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Chapter One - Mirabar


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


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


Cassandra walked up to Mara, Andraste and Copper, her sword and shield ready. She would watch over the little group as they took care of the trapdoor.

As she waited, she pondered the way the fight against the mephits had unfolded; she had been able to land a few blows with her melee weapon, but had proven utterly useless as soon as ranged weapons were required. If Copper had not managed to hit the last fleeing mephit, the consequences might have been dire.

The paladin decided that she would need to develop an ability to somehow hit enemies from afar. Back at the Academy, she had seen warlocks use very effective spells to that effect; perhaps she could somehow master that technique some day. But then again, her memories were likely fabricated anyway - she was, after all, an AAO.



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 by Leonidas1789 (see edit history)
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  • 2 weeks later...

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CHAPTER ONE - MIRABAR


As Copper searched over the trapdoor Mara went to work on the lock, finding its frozen condition making the task much harder than it should have been but she finally got the locking mechanism to release with a cold metallic click.

Motioning for Copper to do the honors, the small red headed girl grasp the pull ring and pulled the trapdoor open which opened with a rush of cold air being released upward into the chamber.  The cold air wrapping each of them in a deep caress before giving way to the heat of the upper chamber and dissipating into beads of moisture on each of their skins and armor.

Looking down the hole there was a ladder that looked to descend about thirty feet before ending at a floor that looked to be made of solid ice, one could not tell how big the chamber below was, but it would have to be quite large judging by them not being able to see a wall from up here. 

Using the mirrored stick that was part of any good quality set of thieves' tools Copper held her head upside down into the frozen air of the chamber below as she reached as far down with the mirror as she could to see what lay to each side of the ladder, but she quickly gave up without a light source in the chamber below her human eyes was useless.

Again, swapping out for Mara, who's fey blood would allow her to see where Copper could not. Mara took up much the same position, to look down in the chamber as she took the mirrored stick from Copper.

Temple of the Frost Maiden

The ladder descended 30 feet before ending in a large, frozen chamber. The walls, floor and ceiling are all made of ice. They have been gouged in hundreds of places by what looks to have been shovels or ice picks. A glowing six-pointed snowflake has been emblazoned along the entirety of the room’s northern wall. Two very large giant iron doors lead out of the room to the east.

The ice on the ceiling of the chamber shimmers and droplets of water drip from it, turning into long, spindly icicles before reaching the floor.

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Scene Notes

...

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
9:51 am


The 2nd Day of the Campaign

Show Active Maps


TEMPLE OF THE FROST MAIDEN


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HOUSE OF THE BRIGHT BLADE


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Sh

ow Bookkeeping

PASSIVE PERCEPTION

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

INITIATIVE

Not in Use!!

MECHANICS

Dire Wolf
Has 26 of 37 hit points remaining.

CONDITIONS

Environment
The soot and smoke in the air gives everyone disadvantage on ranged attacks.

Drift
Is in Dire Wolf Form (51 minutes remaining)

Mara
Is concentrating on Pass Without Trace (51 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

 

 

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


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

The woman born of flame held a natural aversion to the cold, so while the others inspected the icy entrance below them, Hachilah moved forward to the forge they had come for. She glanced toward Cassandra, who had also not yet dipped her head into the frozen cellar. "You have been quiet, my friend."  It was her subtle way to ask a question without asking a question. She had always found that when wanted to speak, they would. But on occasion a nudge helped the words to fall.

She took a moment to produce a small flame in her palms, warming her hands, then extinguished the blaze. Hachi took her heated hands to pet their wolf-made friend, warming his fur.



Mechanics

Main Hand: Empty
Off Hand: Empty


Action: Inspect the forge
Bonus Action: ...
Move: ...
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 Flame

One Use per Long Rest
1st: Burning Hands
2nd: Flame Blade (C) -no access till 5th

   

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 Heritage


 Handaxe +4 attack, 1d6+2 slashing damage
• Javelin +4 thrown attack, 1d6+2 piercing
 Moon-touched Greataxe +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 
DarkvisionFire ResistanceReach to the BlazeRage (3)Unarmored DefenseReckless AttackDanger SenseAncestral Protectors 

Name
Perception
7
1d20+3 4
Investigation
10
1d20 10
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Drift (Tabaxi Druid)spacer.png


AC: 15 | HP: 24/24 | Initiative: +3 | Passive Perception: 15 | Features


Drift shivers as the icy blast covers his coat and the sweat from the heat instantly freezes in his fur. It doesn't last, though, as Hachilah's warm touch soothes the cold and melts the small icicles. He follows her to the forge in case she needs any protection or help.

 

 

Mechanics
 

Dire Wolf: AC14, HP 26/37

Main Hand: Empty
Off Hand: Empty


Move: keep up with Hachilah
Action: none
Bonus Action: none
Manipulate: none

Wildshape forms

Brown Bear

Brown Bear
Large Beast, Unaligned

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

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

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

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

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

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

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

Dire Wolf

Dire Wolf
Large Beast, Unaligned

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

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

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

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

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

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

Giant Spider

Giant Spider
Large Beast, Unaligned

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

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

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

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

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

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

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

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

Deinonchyos

Deinonychus
Medium Beast (Dinosaur), Unaligned

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

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

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

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

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

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

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

 

Notes

Forgehammer – Our home in Mirabar

Temple of Truth

The Goblet and Gems

Hall of Sparkling Stones

Racine - our handler

Clockwork King - can shut down Mephits

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

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


"Now that's what I was really thinking!" Copper exclaimed, her smile unrestrained. "That looks like something predating the arrival of crazy Mr. You-Know-Who."

She looked to her companions with the face of a woman who'd discovered a gold mine. "But I'm thinking the whole place might freeze up if we shut down the forge. Maybe we should explore down there first."

After a moment's reflection, she added, "But if we're attacked by small annoying ice elementals, I'm fine turning back."


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.

 

 

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image.jpeg.f84d6435a37f0156df6208c3329af349.jpeg


CHAPTER ONE - MIRABAR


Hachilah made her way toward the forge but stopped about ten feet away, the wall of heat hitting her like a blast furnace, and while she was resistant to high temperatures, she dared not get closer without risking damage to herself. The fire within the forge, due to its connection to the Elemental Plane of Fire, burned ceaselessly.

The large wolf was at her side a moment later but was taking being this close to the fire much worse, shielding its muzzle behind the woman, tongue hanging out, lapping at any moisture that might remain in the air.
 


Scene Notes
Any character who stands within 10 feet of the forge takes 3 (1d6) fire damage per round.

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
9:54 am


The 2nd Day of the Campaign

Show Active Maps


TEMPLE OF THE FROST MAIDEN


spacer.png

 


HOUSE OF THE BRIGHT BLADE


spacer.png

Sh

ow Bookkeeping

PASSIVE PERCEPTION

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

INITIATIVE

Not in Use!!

MECHANICS

Dire Wolf
Has 26 of 37 hit points remaining.

CONDITIONS

Environment
The soot and smoke in the air gives everyone disadvantage on ranged attacks.

Drift
Is in Dire Wolf Form (48 minutes remaining)

Mara
Is concentrating on Pass Without Trace (48 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

 

 

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Mara Jade (Changeling Monk)spacer.png


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


Hunched over the lock, Mara let her hair go gray and her features wrinkle as she worked on the lock. When she heard a satisfying click, she turned her aged face back to Copper and Andra, humor dancing in her ancient eyes. Then in a twinkling, she was back to her normal self, breathing a silent thanks to the gods that be and those that once were.

As first copper and then Mara peered into the trap door, she had a moment to reflect on the urchin's words. Fire and ice in this same place, opposite but each balancing the other. If one was ended the other might become too great to bear.

"Cleverly observed, Copper," she said, sitting easily on her hams, "I think you are right that there is a delicate balance here."

Mechanics

Main Hand: Empty
Off Hand: Empty


Action: Perception, Investigation
Bonus Action: None
Move: Into the chamber below
Manipulate: Your one free object interaction goes here.

     

 

Name
Perception
10
1d20+5 5
Investigation
17
1d20-1 18
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Cassandra of the Summer - Human Paladin (MW Character Sheet)spacer.png


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


Cassandra turned to Hachilah, a weak smile on her face.

"Yes... I was pondering what a powerful addition a sorceress such as our friend Andraste can be to a party, whereas a sword-wielding warrior can prove useless in ranged fights." she answered.

"But who needs those thoughts." she added with a shrug.

As Copper explained her plan, the paladin nodded. "Very well, Copper. I agree we should explore down there first. I am willing to take point unless someone objects."



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 by Leonidas1789 (see edit history)
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Copper - Upbeat Urchin of Mirabar (Human Arcane Trickster)Copper_token.png.e46b733045db959bfe973cff20637137.png

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 snorted approvingly at Mara's gray-hair trick. She was glad to see the woman engaging in playful behavior. She watched, somewhat surprised, as the martial artist took the lead, disappearing down the ladder into darkness. Was this becoming a pattern?

She met Cassandra's offer with a smile and a nod. "One at a time on the ladder." she instructed. Copper saw herself as the safety officer of the group--always mindful of potential traps or other environmental dangers. In short, she saw it as her job to boss the others regarding safety issues.

In a less bossy tone, she suggested, "Cass, maybe position yourself at the bottom of the ladder until we're all down there--to secure it while Mara investigates. We don't want things coming up the ladder to get us before we're all together."

It was something she remembered from her basic training at the Academy--always secure both ends of a bridge or other crossing before sending people across. She was pleased to have remembered it. Only then did it occur to her that Cass, as a soldier, had probably been taught such a precaution long before the Academy. "Is that right?" she added lamely, not wanting to sound like the expert.

The copper-haired rogue was leaning just a little over the trap door opening, the burnt side of her face exposed to the arctic cold rising up from below. The cold numbed and eased her painfully burned face and neck. It made her look more than a bit silly, her short hair rustling on her head like autumn leaves on a tree. The cooling relief made it easier for her to concentrate on her magic as she brought her knife's blade close to her lips and spoke a few arcane words.

Down the hall in the forge room, Drift-the-wolf heard her secrete message. "Mara's gone down the trap door to investigate. The rest of us are getting ready to join her. It's a wolf-unfriendly 30 foot ladder down to the sublevel."


Mechanics

Main Hand: knife
Off Hand: 

Status Effects: none

Active Spells: Mage Armor (8 hrs)


Copper

Free Action: --

Action: -- cast Message cantrip

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.

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Drift (Tabaxi Druid)spacer.png


AC: 15 | HP: 24/24 | Initiative: +3 | Passive Perception: 15 | Features


Drift moves from too cold to too hot in just a few steps. He backs up and lets Hachilah do whatever she needs to do to the forge.

 

 

Mechanics
 

Dire Wolf: AC14, HP 26/37

Main Hand: Empty
Off Hand: Empty


Move: Move 20' south
Action: none
Bonus Action: none
Manipulate: none

Wildshape forms

Brown Bear

Brown Bear
Large Beast, Unaligned

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

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

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

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

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

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

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

Dire Wolf

Dire Wolf
Large Beast, Unaligned

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

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

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

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

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

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

Giant Spider

Giant Spider
Large Beast, Unaligned

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

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

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

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

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

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

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

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

Deinonchyos

Deinonychus
Medium Beast (Dinosaur), Unaligned

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

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

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

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

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

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

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

 

Notes

Forgehammer – Our home in Mirabar

Temple of Truth

The Goblet and Gems

Hall of Sparkling Stones

Racine - our handler

Clockwork King - can shut down Mephits

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

AC: 15 | HP: 21/23 | HD: 3d6 | Passive Perception: 9 | Inspiration: No | Conditions: None
Spells: 1st:
▣▣▣▣, 2nd: ☐☐ | Sorcery: ▣▣▣ | Concentration: Dragon's Breath (Acid) up to 1 minute


Andraste was quite pleased as Punch to have a refrigerated chamber to explore. After that last bit of trouble with the fire and smoke mephits, she was eager to hit something she could actually hurt, for once. She struck a heroic looking pose, let the magic of her prestidigitation set all her hair on fire. Such a supernatural expression came as naturally to her as smiling to anyone else. " 'Annoying ice ele-mentals' are my speci-alty, little lady," she said to Copper in a terribly twangy sounding drawl.

Life was what you make it, so make it exciting. That had been her personal philosophy most of her life, and it was obvious that she was having fun despite all the danger.

Down below--and indeed, she had already gone down below, for she and Copper shared a similar sensibility about being in places they weren't supposed to be--Andraste looked around, studying the snowflake image. She may have been loathe to admit it, but the priests had given her a good education.


Mechanics

She has darkvision as a half-elf. The prestidigitation is just a momentary bit of silliness, not something she's maintaining. She's also trained in religion and history, which I'm betting are relevant to assessing what's going on in this lower chamber.

Main Hand: -
Off Hand: -


Action: -
Bonus Action: -
Move: -
Manipulate: -

▣☐

       
       
Name
Intelligence (History/Religion) +3
9
1d20+3 6
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image.jpeg.f84d6435a37f0156df6208c3329af349.jpeg


CHAPTER ONE - MIRABAR


Mara and Cassandra made their way down the ladder into the frozen chamber below, neither could see in the dark so as soon as they arrived their moon-touched weapons were held high which gave an eerie presence to the entire chamber, especially the large, frozen iron doors to the east as the light reflected off of them.

A moment later Andraste and her flaming hair came down the ladder to spill a little better colored light into the chamber.
 

Temple of the Frost Maiden

The ladder descends 30 feet before ending in a large, frozen chamber. The walls, floor and ceiling are all made of ice. They have been gouged in hundreds of places by what looks to have been shovels or ice picks. A glowing six-pointed snowflake has been emblazoned along the entirety of the room’s northern wall. Two iron doors lead out of the room.


The chamber was intensely cold, much worse than even the outside air in Mirabar. The ice on the ceiling shimmers and droplets of water drip from it, turning into long, spindly icicles before reaching the floor. Mara notices the faint outline of illegible words within the ceiling’s ever-melting ice

With everything seeming clear below, Copper made her way down as well.
 


Scene Notes
Any character who stands within 10 feet of the forge takes 3 (1d6) fire damage per round.

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
9:59 am


The 2nd Day of the Campaign

Show Active Maps


TEMPLE OF THE FROST MAIDEN


spacer.png

 


HOUSE OF THE BRIGHT BLADE


spacer.png

Sh

ow Bookkeeping

PASSIVE PERCEPTION

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

INITIATIVE

Not in Use!!

MECHANICS

Dire Wolf
Has 26 of 37 hit points remaining.

CONDITIONS

Environment
The soot and smoke in the air gives everyone disadvantage on ranged attacks.

Drift
Is in Dire Wolf Form (43 minutes remaining)

Mara
Is concentrating on Pass Without Trace (43 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

 

 

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

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 looked back up the ladder to the dangerously pointy icicles hanging above them. "Maybe we should stand somewhere else," she offered, jerking her thumb up to the icicles while cautiously stepping away.

"I'm gonna check out those doors," she announced. She covered half the distance to the nearer set of iron doors, where she proceeded to summon her invisible hand. With the hand summoned, she reached into her bag and withdrew her thieve's tools.


Mechanics

Main Hand: knife
Off Hand: 

Status Effects: none

Active Spells: Mage Armor (8 hrs)


Copper

Free Action: -- draw theives tools from bag

Action: -- cast Mage Hand cantrip

Move: -- 10 feet directly east on map.

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 by Wizard of the Coat (see edit history)
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Mara Jade (Changeling Monk)spacer.png


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


Mara noted the writing, obscured by the ever melting ice that covered the ceiling, but it was impossible to make out what it might say. Perhaps they could melt the ice here with some help from the forge in the room beyond, though how that might be accomplished was not immediately obvious. As she considered, her gaze tracked Copper as the girl scouted the chamber and eventually came to stand facing the iron doors.

Mara padded softly up next to her, as the girl took up her tools and summoned a magical hand to wield them. A smile flashed across her face as she realized her error in the chamber above. Copper had looked out for herself long before Mara had been around to meddle.

"I'm so used to the old fashioned way I forgot about your little helper. These have not been opened in a long time, it seems, but there may be danger behind all the same. Let us be ready."

Mechanics

Main Hand: Empty
Off Hand: Empty


Action:
Bonus Action: None
Move: Next to Copper
Manipulate: Your one free object interaction goes here.

     

 

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

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 nodded, teasing, "Sure thing, boss. First things first: lets investigate for traps and other details--like is the door frozen in place. Care to lend me your eye?"

The rogue brightened at the opportunity to do her thing. First, she she moved in close enough to examined the doors, the locking mechanisms, and opening mechanisms--searching for traps and estimating the degree to which the doors might be frozen in place.


Mechanics

Main Hand: thieves tools
Off Hand: 

Status Effects: none

Active Spells: Mage Armor (8 hrs)


Copper

Free Action: -- Request the "Help" action from Mara (for the Investigation check)

Action: -- Investigation Check: traps, locking mechanism, opening mechanism door frozen shut, other?

Move: -- Move close enough to door to have no penalties on the check (If she can do the check from her current position, she won't move closer.

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 by Wizard of the Coat (see edit history)
Name
Investigation Check on Door: traps, frozen closed, other?
15
1d20+3 12
Advantage in Previous check if Mara provides Help
19
1d20+3 16
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