 hour remaining) DESCRIPTIONS Blur Your body becomes blurred, shifting and wavering to all who can see you. For the duration, any creature has disadvantage on attack rolls against you. An attacker is immune to this effect if it doesn’t rely on sight, as with blindsight, or can see through illusions, as with truesight. Dragon's Breath 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. 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: 1/2 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: 34/35 (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 Andraste Dex Save versus Steam Breath 6 1d20+2 4 Fire Damage to Andraste 2 1d8 2 Link to comment Share on other sites More sharing options...
BobtheWizard Posted October 26, 2023 Clone Share Posted October 26, 2023 Drift (Tabaxi Druid) 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: With Copper on his back, Drift knows he cannot reach the mephit directly above him. But the two others to his east have stayed too low. He leaves the one on the table for Hachilah to deal with and instead moves south, then over the table and lunges at the one closest to Andraste. Mechanics Dire Wolf: AC14, HP 29/37 Main Hand: Empty Off Hand: Empty Move: SW1, S3, E3 Action: Bite at Mephit 6 Bonus Action: none Manipulate: Your one free object interaction goes here. Wildshape forms Brown Bear Brown Bear Large Beast, Unaligned Armor Class 11 (natural armor) Hit Points 34 (4d10 + 12) Speed 40 ft., climb 30 ft. STR19 (+4) DEX10 (+0) CON16 (+3) INT2 (-4) WIS13 (+1) CHA7 (-2) Skills Perception +3 Senses Passive Perception 13 Languages -- Challenge 1 (200 XP) Proficiency Bonus +2 Keen Smell. The bear has advantage on Wisdom (Perception) checks that rely on smell. Actions Multiattack. The bear makes two attacks: one with its bite and one with its claws. Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage. Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage. Dire Wolf Dire Wolf Large Beast, Unaligned Armor Class 14 (natural armor) Hit Points 37 (5d10 + 10) Speed 50 ft. STR17 (+3) DEX15 (+2) CON15 (+2) INT3 (-4) WIS12 (+1) CHA7 (-2) Skills Perception +3, Stealth +4 Senses Passive Perception 13 Languages -- Challenge 1 (200 XP) Proficiency Bonus +2 Keen Hearing and Smell. The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell. Pack Tactics. The wolf has advantage on an attack roll against a creature if at least one of the wolf's allies is within 5 feet of the creature and the ally isn't incapacitated. Actions Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone. Giant Spider Giant Spider Large Beast, Unaligned Armor Class 14 (natural armor) Hit Points 26 (4d10 + 4) Speed 30 ft., climb 30 ft. STR14 (+2) DEX16 (+3) CON12 (+1) INT2 (-4) WIS11 (+0) CHA4 (-3) Skills Stealth +7 Senses Blindsight 10 ft., Darkvision 60 ft., Passive Perception 10 Languages -- Challenge 1 (200 XP) Proficiency Bonus +2 Spider Climb. The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Web Sense. While in contact with a web, the spider knows the exact location of any other creature in contact with the same web. Web Walker. The spider ignores movement restrictions caused by webbing. Actions Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 7 (1d8 + 3) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 9 (2d8) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way. Web (Recharge 5–6). Ranged Weapon Attack: +5 to hit, range 30/60 ft., one creature. Hit: The target is restrained by webbing. As an action, the restrained target can make a DC 12 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage). Deinonchyos Deinonychus Medium Beast (Dinosaur), Unaligned Armor Class 13 (natural armor) Hit Points 26 (4d8 + 8 ) Speed 40 ft. STR15 (+2) DEX15 (+2) CON14 (+2) INT4 (-3) WIS12 (+1) CHA6 (-2) Skills Perception +3 Senses Passive Perception 13 Languages -- Challenge 1 (200 XP) Proficiency Bonus +2 Pounce. If the deinonychus moves at least 20 feet straight toward a creature and then hits it with a Claw attack on the same turn, that target must succeed on a DC 12 Strength saving throw or be knocked prone. If the target is prone, the deinonychus can make one Bite attack against it as a bonus action. Actions Multiattack. The deinonychus makes one Bite attack and two Claw attacks. Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage. Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage. 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 Name xDiceName xDiceResult xDiceString xDiceRolls Attack 13 1d20+5 8 Advantage 12 1d20+5 7 Piercing 10 2d6+3 2,5 DC13 STR save or prone 17 1d20 17 Dire Wolf Dex Save versus Cinder Breath 10 1d20+2 8 Link to comment Share on other sites More sharing options...
Wizard of the Coat Posted October 27, 2023 Clone Share Posted October 27, 2023 (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 4/4 | Arr. 20/20 | CP 12 SP 5 GP 5 "Huzzah!" Copper had whooped. And then the lava mephit exploded in her face. Reflexively, she closed her eyes and reeled away from the blast, nearly losing her seat atop the giant wolf. Her eyes burned as if from smoke. The side of her face and neck felt like someone had splashed her with a boiling kettle of water--the heat somehow clinging to her. She rubbed a fur-clad arm across her face and neck--which only seemed to make the burn go deeper. The girl might have screamed, or at least said something to Drift, but one cheek and the corresponding corner of her lips felt like they were still on fire. She guessed that opening her mouth and talking would be a bad idea. She could feel the huge wolf beneath her. He was on the move again, bounding toward some new prey. Copper opened her eyes but all was a blur. She blinked furiously, hoping to clear away her tears. This was no good, she couldn't just sit atop Drift doing nothing. She would soon be atop another Mephit. She had to simply do her best. Her shoulder burned, but she ignored the pain, working more magic, weaving an arcane pattern with her dagger, calling the thunder back to her blade. Her vision cleared a moment before the wolf closed on his prey. The mephit was low to the ground. There would be no crazy leaps through the air. All she had to do was hang on and strike. The giant wolf snapped it's jaws upon the mephit and gave it a shake, hoping to knock the creature prone. Copper gritted her teeth against the pain in her shoulder, and struck with the crackling dagger. Her thrust went wide as she flinched against the pain. The girl had trained in many conditions, but not with fresh burns on her face and shoulder. "Dead gods!" she grunted in pain. And then she grunted further as her lips and face turned up the heat. Mechanics Main Hand: knife Off Hand: holding onto the fur of Drift/wolf's back. Status Effects: none Active Spells: Mage Armor (8 hrs) Copper Reaction: releasing Booming Blade spell 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 October 27, 2023 by Wizard of the Coat (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Booming Blade attack with knife 7 1d20+5 2 Copper Dex Save versus Cinder Breath 18 1d20+4 14 Link to comment Share on other sites More sharing options...
Leonidas1789 Posted October 27, 2023 Clone Share Posted October 27, 2023 (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 New mephits had now joined the fight; some of them were flying low, which meant she might make herself useful. Cassandra rushed to the north, her longsword raised: one of the mephits was there, isolated, and within the reach of her sword. "Neither will you..." she sighed. Having no shield equipped, she seized her weapon with both her hands. Mechanics and OOC Main Hand: Longsword. Off Hand: Longsword (versatile). Action: Attack the low-flying mephit to the north Bonus Action: Move: Move 1NE, 3N. Manipulate: Seize longsword with both hands (versatile). OOC: Cassandra will use her Lucky feat if hit by a critical hit. Edited October 27, 2023 by Leonidas1789 (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Longsword (2H) attack: to hit 15 1d20+5 10 Potential damage 8 1d10+3 5 Link to comment Share on other sites More sharing options...
Aavarius Posted October 28, 2023 Clone Share Posted October 28, 2023 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 The steam burned and Andraste wailed reflexively, but she was going to be just fine all things considered. It was painful, but she was made of tougher stuff than that. The furball special landed next to her and Andraste took the opportunity to get away from the steam mephit that had just blasted her with its boiling breath. Having a big, bad wolf and its little red rider between her and the flying elemental brigand was certainly an improvement to standing out here in the open. As she turned and moved she saw another of the mephits had swooped low. Finally, she was able to do more than just annoy these creatures! She clutched the amber focus hanging around her neck, drew in as much of her power as she could muster, fueled by frustration and lingering pain from having been singed. There was but the briefest of moments of a sucking vortex when the air around her was disrupted by the sudden appearance of a vacuum, then she let fly a cacophonous wave of sound. Mechanics Main Hand: - Off Hand: Amber Flame arcane focus (hanging from her neck) Action: Thunderwave1st Level Evocation Casting Time: 1 action Range/Area: Self/15ft. Components: V, S Duration: Instantaneous A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn't pushed. In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell's effect, and the spell emits a thunderous boom audible out to 300 feet. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. (2nd level, Con DC 13) vs. Mephit #8 Bonus Action: - Move: NW 1 Manipulate: - ▣☐ Name xDiceName xDiceResult xDiceString xDiceRolls Concentration vs. DC 10 10 1d20+4 6 Thunder damage 20 3d8 8,8,4 Smoke Mephit #8 Con Save 20 1d20+1 19 Cassandra Dex Save versus Death Burst 18 1d20+2 16 Link to comment Share on other sites More sharing options...
Gralhruk Posted November 3, 2023 Clone Share Posted November 3, 2023 Mara Jade (Changeling Monk) AC: 16 | HP: 24/24 | Initiative: +3 | Passive Perception: 15 | Ki: 3/3 | DM Inspiration: 1/1 So far they had come together against these elusive enemies in a fashion that would have made their instructors at the academy proud - indeed, Mara herself was filled with pride for the way her companions had seized upon opportunity and acted without hesitation. The monk was itching to finish the mephits so pave the way for the next phase of the mission, but she waited until the opportunity came once again to strike. Seeing her chance, she leapt out and rushed forward with both staff and fist. Mechanics Main Hand: Empty Off Hand: Empty Action: Attack with staff Bonus Action: Unarmed Attack Move: If #8 still alive, move next to it and attack. If not, climb on table and take running jump to attack #6, using 1 ki point for Step of the Wind if necessary for the altitude. Manipulate: Your one free object interaction goes here. Name xDiceName xDiceResult xDiceString xDiceRolls Quarterstaff attack 22 1d20+5 17 Bonus Unarmed Attack 23 1d20+5 18 Quarterstaff damage 7 1d6+3 4 Unarmed damage 4 1d4+3 1 Mara Dex Save versus Death Burst 19 1d20+5 14 Link to comment Share on other sites More sharing options...
Underleaf Posted November 4, 2023 Clone Share Posted November 4, 2023 Hachilah - Fire Genasi Barbarian 3 AC: 17 | HP: 35/35 | Initiative: +2 | Passive Perception: 13 | Rage: 3/3 They were a well-oiled machine! This was no factory-made memory, they were real, their lives were real, their friendship and partnership was real! Hachilah smiled at the thought, lava cracking through the lines on her face. She grabbed her axe, the moon glow glinting on her volcanic skin. "You cannot defeat us when we are together!" Hachilah swung with all the joy in her body, hoping to bring down another mephit blocking their path. Mechanics Main Hand: Empty Off Hand: Empty Action: Attack mephit 8, if dead move to mephit 8's spot and attack mephit 7 Bonus Action: ... Move: to mephit 8's spot when its dead 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 Greataxe Attack 16 1d20+4 12 Greataxe Damage 8 1d12+4 4 Link to comment Share on other sites More sharing options...
bwatford Posted January 8 Author Clone Share Posted January 8 CHAPTER ONE - MIRABAR The dire wolf pulls back and moves south before leaping over the table and nearly throwing Copper free as it sank its teeth into the creature nearest Andraste, shaking its head back and forth in an effort to bring in down from the air but the steaming creature slipped from the beast grasp, although severely wounded from the attack. Copper gritted her teeth against the pain in her shoulder and struck with the crackling dagger. Her thrust went wide as she flinched against the pain. The girl had trained in many conditions, but not with fresh burns on her face and shoulder. The steam mephit yet lived. Cassandra sprinted north, gripping her longsword in both hands, leaping into the air she cut into the smokey creature with her blade, but it was not enough to bring it down. As Andraste moved there was but the briefest of moments of a sucking vortex when the air around her was disrupted by the sudden appearance of a vacuum, then she let fly a cacophonous wave of sound toward the mephit above the table near her, the blast was not large enough to reach the other one. The sound echoed loudly through the windowless building, it was almost deafening, but it had hurt, but not stopped the creature that she was hoping to destroy. Mara slipped from under the table to attack the one that had been wounded in the burst of sound, striking it first with her quarterstaff soundly that sent it tumbling in the air as she jumped up and delivered a spinning kick to whatever remained of it as it burst into a release of steam and hot vapors that both herself and Cassandra managed to shield themselves from. Hachilah looked for an opponent within her reach but the one closest was too high up, as was the one that the dire wolf was attacking. Looking north, she saw Cassandra engaged with the one near the wall, so she moved to engage it as well, greataxe held high until she reached the creature, leaping into the air she brought the axe down and through the creature, it was not enough to destroy it but it was critically damaged from the blow. The mephit engaged with the paladin and the barbarian quickly disengaged and flew back toward the hall it had come in through as it flew up higher and out of the reach of the two that had wounded it. The other badly wounded creature disengaged from the dire wolf and also flew north as it increased its height out of reach of any of the people below. The highest of the mephits swooped across the room and breathed down hot cinders of ash over the dire wolf as well as Copper. But both of them managed to turn away to keep any of the ash from getting in their eyes. Environment The soot and smoke in the air gives everyone disadvantage on ranged attacks. Round 7 Everyone is up. Steam Mephit #6 (Used Steamed Breath) Steam Mephit #7 (Used Cinder Breath) Andraste (concentrating) Copper (mounted) Drift (dire wolf, dragon's breath) Mara (concentrating) Map Map is active, please use directions (N,N,NW,W) when moving. On This 4th Day of Chess (March), in the 5th Year of Vecna's Reign 9:45 am ★The 2nd Day of the Campaign★ Show Active Maps Show Bookkeeping PASSIVE PERCEPTION Drift 15 | Mara 15 | Cassandra 14 | Copper 13 | Hachilah 13 | Andraste 9 INITIATIVE Round 8 Mephit's PC's MECHANICS Andraste Used one second level spell slot. (0 of 2 remaining) Dire Wolf Has 26 of 37 hit points remaining. Smoke Mephit #3 Takes 8 hit points of slashing damage from Cassandra's longsowrd. Takes 8 hit points of slashing damage from Hachilah's greataxe. Has taken a total of 16 hit points of damage. Is critically wounded. Steam Mephit #6 Has used Cinder Breath (recharge 6) Takes 10 hit points of piercing damage from Dire Wolf's bite. Has taken a total of 17 hit points of damage. Is critically wounded. Smoke Mephit #7 Has used Cinder Breath (recharge 6) Steam Mephit #8 Takes 10 hit points of thunder damage from Andraste's Thunderwave. Takes 7 hit points of bludgeoning damage from Mara's quarterstaff. Takes 4 hit points of bludgeoning damage from Mara's unarmed strike. Has taken a total of 21 hit points of damage. IS DEAD!!! CONDITIONS Environment The soot and smoke in the air gives everyone disadvantage on ranged attacks. Andraste Is concentrating on Dragon's Breath (6 rounds remaining) Drift Is in Dire Wolf Form (1 hour remaining) Has Dragon's Breath. Hachilah Is raging (5 rounds remaining) Mara Is concentrating on Pass Without Trace (1 hour remaining) DESCRIPTIONS Blur Your body becomes blurred, shifting and wavering to all who can see you. For the duration, any creature has disadvantage on attack rolls against you. An attacker is immune to this effect if it doesn’t rely on sight, as with blindsight, or can see through illusions, as with truesight. Dragon's Breath 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. 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: 34/35 (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...
BobtheWizard Posted January 8 Clone Share Posted January 8 (edited) Drift (Tabaxi Druid) 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 wolf loops around moving east, south and then west again in order to get a running start. He moves onto the table and uses it to push off, at the peak of his jump, he breathes acid on the mephit. Mechanics Dire Wolf: AC14, HP 26/37 Main Hand: Empty Off Hand: Empty Move: E1,S2,W2, jump into air, using table to jump higher. (maybe this gets Copper close enough to attack too) Action: Breath acid breath, DC13 Dex save for half 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 Edited January 8 by BobtheWizard (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Dragons Breath Acid 8 3d6 4,3,1 Steam Mephit #7 Dex Save 10 1d20+2 8 Link to comment Share on other sites More sharing options...
Wizard of the Coat Posted January 9 Clone Share Posted January 9 (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 4/4 | Arr. 20/20 | CP 12 SP 5 GP 5 Copper nearly peed herself when she saw the mephit coming in for another breath attack. Without thinking, she flinched away, wrapping her arms around the dire wolf's neck, hugging the beast tight with arms and legs, burying her face in his fur, tensing in anticipation of the pain that would come. But no pain came. Between her low profile on the wolf's back, and Drift's efforts to avoid the spray of burning ash, both rider and mount had survived unscathed. Delighted, the little redhead--steeling herself against the pain of her previous burns--sat up tall on her shaggy mount, smiled a crooked half-burnt grin, and growled a taunt after the mephit, "Missed us, you smoldering elemental turdling!" She immediately regretted the decision, a low moan of pain escaping her half-burnt mouth. Drift was on the move again. It took her a moment to realize what he was up to, a leap that would not reach within striking distance of the elemental turdling. He was going to breath on the mephit! Copper knew what that meant: she would need to throw one of her knives--a maneuver she'd practiced in the training room, but not with burns restricting her movement, and the edge of a table to slam into if she fell. You can do this. You've done it before. Lots of times. Determined, Copper waited for the leap, her legs squeezing the wolf even tighter in nervous anticipation, holding her attack until the last possible moment. When she was no more than ten feet from the mephit, at the zenith of the wolf's leap, she let go her hold on his shaggy fur coat, reached for one of her throwing knives, and flung it into the heart of the mephit--or at least, the bright core at the center of the creature. And then she quickly grabbed for the fur coat--before the wolf landed. Despite the smoke, she hit what she aimed for! Only then did she consider the possibility that her well-balanced throwing knife--an item in short supply in this twisted new world--might not survive the acid Drift had spewed. "Uh-oh," she muttered as she braced for the wolf's landing, looking over her shoulder for a glimpse of her precious throwing knife. Mechanics Main Hand: knife Off Hand: holding onto the fur of Drift/wolf's back. Status Effects: none Active Spells: Mage Armor (8 hrs) Copper Free Action: draw throwing knife (dart) Action: throw throwing knife (dart) 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 January 9 by Wizard of the Coat (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Attack with Dart (at 10 ft range); Piercing Damage (dart) 13; 7 1d20+5;1d4+3 [8]; [8,4] Disadvantage Attack Roll for Ranged Attack 22 1d20+5 17 Link to comment Share on other sites More sharing options...
Gralhruk Posted January 9 Clone Share Posted January 9 Mara Jade (Changeling Monk) AC: 16 | HP: 24/24 | Initiative: +3 | Passive Perception: 15 | Ki: 1/3 | DM Inspiration: 1/1 Mara felt a moment of elation as her blows struck true and she felt the mephit collapse under her assault. The tide of the battle turned in their favor despite the injuries they had sustained against their scorching foes. The mephits began a chaotic retreat toward the Northern passage, the very place they needed to go. Gritting her teeth, she focused on the mephit closest to the exit, spring out from beneath the table and running lightly up behind it, drawing a dart as she went. The smoke and embers of the room made the throw uncertain but she did her best to calm her mind as she hurled the dart upward. Quickly she dove forward, striving to put some cover between her and the deadly breath weapons of their enemies. Mechanics Main Hand: Empty Off Hand: Empty Action: Attack #3 with dart Bonus Action: None Move: Move North 5 squares, attack, then continue another square North and get under cover if possible. Manipulate: Your one free object interaction goes here. Name xDiceName xDiceResult xDiceString xDiceRolls Dart Attack 10 1d20+5 5 Dart Attack (Disadvantage) 20 1d20+5 15 Dart Damage 4 1d4+3 1 Link to comment Share on other sites More sharing options...
Aavarius Posted January 10 Clone Share Posted January 10 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 Once again, the mephits were out of range of anything offensive Andraste could dish out--at least, anything that their elemental nature didn't make them impervious to. Evidently, they had learned their lesson about straying too low. She didn't like it, but she had been reduced to scavenging for something heavy enough to throw at these creatures. Mechanics Main Hand: - Off Hand: Amber Flame arcane focus (hanging from her neck) Action: Wisdom (Perception) to try and find an thrown weapon, even if it's improvised. Bonus Action: - Move: Moving as needed to pick up the object Manipulate: - ▣☐ Name xDiceName xDiceResult xDiceString xDiceRolls Wisdom (Perception) -1 0 1d20-1 1 Link to comment Share on other sites More sharing options...
Leonidas1789 Posted January 11 Clone Share Posted January 11 (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 Unable to reach the remaining mephits as they were flying too high, Cassandra decided to stay put for now. She would have to find a solution to her inability to contribute effectively to ranged combat. Of course, she could always use one of her powerful spells; but she decided against it - the paladin would save those spells and Divine energy for more difficult encounters. So she stayed where she was, ready to avoid any surprise attack. Action: Dodge. Mechanics and OOC Main Hand: Longsword. Off Hand: Longsword (versatile). Action: Dodge Bonus Action: Move: - Manipulate: - OOC: Cassandra will use her Lucky feat if hit by a critical hit. Edited January 11 by Leonidas1789 (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
bwatford Posted January 12 Author Clone Share Posted January 12 CHAPTER ONE - MIRABAR Drift moved away from the table only to come charging back toward the closest mephit as he leaped into the air, he breathed his acid breath upwards toward the creature, the acidic liquid hissed and burned against the elementals skin. As Drift was breathing acid onto the creature, Copper was preparing her throwing knife and as soon as the blast of acid was over and Drift began to fall away, she released the knife directly into the creature. Her aim was true as the knife impacted the creature, nearly killing it outright but somehow it still hung in the air as Copper felt the impact of the table beneath the wolf's feet. Springing across the chamber Mara released a dart from her belt upward toward the fleeing creature but somehow it managed to twist out of the way before it impacted, she slid underneath the bench along the north wall so she would hopefully have some cover from the creature's breath weapons. Andraste was at a loss, she had no way to attack the creatures, so she began frantically looking around for anything of use in the ash and rubble around her. A few dozen swords and daggers were scattered throughout the ash that covered the floor. Despite prolonged exposure to magma, smoke, and steam, parts of these weapons still gleam and hold their relative shape, making their expert craftsmanship evident. She quickly moved to retrieve the closest dagger. Unfortunately, it was northeast of her position, but she had to risk it. She readied the scorched blade in her hand. Cassandra readied herself against another attack and took up a defensive posture. Hachilah moved east as she shifted her greataxe into one hand and drew a javelin with the other, a moment later she tossed it upward toward the creature above her, as it impacted the creature exploded into a cloud of smoke as she sent it back to its elemental plane. The wounded mephit disappeared down the hallway to the north and into the smoke of the next chamber. The wounded smoke mephit headed that way as well but hadn't quite made it down the hall as of yet. Environment The soot and smoke in the air gives everyone disadvantage on ranged attacks. Round 9 Everyone is up. Andraste (concentrating) Cassandra (dodging) Copper (mounted) Drift (dire wolf, dragon's breath) Mara (concentrating) Map Map is active, please use directions (N,N,NW,W) when moving. On This 4th Day of Chess (March), in the 5th Year of Vecna's Reign 9:45 am ★The 2nd Day of the Campaign★ Show Active Maps Show Bookkeeping PASSIVE PERCEPTION Drift 15 | Mara 15 | Cassandra 14 | Copper 13 | Hachilah 13 | Andraste 9 INITIATIVE Round 9 Mephit's PC's MECHANICS Dire Wolf Has 26 of 37 hit points remaining. Smoke Mephit #3 Takes 9 hit points of piercing damage from Hachilah's javelin. Has taken a total of 25 hit points of damage. IS DEAD!!! Steam Mephit #6 Has taken a total of 17 hit points of damage. Is critically wounded. Smoke Mephit #7 Takes 10 hit points of acid damage from Drift's Acid Breath. Takes 7 hit points of piercing damage from Copper's dart. Has taken a total of 17 hit points of damage. Is critically wounded. CONDITIONS Environment The soot and smoke in the air gives everyone disadvantage on ranged attacks. Andraste Is concentrating on Dragon's Breath (5 rounds remaining) Drift Is in Dire Wolf Form (1 hour remaining) Has Dragon's Breath. Hachilah Is raging (4 rounds remaining) Mara Is concentrating on Pass Without Trace (1 hour remaining) DESCRIPTIONS Blur Your body becomes blurred, shifting and wavering to all who can see you. For the duration, any creature has disadvantage on attack rolls against you. An attacker is immune to this effect if it doesn’t rely on sight, as with blindsight, or can see through illusions, as with truesight. Dragon's Breath 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. 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: 34/35 (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 Hachilah javelin toss w disadvantage 14 keep(2d20,lowest,1)+4 10,19 Piercing Damage From Javelin 9 1d6+4 5 #6 breath recharge 6 1d6 6 #7 breath recharge 6 1d6 6 Link to comment Share on other sites More sharing options...
Wizard of the Coat Posted January 12 Clone Share Posted January 12 (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 Copper wanted to crow like a rooster from the sheer thrill of victory. But another feeling crowded out her exultation. The devil inside called to her, reminding her of the scene she'd witnessed earlier--the mephits tormenting the goblins. So too she was reminded of the report that the mephits spent their time attacking and torturing travelers through the city. And suddenly she was a dog with a bone, and could not let go. Her words slipped into a noticeable accent suggestive of her life on the streets of Mirabar's poorer quarter. "I'm good, Drift! Let's get after 'em! We got 'em on the run!" Mechanics Main Hand: knife Off Hand: holding onto the fur of Drift/wolf's back. Status Effects: none Active Spells: Mage Armor (8 hrs) Copper Free Action: -- Action: -- 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 January 12 by Wizard of the Coat (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
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