BobtheWizard Posted January 12 Clone Share Posted January 12 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 was already thinking the same thing. He snarls as he dashes after the mephit, hoping the hallway has a lower ceiling. As he passes under the creature, he jumps in an attempt to get Copper close enough to attack. Mechanics Dire Wolf: AC14, HP 26/37 Main Hand: Empty Off Hand: Empty Move: 80' north, under mephit, jumping as he passes. Action: dash to get to 80' 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 Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Wizard of the Coat Posted January 14 Clone Share Posted January 14 (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 "Goo'boy!" Copper responded without really thinking. She flinched, guessing Drift would have words for her once he could speak again. They quickly gained on the mephit. This time, she'd be able to take her time with her knife throw--no leaping onto table and then further up toward the ceiling. She was just reaching for another throwing knife when her mount leaped up into the air. "Wha--" The girl nearly lost her seat! Clamping her legs tighter around the wolf, she somehow she managed to draw another knife and hurl it in the general direction of the mephit. It was pure luck that her knife struck the creature. Or maybe the dead gods were with her. She gave a silent prayer of thanks to dead Tymora. 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 knife at mephit with disadvantage 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 14 by Wizard of the Coat (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Throwing knife with disadvantage 16; 21 1d20+5;1d20+5 [11]; [11,16] knife (piercing) damage 5 1d4+3 2 Link to comment Share on other sites More sharing options...
Underleaf Posted January 15 Clone Share Posted January 15 Hachilah - Fire Genasi Barbarian 3 AC: 17 | HP: 35/35 | Initiative: +2 | Passive Perception: 13 | Rage: 3/3 The mephits were dispersing, but two still pestered the party. One hung in the air in the hall. Hachilah pulled another javelin out and took aim. She launched the pointed staff at the creature and released it will all her might. Hachi looked over her shoulder at the paladin. "We should move down the hall." Mechanics Main Hand: Empty Off Hand: Empty Action: Attack mephit 7 Bonus Action: ... Move: if mephit 7 is dead, head 20' down hall 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 Javelin Attack 23 1d20+4 19 Javelin Damage 7 1d6+2 5 Javelin Disadvantage 20 1d20+4 16 Link to comment Share on other sites More sharing options...
Aavarius Posted January 15 Clone Share Posted January 15 Andraste (Half-Elf Sorcerer) AC: 15 | HP: 21/23 | HD: 3d6 | Passive Perception: 9 | Inspiration: No | Conditions: None Spells: 1st: ▣▣▣▣, 2nd: ☐☐ | Sorcery: ▣▣▣ | Concentration: Dragon's Breath2nd Leve l Transmutation Casting Time: 1 bonus action Range/Area: Touch/15ft. Components: V, S, M (a hot pepper) Duration: Concentration, up to 1 minute You touch one willing creature and imbue it with the power to spew magical energy from its mouth, provided it has one. Choose acid, cold, fire, lightning, or poison. Until the spell ends, the creature can use an action to exhale energy of the chosen type in a 15-foot cone. Each creature in that area must make a Dexterity saving throw, taking 3d6 damage of the chosen type on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd. (Acid) up to 1 minute Andraste scrambled through the ash and the soot and the smoke--a real mess that burned her eyes and choked her breathing. She hurried north, scorched dagger from the floor in hand. That mephit was up there trying to get away and she finally had something to hit it with. She'd seen Copper do this trick many, many times before, not just in the last few chaotic seconds of fighting. There had been lessons on pitching a knife across the room. She could remember a watermelon stood up on a post one summer as they skewered it from about fifteen feet away. This flying monster was basically just another watermelon, right? Well, maybe not. But Andraste had to try anyway. She arrived at the stone wall, pressed herself against it. It wouldn't provide her any cover if the flying thing decided to come back around the corner to blow its scorching breath on her, but it would have to do. More importantly, the spot put her close enough to even make the attempt, she hoped. She cocked back her arm, then snapped the dagger forward, released, and prayed she'd make fruit salad out of this last, wretched creature. Mechanics Main Hand: A scorched dagger (briefly, that is) Off Hand: Amber Flame arcane focus (hanging from her neck) Action: Ranged attack (thrown dagger) vs. Mephit #7 w/ Disadvantage Bonus Action: - Move: North 3 Manipulate: - ▣☐ Name xDiceName xDiceResult xDiceString xDiceRolls Ranged Attack (thrown dagger) w/ Disadv. 15 keep(2d20,lowest,1)+4 11,11 Piercing Damage 3 1d4+2 1 Link to comment Share on other sites More sharing options...
Leonidas1789 Posted January 15 Clone Share Posted January 15 (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 Cassandra nods; the barbarian was right, the time had come to take the fighter deeper into the mephits' den. The paladin equipped her shield and readied her longsword in her right hand; she then proceeded to follow Hachilah to the North. Mechanics and OOC Main Hand: Longsword. Off Hand: Shield Action: Bonus Action: Move: - Manipulate: - OOC: Cassandra will use her Lucky feat if hit by a critical hit. Edited January 15 by Leonidas1789 (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Gralhruk Posted January 16 Clone Share Posted January 16 Mara Jade (Changeling Monk) AC: 16 | HP: 24/24 | Initiative: +3 | Passive Perception: 15 | Ki: 1/3 | DM Inspiration: 1/1 The last mephit went down under the combined assault of the group; Mara drew herself up from beneath the table and scurried forward between Hachilah and Cassandra. Her hair was damp with sweat and her face streaked with soot but she still moved easily. Luck had been with her in the battle thus far, though she guessed their were more foes down this hallway. For a moment, she considered sneaking forward on her own but it would do them little good here. "The forge is likely this way, which may mean a greater number of these creatures. As before, stay close and perhaps we can surprise the rest." Mechanics Main Hand: Empty Off Hand: Empty Action: None Bonus Action: None Move: Move North with Cassandra and Hachila (Pass Without a Trace is still active I think) Manipulate: Your one free object interaction goes here. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
bwatford Posted January 29 Author Clone Share Posted January 29 CHAPTER ONE - MIRABAR As Drift raced passed the first one the dire wolf humped as high as he could, but it wasn't quite close enough for Copper so the young girl threw her knife toward the elemental, the blade turning end over end, it was pure luck, but it struck the creature soundly as it *poofed* out of existence and Copper's knife clattered to the stone floor. As the wolf landed in the hall again, he could see the remaining memphit fleeing ahead, but beyond that he could see the large room beyond and could see the edge of the elemental forge itself and feel the heat coming off of it even from this distance. His paws under him had a different sensation though, the opposite. Extreme cold was biting at his pads, looking down he could see a trapdoor beneath him that was frosted over with ice that was directly beneath him. Hachilah moved down behind the large animal, but she couldn't get passed it and it threatened to block her view, but when it leapt into the air, she hurled her javelin at the far fleeing creature, a perfect throw, as the final creature exploded in a blast of steam. With the threat over, the others began to move in behind the dire wolf. Environment The soot and smoke in the air gives everyone disadvantage on ranged attacks. We Are Out of Combat 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 9:46 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 Not in Use!! 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 Takes 7 hit points of piercing damage from Hachilah's javelin. Has taken a total of 24 hit points of damage. IS DEAD!!! Smoke Mephit #7 Takes 5 hit points of piercing damage from Copper's knife. Has taken a total of 22 hit points of damage. IS DEAD!!! CONDITIONS Environment The soot and smoke in the air gives everyone disadvantage on ranged attacks. Drift Is in Dire Wolf Form (59 minutes remaining) Mara Is concentrating on Pass Without Trace (59 minutes remaining) DESCRIPTIONS Pass Without Trace A veil of shadows and silence radiates from you, masking you and your companions from detection. For the duration, each creature you choose within 30 feet of you (including you) has a +10 bonus to Dexterity (Stealth) checks and can’t be tracked except by magical means. A creature that receives this bonus leaves behind no tracks or other traces of its passage. ANDRASTE Hit Points: 21/23 (fey ancestry) Hit Dice: 3/3 Sorcery Points: 3/3 *L Spell Slots (+5, DC 13) *L 1st Level: 4/4 2nd Level: 0/2 DM Inspiration: 1/1 Experience Points: 900 / 2,700 CASSANDRA Hit Points: 25/25 (divine health) Hit Dice: 3/3 Channel Divinity: 1/1 *S/L Divine Sense: 2/3 *L Lay on Hands: 15/15 *L Lucky: 3/6 *L (6 times a day while in Mirabar.) Spell Slots (+4, DC 12) *L 1st Level: 3/3 DM Inspiration: 1/1 Experience Points: 900 / 2,700 COPPER Hit Points: 14/24 Hit Dice: 3/3 Spell Slots (+3, DC 11) *L 1st Level: 1/2 Attuned Magic Items: 1/3 DM Inspiration: 0/1 Experience Points: 900 / 2,700 DRIFT Hit Points: 24/24 Hit Dice: 3/3 Wild Shape: 1/2 *S/L Spell Slots (+5, DC 13) *L 1st Level: 4/4 2nd Level: 2/2 DM Inspiration: 1/1 Experience Points: 900 / 2,700 HACHILAH Hit Points: 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 29 Clone Share Posted January 29 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: As soon as the last Mephit vanishes, Drift lies down and pants, letting the cold floor soothe his overheating body. When Copper jumps down off his back, he licks her face and laughs as well as a wolf can laugh, teasing her but also saying thanks for making that last shot against the mephit. He decides to stay in wolf form for a little longer in case there is more danger, trusting his friends to figure out the elemental forge and what to do about the frozen trapdoor. When others start to look at the trapdoor, he reluctantly stands up, leaves his position and moves slightly to the north. Mechanics Dire Wolf: AC14, HP 26/37 Main Hand: Empty Off Hand: Empty Move: 80' north, under mephit, jumping as he passes. Action: dash to get to 80' 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 Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Wizard of the Coat Posted January 29 Clone Share Posted January 29 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 crowed her excitement as the last mephit exploded. "Woohoo!!! Nice one, Hachilah! That last mephit really popped!" The redhead somersaulted from the huge wolf's back, landing on the cold floor with an acrobat's grace, her head bowed, her hands out to her sides in an impulsive flair of showmanship. Only to be slobbered by the dire wolf. She laughed in reply, noting with delight the absence of fetid wolf breath. Once the slobbering stopped she grabbed the wolf's head with both hands kissed his nose. "Goo'boy! We did it!" She looked to the others, "We did it!" Joined by the others, Cooper looked them over, please to see that none of them bore serious injuries. She was still coming down from the rush of combat and victory, and so had not yet begun to feel the pulsing pain of her burns, her irrepressible smile limited on one side of her face by angry red skin. When Drift moved to reveal the trap door, the rogue let out a low whistle, her eyes suddenly alight with greedy curiosity. "Any of you thinkin' what I'm thinkin'?" Mechanics Main Hand: knife Off Hand: 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. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Aavarius Posted January 31 Clone Share Posted January 31 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 "You mean, that I need a bath?" she answered Copper. Of course, it wasn't the question that she had asked. Andraste was quite covered in ash and soot sliding under all those tables. It had all kicked up into clouds that continued to circulate through the thick, smoky air. She wasn't obsessed with cleanliness, but amongst the party of adventurers Andraste was undoubtedly the most fussy about getting dirty. She gathered her power, spoke the magic words, and performed the focusing gesture of the same spell she and Copper had used so liberally before to clean the wash tub. The crystalized flame hanging from her neck did a little dance in the amber. She would need to cast it multiple times just to get every part of her clean, but they didn't have time for that right now. Still, just getting this little bit of her clean made her feel more, well, human. And in the present world, retaining one's humanity seemed like a vital virtue. She walked over brushing her hands off and put one of them on Copper's shoulder. "Well, if you can't spring it open, I'm going to take a shot at springing it, myself," she said. Her smile was bright and warm despite the clown-like spot of soot across her nose. Then she handed over the little leather-rolled toolkit she had. It was just about pocket sized and full of all manner of implements for an entrepreneurial burglar. Mechanics Main Hand: - Off Hand: Amber Flame arcane focus (hanging from her neck) Action: Casts Prestidigiation 1x Bonus Action: - Move: - Manipulate: - ▣☐ Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
bwatford Posted January 31 Author Clone Share Posted January 31 CHAPTER ONE - MIRABAR When Drift finally moved forward off the coldness of the trapdoor he stood where he could take in the grandness of the smithy itself. Smithy This gutted chamber is little more than heaps of ash and fire-blackened stone walls. Along the northern wall is a forge. The fire raging within the forge is unnaturally hot. Near the forge are a couple of warped anvils and a useless wheelbarrow. Buried within the piles of ash are hammers, tongs, and other smithing implements, as well as more blades. All of these items warped beyond use. Andraste moved to join Copper standing at the edge of the iced over trapped door as they begun discussion of opening it. As they watched the ice that lay over the trapdoor, the light sheen of ice constantly melting and reforming, creating a puddle of lukewarm water around the rather large trapdoor. Visually inspecting the door revealed a locking mechanism just under the thin ice. Scene Notes The trapdoor is locked but may be picked by a character proficient in thieves' tools who makes a successful DC 15 Dexterity check using thieves’ tools. Alternatively, it can be forced open with a successful DC 20 Strength check. If a character fails by five or more then that character cannot try again. 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 9:46 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 Not in Use!! MECHANICS Dire Wolf Has 26 of 37 hit points remaining. CONDITIONS Environment The soot and smoke in the air gives everyone disadvantage on ranged attacks. Drift Is in Dire Wolf Form (56 minutes remaining) Mara Is concentrating on Pass Without Trace (56 minutes remaining) DESCRIPTIONS Pass Without Trace A veil of shadows and silence radiates from you, masking you and your companions from detection. For the duration, each creature you choose within 30 feet of you (including you) has a +10 bonus to Dexterity (Stealth) checks and can’t be tracked except by magical means. A creature that receives this bonus leaves behind no tracks or other traces of its passage. ANDRASTE Hit Points: 21/23 (fey ancestry) Hit Dice: 3/3 Sorcery Points: 3/3 *L Spell Slots (+5, DC 13) *L 1st Level: 4/4 2nd Level: 0/2 DM Inspiration: 1/1 Experience Points: 900 / 2,700 CASSANDRA Hit Points: 25/25 (divine health) Hit Dice: 3/3 Channel Divinity: 1/1 *S/L Divine Sense: 2/3 *L Lay on Hands: 15/15 *L Lucky: 3/6 *L (6 times a day while in Mirabar.) Spell Slots (+4, DC 12) *L 1st Level: 3/3 DM Inspiration: 1/1 Experience Points: 900 / 2,700 COPPER Hit Points: 14/24 Hit Dice: 3/3 Spell Slots (+3, DC 11) *L 1st Level: 1/2 Attuned Magic Items: 1/3 DM Inspiration: 0/1 Experience Points: 900 / 2,700 DRIFT Hit Points: 24/24 Hit Dice: 3/3 Wild Shape: 1/2 *S/L Spell Slots (+5, DC 13) *L 1st Level: 4/4 2nd Level: 2/2 DM Inspiration: 1/1 Experience Points: 900 / 2,700 HACHILAH Hit Points: 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...
Wizard of the Coat Posted January 31 Clone Share Posted January 31 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 "That's exactly what I was thinking," the young rogue quipped without missing a beat, flashing a mischievous smile for Andra. "But seriously," she added, her smile no less mischievous, "This looks like a potential cache that predates the arrival of permanent winter. So I was thinking we might find treasure or resources to aid our mission." Copper touched her face, which was growing increasingly sensitive as she spoke. "Ow." Despite the discomfort, she pressed on, explaining her thoughts. "Shutting down the furnace is gonna freeze up the trap door and whatever treasure is waiting down there. I say we check this door first. If you're all in a big hurry, maybe some of us can check below while others works the forge to fix the king's gear. Hopefully, we can find some treasure before it's time to shut down the forge." Not waiting for discussion, the rogue joined Andra, producing her thieves' tools--which looked much like Andra's. Her eyes on the trap door and locking mechanism, scanning for signs of traps, she spoke to the other redhead. "You wanna take the lead and I assist, or would you prefer the other way around?" Mechanics Main Hand: knife Off Hand: 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. Name xDiceName xDiceResult xDiceString xDiceRolls Checking for Traps (Investigation?) 9 1d20+3 6 If using the Xanathar's Guide optional rules governing Tools (which suggests advantage when Tools and Skills both apply), Here's a second roll for Advantage 12 1d20+3 9 Link to comment Share on other sites More sharing options...
Gralhruk Posted February 1 Clone Share Posted February 1 Mara Jade (Changeling Monk) AC: 16 | HP: 24/24 | Initiative: +3 | Passive Perception: 15 | Ki: 1/3 | DM Inspiration: 1/1 Mara stepped forward swiftly and knelt near the lock, producing a set of picks from somewhere in one of her sleeves. She didn't believe the assertion that this was necessarily some sort of cache, but it certainly bore investigation. Perpetual cold, alongside perpetual heat - whatever the reason, this place seemed to touch closely upon other planes of existence. "It will be better if you both search and I try the lock," she said quietly. Mara was quick and strong, with nimble fingers that had a knack for unraveling such things. But when it came to observation, Mara was much better on a larger scale than in the minute detail that was required when scanning such things for traps. "If aught goes amiss I am sturdier." Copper and Andraste were more than able to take care of themselves, but in her heart Mara was a mother still. It made sense anyway - infiltration was part and parcel of her kit. Mechanics Main Hand: Empty Off Hand: Empty Action: If no traps found attempt to pick lock Bonus Action: None Move: None Manipulate: Your one free object interaction goes here. Name xDiceName xDiceResult xDiceString xDiceRolls Thieves' Tools 12 1d20+5 7 Thieves' Tools Try #2 19 1d20+5 14 Link to comment Share on other sites More sharing options...
Aavarius Posted February 2 Clone Share Posted February 2 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 When Mara stepped in and took over the task, Andraste looked like a kid who had just been told they couldn't go to the village fair because her chores weren't done. She might have been twenty years old, but for a moment you wouldn't know it. She heaved a sigh, frowned. Then some terribly mischievous idea possessed her. "Hey, Copper..." she said in a loud whisper that was obviously meant to be overheard, "How much you wanna bet the old, gray lady throws out her back diving in front of our fun?" She struck a pose that looked like one of Mara's martial arts stances, face so scrunched up it wrinkled. She made some chops in the air with her stiffened hands, an ungainly looking kick, and then feigned a lower back spasm in the middle of the move. She staggered over, grabbing hold of Copper for support, and hammed up the over dramatic injury. The raspy, dusty voice completed the act. "No fuuuun! No fun! It's my only weeeaknesss!" Mechanics Main Hand: - Off Hand: - Action: - Bonus Action: - Move: - Manipulate: - ▣☐ Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Wizard of the Coat Posted February 3 Clone Share Posted February 3 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 generally teased Andra and Drift the most. She was less playful with Hachilah and Cassandra, and even less so with Mara--whom she sometimes saw as a maternal figure. But maternal figures sometimes meddled and needed a bit of teasing to set them straight. While the mischievous rogue didn't initiate the teasing, she couldn't help but laugh at Andra's antics, covering her mouth with one hand, her eyes narrowing with mirth. She thought to get in on the act, but Andra was doing such a fine job that Copper let her have the show to herself. Mechanics Main Hand: knife Off Hand: 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. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
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