foxtrot636 Posted June 2, 2022 Clone Share Posted June 2, 2022 (edited) Ingyrd Moondancer - Bearfolk Druid Ingyrd followed the others up the stairs, looking at the bones and feathers, thinking the story of owlbears weren’t made up after all. She did want a closer look to make sure they weren’t working off of incorrect information. She carefully walked into the secondary keep and examined the nearest, best looking feather. The feather was not from a bird Ingyrd was familiar with. She walked back out to join the others, sticking the feather into one of her backpack straps to save it for later. “Well, that’s terrifying,” she said in a low voice to the others. “I don’t know what bird this came from but it’s big. At least twice as large as an Eagle.” She looked up into the sky through the broken floor above, expecting a monstrous flying beast to swoop down and take her away. “I think we should hurry down before we find ourselves facing whatever lives here, thinking we are challenging its territory.” Mechanics ___________________________________________________ Main Hand: Oak Staff Off Hand: Empty ___________________________________________________ Action: Examine feathers Bonus Action: None Move: Move into secondary keep to examine feather Manipulate: None Character Sheet Ingyrd Moondancer Bearfolk (Purifier) Druid 1 ___________________________________________________ STATS Str 16 (+3) Dex 8 (-1) Con 14 (+2) Int 12 (+1) Wis 16 (+3) Cha 8 (-1) HP 10/10 HD 1d8 AC 12/14 (natural/shield) Speed 30 ft. Passive Perception 15 Initiative -1 DM Inspiration No Languages Common, Druidic, Elvish, Northern Background Outlander Feature Wanderer You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, Settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth. ___________________________________________________ WEAPONS Bite +5 attack, 1d6+3 piercing damage Quarterstaff +5 attack, 1d6/1d8+3 bludgeoning damage Spear +5 attack (range 20/60), 1d6/1d8+3 piercing damage Thorn Whip +5 attack (range 30), 1d6 piercing damage ___________________________________________________ PROFICIENCIES Proficiency +2 Saving Throws Intelligence +3, Wisdom +5 Skills Animal Handling +5, Insight +5, Nature +3, Perception +5, Survival +5 Tools Herbalism Kit +5 Weapons Club, Dagger, Javelin, Mace, Quarterstaff, Scimitar, Sickle, Sling, Spear Armor Light, Medium, Shields ___________________________________________________ FEATS ___________________________________________________ RACIAL FEATURES Bite: Your powerful jaws are natural weapons, which you can use to make unarmed strikes. If it hits, you deal 1d6 + your Strength modifier piercing damage. Natural Armor: Your hide is thick and tough, granting you a natural AC of 13 + your Dexterity modifier. Powerful Build: You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. Nature's Gift: You know one cantrip of your choice from the druid spell list. Wisdom is your spellcasting ability score for it. Stalwart Will: When you make an Intelligence, Wisdom, or Charisma saving throw, you can roll a d4 and add the result to your total. You can do this after the roll but before any effects occur. Once you use this feature, you can’t use it again until you finish a short or long rest. ___________________________________________________ CLASS FEATURES Druidic: You know Druidic, the Secret language of druids. You can speak the language and use it to leave hidden messages. You and others who know this language automatically spot such a message. Others spot the message’s presence with a successful DC 15 Wisdom (Perception) check but can’t decipher it without magic. Spellcasting: Drawing on the divine essence of Nature itself, you can cast Spells to shape that essence to your will. See the general rules of Spellcasting and the druid spell list. Cantrips: At 1st Level, you know two Cantrips of your choice from the druid spell list. You learn additional druid Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Druid table. Preparing and Casting Spells The Druid table shows how many Spell Slots you have to cast your druid Spells of 1st Level and higher. To cast one of these druid spells, you must expend a slot of the spell’s level or higher. You regain all expended Spell Slots when you finish a Long Rest. You prepare the list of druid Spells that are available for you to cast, choosing from the druid spell list. When you do so, choose a number of druid spells equal to your Wisdom modifier + your druid level (minimum of one spell). The spells must be of a level for which you have Spell Slots. For example, if you are a 3rd-level druid, you have four 1st-level and two 2nd-level Spell Slots. With a Wisdom of 16, your list of prepared Spells can include six spells of 1st or 2nd Level, in any combination. If you prepare the 1st-level spell Cure Wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells. You can also change your list of prepared Spells when you finish a Long Rest. Preparing a new list of druid spells requires time spent in prayer and meditation: at least 1 minute per Spell Level for each spell on your list. Spellcasting Ability: Wisdom is your Spellcasting ability for your druid Spells, since your magic draws upon your devotion and Attunement to Nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a druid spell you cast and when making an Attack roll with one. Spell save DC (13) = 8 + your proficiency bonus (2) + your Wisdom modifier (3) Spell attack modifier (5) = your proficiency bonus (2) + your Wisdom modifier (3) [Ritual Casting: You can cast a druid spell as a ritual if that spell has the ritual tag and you have the spell prepared. Spellcasting Focus: You can use a Druidic focus as a Spellcasting focus for your druid Spells. Equipment ___________________________________________________ Equipment Readied (18.00 lbs.) Travel Clothes (4 lbs., torso) Ash Shield (6 lbs., back) Oak Staff (4 lbs., main hand) Spear (3 lbs., slung on left shoulder) Pouch (1 lb., belt) - Chalk x 10 (0 lbs.) - Money ___________________________________________________ Equipment Stored (60.00 lbs.) Backpack (5 lbs.) Bedroll (5 lbs.) Mess Kit (1 lb.) Torch x 10 (10 lbs.) Rations x 10 (20 lbs.) Tinderbox (1 lb.) Rope, Hempen x 50 ft. (10 lbs.) Waterskin (5 lbs.) Herbalism Kit (3 lbs.) Coin Purse (0.36 lbs.) Platinum: 0 Gold: 16 Electrum: 0 Silver: 2 Copper: 0 Encumbrance Max Load: 480 lbs. (15 x STR x 2) Current Weight: 78.36 lbs. Spells Spell Attack: +5, Spell Save DC: 13, Spells Prepared: 4 (*Prepared) ___________________________________________________ Cantrips: (2 from Druid, 1 from Bearkin) Druidcraft Mold earth Thorn Whip ___________________________________________________ Level 1 (2/2 Spell Slots) Absorb Elements (Reaction, Self, 1 Round, S) Animal Friendship (Action, 30 ft., 24 Hours, VSM) Beast Bond C (Action, Touch, 1 Min, VSM) Charm Person (Action, 30 ft., 1 Hour, VS) Create or Destroy Water (Action, 30 ft., Instant, VSM) Cure Wounds (Action, Touch, Instant, VS) *Detect Magic RC (Action, Self, 10 Min, VS) Detect Poison and Disease C (Action, Self, 10 Min, VSM) Earth Tremor (Action, Self (10 ft R), Instant, VS) *Entangle C (Action, 90 ft., 1 Min, VS) Faerie Fire C (Action, 60 ft., 1 Min, V) Fog Cloud C (Action, 120 ft., 1 Hour, VS) Goodberry (Action, Touch, Instant, VSM) *Healing Word (Bonus Action, 60 ft., Instant, V) Ice Knife (Action, 60ft., Instant, SM) Jump (Action, Touch, 1 Min, VSM) Longstrider (Action, Touch, 1 Hour, VSM) Protection from Evil and Good C (Action, Touch, 10 Min, VSM) Purify Food and Drink R (1 Action, 10 ft., Instant, VS) Snare (1 Min, Touch, Variable, VSM) Speak with Animals R (Action, Self, 10 Min, VS) *Thunderwave (Action, Self (15 ft C), Instant, VS) Edited June 2, 2022 by foxtrot636 (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Nature 19 1d20+3 [[16]] Link to comment Share on other sites More sharing options...
yxanthymir Posted June 2, 2022 Clone Share Posted June 2, 2022 (edited) Estriel Ilyakrana (Luke Hobbs) - Elven Rogue His heart almost jumped out of his mouth by the end of the stair. Every step was difficult with his heart hammering with force against his sternum. Estriel was visibly shaking at the top of the stairs. He had imaged he would be pinned by a dozen arrows by now. That didn't happen fortunately, so he exhaled a long sigh of relief. He regained his composure after hearing Yngyrd talking about a bird, not because he was not afraid of the monstrous bird, but because he was still alive. Agreed. Let's move and avoid this feathered creature for now. - he said with visible haste in his tone. - It just pains me to leave a powerful foe that could cut our way out of the Citadel. And leave us with no way to retreat. The adventure barely started and he was already regretting his decision to join the group. Mechanics ___________________________________________________ Main Hand: Shortbow Off Hand: Empty ___________________________________________________ Action: Your action goes here. Bonus Action: Your bonus action goes here. Move: Your movement goes here. Manipulate: Your one free object interaction goes here. Character Sheet Estriel Ilyakrana - Elf (River) Rogue ___________________________________________________ STATS Str 8 (-1) Dex 16 (+3) Con 14 (+2) Int 14 (+2) Wis 10 (+0) Cha 14 (+2) HP 10/10 HD 1d8 AC 14 (leather) Speed 30 ft. Passive Perception 10 Initiative +3 Vision: 60' ft. darkvision DM Inspiration Yes Languages Common, Draconic, Elvish, Thieves' Cant Background Charlatan Feature False Identity You have created a second identity that includes documentation, established acquaintances, and disguises that allow you to assume that persona. Additionally, you can forge documents including official papers and personal letters, as long as you have seen an example of the kind of document or the handwriting you are trying to copy. ___________________________________________________ WEAPONS Rapier +5 attack, 1d8+3 piercing damage Dagger (range 20/60' ft.) +5 attack, 1d4+3 piercing damage Shortbow (range 80/320' ft.) +5 attack, 1d6+3 piercing damage. ___________________________________________________ PROFICIENCIES Proficiency +2 Saving Throws Dexterity +5, Intelligence +4 Skills Acrobatics +5, Athletics +1, Deception +4, Investigation +4*, Perception +2, Persuasion +4, Sleight of Hand +5, Thieves Tools +7* * = Expertise Weapons All simple weapons, longswords, longbows, hand crossbows, rapiers, shortswords Armor Light Tools Thieves' tools ___________________________________________________ FEATS ___________________________________________________ RACIAL FEATURES Fey Ancestry. You have advantage on saving throws against being charmed, and magic can't put you to sleep. Trance. Elves do not sleep. Instead they meditate deeply, remaining semi-conscious, for 4 hours a day. ___________________________________________________ CLASS FEATURES Sneak Attack (2D6). Beginning at 1st level, you know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon. You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll. The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Rogue table. Thieves' Cant. During your rogue training you learned thieves' cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves' cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly. In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves' guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run. Equipment ___________________________________________________ General Inventory (80.5 lbs.) Leather Armor - 10 lbs. Rapier - 2 lbs. 2 x Daggers - 2 lbs. Shortbow - 2 lbs. 20 x Arrows - 1 lb. Pouch - 1 lb. An iron holy symbol devoted to an unknown god -- Thieves' Tools - 1 lb. Dungeoneer's Pack -61.5 lbs. • a Backpack • a Crowbar • a Hammer • 10 pitons • 10 torches • a Tinderbox • 10 days of Rations • a Waterskin • 50 feet of Hempen rope Coin Purse (0.3 lbs.) Platinum: 0 Gold: 15 Electrum: 0 Silver: 0 Copper: 0 Encumbrance Max Load: 120 lbs. (15 x STR) Current Weight: 80.8 lbs. Spells Elf Spells ___________________________________________________ Cantrips Mage Hand (30 ft.) Edited June 3, 2022 by yxanthymir (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
bwatford Posted June 3, 2022 Author Clone Share Posted June 3, 2022 Scarlet Citadel Level 0: Ruins Above Arik had motioned for everyone to stay put while he moved cautiously to the edge of the hole in the floor, as he got close his nose immediately noticed the awful smell wafting up through the hole in the floor. The smell is unmistakably that of a large, filthy animal den. Arik could see that the hole dropped down onto a staircase that went down into the darkness of the below chamber. More of the bones and large feathers were scattered about on the staircase below as well. OOC Scene Notes MarksdayThursday, the 9th of Low SummerMay @ 1:13 pm MAP IS ACTIVE (Please refer to active map spoiler below.) Please use directs when moving (N, S, E, SE, W, etc) We are not in initiative so your movement or actions per post is not limited to round actions. Combat/Conditions Tracker Currently Not in Use Currently Not in Use Currently Not in Use Default Marching Order Arik Robin Estriel Elendris Ingyrd Characters Status ARIK LOSTCUB Hit Points: 15/15 Hit Dice: 1/1 Special: Resistance (cold) Bear Hug: 3/3 *L Rage: 2/2 *L Spell Slots 1st Level 1/1 (ATK +5 DC 13) DM Inspiration: 1/1 ________________________________ ELENDRIS VESSICARI Hit Points: 9/9 Hit Dice: 1/1 Special: Fey Ancestry, Sunlight Sensitivity Hexblade's Curse: 1/1 *S Path of Darkness: 3/3 *L Spell Slots 1st Level 1/1 *S (ATK +5 DC 13) DM Inspiration: 1/1 ________________________________ INGYRD MOONDANCER Hit Points: 10/10 Hit Dice: 1/1 Special: Fey Ancestry, Sunlight Sensitivity Stalwart Will: 1/1 *S Spell Slots 1st Level 2/2 *L (ATK +5 DC 13) DM Inspiration: 1/1 ________________________________ SHERMAN FLEECE "BLOODNUT" Hit Points: 10/10 Hit Dice: 1/1 DM Inspiration: 1/1 ________________________________ SIR ROBIN HAWKWOOD Hit Points: 12/12 Hit Dice: 1/1 Special: Fey Ancestry Divine Sense: 4/4 *L Lay On Hands: 5/5 *L DM Inspiration: 1/1 Active Maps Castle Ruins Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
foxtrot636 Posted June 3, 2022 Clone Share Posted June 3, 2022 Ingyrd Moondancer - Bearfolk Druid Joining Arik at the hole, Ingyrd saw the feathers and refuse littering the stairway. “Looks like you’ll get an opportunity to take the creature out after all, Hobbs,” she said to the priest, pointing down the hole. “Seems it’s using this stairwell as a lair of sorts.” Once again the stories of how owlbears roamed these halls came back to Ingyrd. They were very dangerous, and Ingyrd wasn’t sure she and the her companions were strong enough to fend one off if they met it. “We could head in, hope whatever lives here is gone at the moment… Or, if it’s here, maybe we could try to lure it up the stairs so we can attack from the high ground.” She shrugged. Without knowing where the creature or creatures were, the point might be moot anyway. Mechanics ___________________________________________________ Main Hand: Oak Staff Off Hand: Empty ___________________________________________________ Action: Examine feathers Bonus Action: None Move: Move into secondary keep to examine feather Manipulate: None Character Sheet Ingyrd Moondancer Bearfolk (Purifier) Druid 1 ___________________________________________________ STATS Str 16 (+3) Dex 8 (-1) Con 14 (+2) Int 12 (+1) Wis 16 (+3) Cha 8 (-1) HP 10/10 HD 1d8 AC 12/14 (natural/shield) Speed 30 ft. Passive Perception 15 Initiative -1 DM Inspiration No Languages Common, Druidic, Elvish, Northern Background Outlander Feature Wanderer You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, Settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth. ___________________________________________________ WEAPONS Bite +5 attack, 1d6+3 piercing damage Quarterstaff +5 attack, 1d6/1d8+3 bludgeoning damage Spear +5 attack (range 20/60), 1d6/1d8+3 piercing damage Thorn Whip +5 attack (range 30), 1d6 piercing damage ___________________________________________________ PROFICIENCIES Proficiency +2 Saving Throws Intelligence +3, Wisdom +5 Skills Animal Handling +5, Insight +5, Nature +3, Perception +5, Survival +5 Tools Herbalism Kit +5 Weapons Club, Dagger, Javelin, Mace, Quarterstaff, Scimitar, Sickle, Sling, Spear Armor Light, Medium, Shields ___________________________________________________ FEATS ___________________________________________________ RACIAL FEATURES Bite: Your powerful jaws are natural weapons, which you can use to make unarmed strikes. If it hits, you deal 1d6 + your Strength modifier piercing damage. Natural Armor: Your hide is thick and tough, granting you a natural AC of 13 + your Dexterity modifier. Powerful Build: You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. Nature's Gift: You know one cantrip of your choice from the druid spell list. Wisdom is your spellcasting ability score for it. Stalwart Will: When you make an Intelligence, Wisdom, or Charisma saving throw, you can roll a d4 and add the result to your total. You can do this after the roll but before any effects occur. Once you use this feature, you can’t use it again until you finish a short or long rest. ___________________________________________________ CLASS FEATURES Druidic: You know Druidic, the Secret language of druids. You can speak the language and use it to leave hidden messages. You and others who know this language automatically spot such a message. Others spot the message’s presence with a successful DC 15 Wisdom (Perception) check but can’t decipher it without magic. Spellcasting: Drawing on the divine essence of Nature itself, you can cast Spells to shape that essence to your will. See the general rules of Spellcasting and the druid spell list. Cantrips: At 1st Level, you know two Cantrips of your choice from the druid spell list. You learn additional druid Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Druid table. Preparing and Casting Spells The Druid table shows how many Spell Slots you have to cast your druid Spells of 1st Level and higher. To cast one of these druid spells, you must expend a slot of the spell’s level or higher. You regain all expended Spell Slots when you finish a Long Rest. You prepare the list of druid Spells that are available for you to cast, choosing from the druid spell list. When you do so, choose a number of druid spells equal to your Wisdom modifier + your druid level (minimum of one spell). The spells must be of a level for which you have Spell Slots. For example, if you are a 3rd-level druid, you have four 1st-level and two 2nd-level Spell Slots. With a Wisdom of 16, your list of prepared Spells can include six spells of 1st or 2nd Level, in any combination. If you prepare the 1st-level spell Cure Wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells. You can also change your list of prepared Spells when you finish a Long Rest. Preparing a new list of druid spells requires time spent in prayer and meditation: at least 1 minute per Spell Level for each spell on your list. Spellcasting Ability: Wisdom is your Spellcasting ability for your druid Spells, since your magic draws upon your devotion and Attunement to Nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a druid spell you cast and when making an Attack roll with one. Spell save DC (13) = 8 + your proficiency bonus (2) + your Wisdom modifier (3) Spell attack modifier (5) = your proficiency bonus (2) + your Wisdom modifier (3) [Ritual Casting: You can cast a druid spell as a ritual if that spell has the ritual tag and you have the spell prepared. Spellcasting Focus: You can use a Druidic focus as a Spellcasting focus for your druid Spells. Equipment ___________________________________________________ Equipment Readied (18.00 lbs.) Travel Clothes (4 lbs., torso) Ash Shield (6 lbs., back) Oak Staff (4 lbs., main hand) Spear (3 lbs., slung on left shoulder) Pouch (1 lb., belt) - Chalk x 10 (0 lbs.) - Money ___________________________________________________ Equipment Stored (60.00 lbs.) Backpack (5 lbs.) Bedroll (5 lbs.) Mess Kit (1 lb.) Torch x 10 (10 lbs.) Rations x 10 (20 lbs.) Tinderbox (1 lb.) Rope, Hempen x 50 ft. (10 lbs.) Waterskin (5 lbs.) Herbalism Kit (3 lbs.) Coin Purse (0.36 lbs.) Platinum: 0 Gold: 16 Electrum: 0 Silver: 2 Copper: 0 Encumbrance Max Load: 480 lbs. (15 x STR x 2) Current Weight: 78.36 lbs. Spells Spell Attack: +5, Spell Save DC: 13, Spells Prepared: 4 (*Prepared) ___________________________________________________ Cantrips: (2 from Druid, 1 from Bearkin) Druidcraft Mold earth Thorn Whip ___________________________________________________ Level 1 (2/2 Spell Slots) Absorb Elements (Reaction, Self, 1 Round, S) Animal Friendship (Action, 30 ft., 24 Hours, VSM) Beast Bond C (Action, Touch, 1 Min, VSM) Charm Person (Action, 30 ft., 1 Hour, VS) Create or Destroy Water (Action, 30 ft., Instant, VSM) Cure Wounds (Action, Touch, Instant, VS) *Detect Magic RC (Action, Self, 10 Min, VS) Detect Poison and Disease C (Action, Self, 10 Min, VSM) Earth Tremor (Action, Self (10 ft R), Instant, VS) *Entangle C (Action, 90 ft., 1 Min, VS) Faerie Fire C (Action, 60 ft., 1 Min, V) Fog Cloud C (Action, 120 ft., 1 Hour, VS) Goodberry (Action, Touch, Instant, VSM) *Healing Word (Bonus Action, 60 ft., Instant, V) Ice Knife (Action, 60ft., Instant, SM) Jump (Action, Touch, 1 Min, VSM) Longstrider (Action, Touch, 1 Hour, VSM) Protection from Evil and Good C (Action, Touch, 10 Min, VSM) Purify Food and Drink R (1 Action, 10 ft., Instant, VS) Snare (1 Min, Touch, Variable, VSM) Speak with Animals R (Action, Self, 10 Min, VS) *Thunderwave (Action, Self (15 ft C), Instant, VS) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
yxanthymir Posted June 3, 2022 Clone Share Posted June 3, 2022 Estriel Ilyakrana (Luke Hobbs) - Elven Rogue Better wrong than dead. I like this idea. We could hunt for a small animal to lure him out and set a trap. - Estriel placed his hand on his chin thoughtful before completing his thoughts. Maybe we should return to the town and get a hunting trap. But first let's access the place. He decided to join the bearfolk at the secondary keep and investigate the place. He spent some minutes to check the place for anything useful and specially the stairs, to see if it was safe to use it. After that he decided to examine the upper floor, taking care to be silent and avoid detection, he climbed the stairs and took a peek at the upper floor, prepared to run for his life at the first sign of danger. It would be really bad it there was more than one feathered monster. ActionsOnly climb the stairs if safe Mechanics ___________________________________________________ Main Hand: Shortbow Off Hand: Empty ___________________________________________________ Action: Your action goes here. Bonus Action: Your bonus action goes here. Move: Your movement goes here. Manipulate: Your one free object interaction goes here. Character Sheet Estriel Ilyakrana - Elf (River) Rogue ___________________________________________________ STATS Str 8 (-1) Dex 16 (+3) Con 14 (+2) Int 14 (+2) Wis 10 (+0) Cha 14 (+2) HP 10/10 HD 1d8 AC 14 (leather) Speed 30 ft. Passive Perception 10 Initiative +3 Vision: 60' ft. darkvision DM Inspiration Yes Languages Common, Draconic, Elvish, Thieves' Cant Background Charlatan Feature False Identity You have created a second identity that includes documentation, established acquaintances, and disguises that allow you to assume that persona. Additionally, you can forge documents including official papers and personal letters, as long as you have seen an example of the kind of document or the handwriting you are trying to copy. ___________________________________________________ WEAPONS Rapier +5 attack, 1d8+3 piercing damage Dagger (range 20/60' ft.) +5 attack, 1d4+3 piercing damage Shortbow (range 80/320' ft.) +5 attack, 1d6+3 piercing damage. ___________________________________________________ PROFICIENCIES Proficiency +2 Saving Throws Dexterity +5, Intelligence +4 Skills Acrobatics +5, Athletics +1, Deception +4, Investigation +4*, Perception +2, Persuasion +4, Sleight of Hand +5, Thieves Tools +7* * = Expertise Weapons All simple weapons, longswords, longbows, hand crossbows, rapiers, shortswords Armor Light Tools Thieves' tools ___________________________________________________ FEATS ___________________________________________________ RACIAL FEATURES Fey Ancestry. You have advantage on saving throws against being charmed, and magic can't put you to sleep. Trance. Elves do not sleep. Instead they meditate deeply, remaining semi-conscious, for 4 hours a day. ___________________________________________________ CLASS FEATURES Sneak Attack (2D6). Beginning at 1st level, you know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon. You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll. The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Rogue table. Thieves' Cant. During your rogue training you learned thieves' cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves' cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly. In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves' guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run. Equipment ___________________________________________________ General Inventory (80.5 lbs.) Leather Armor - 10 lbs. Rapier - 2 lbs. 2 x Daggers - 2 lbs. Shortbow - 2 lbs. 20 x Arrows - 1 lb. Pouch - 1 lb. An iron holy symbol devoted to an unknown god -- Thieves' Tools - 1 lb. Dungeoneer's Pack -61.5 lbs. • a Backpack • a Crowbar • a Hammer • 10 pitons • 10 torches • a Tinderbox • 10 days of Rations • a Waterskin • 50 feet of Hempen rope Coin Purse (0.3 lbs.) Platinum: 0 Gold: 15 Electrum: 0 Silver: 0 Copper: 0 Encumbrance Max Load: 120 lbs. (15 x STR) Current Weight: 80.8 lbs. Spells Elf Spells ___________________________________________________ Cantrips Mage Hand (30 ft.) Name xDiceName xDiceResult xDiceString xDiceRolls Investigate 27 1d20+8 [[19]] Stealth 8 1d20+3 [[5]] Link to comment Share on other sites More sharing options...
PatronSaint Posted June 4, 2022 Clone Share Posted June 4, 2022 Arik Lostcub - Bearfolk Barbarian Arik was tense. He almost wished they'd get attacked already and get the suspense over with. He hadn't been eager to move on but the prospect of a monstrously large bird returning to a keep known to have once housed owlbears gave him incentive to get going. He gestured towards the trapdoor hole. He was about to enter when the priest suggested going back for a trap. Arik set down his pack and pulled out his own hunting trap. "Like this?" He questioned, raising one eyebrow and smiling without humor. "We're going to set this down here, right?" he asked, pointing down the trap door. In fact, he was pretty sure about it so he began to creep towards the hole, intending to sneak down to set the trap, but kept one eye on Moondancer in case she gainsaid this course of action. Mechanics ___________________________________________________ Main Hand: Nordmansch Greataxe Off Hand: Nordmansch Greataxe ___________________________________________________ Action: Your action goes here. Bonus Action: Your bonus action goes here. Move: Your movement goes here. Manipulate: Your one free object interaction goes here. Character Sheet Arik Lostcub - Bearfolk (Grizzlehide) Barbarian 1 ___________________________________________________ STATS Str 16 (+3) Dex 12 (+1) Con 16 (+3) Int 10 (+1) Wis 12 (+1) Cha 8 (-1) HP 15/15 Resistances: Cold HD 1d12 AC 14 (unarmored defense) Speed 30 ft. Passive Perception 11 Initiative +1 DM Inspiration Yes Languages Common, Darakhul, Northern Background Outlander Feature Wanderer You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people per day, provided the land offers berries, small game, water, and so forth. ___________________________________________________ WEAPONS Nordmansch Greataxe +5 attack, 1d12+3 slashing damage Bite +5 attack, 1d6+3 piercing damage Bear Hug* (3/day) +5 attack, 4 bludgeoning damage plus target is grappled. ___________________________________________________ PROFICIENCIES Proficiency +2 Saving Throws Strength +5, Constitution +5 Skills Athletics +5, Stealth +3, Nature +2, Perception +3, Survival +3, Intimidation +1 Instruments Drums +3 Weapons All Armor Light, medium ___________________________________________________ FEATS ___________________________________________________ RACIAL FEATURES Natural Armor. Your hide is thick and tough, granting you a natural AC of 13 + your Dexterity modifier. Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. Bear Hug (3/day). When you take the Attack action, you can make an unarmed strike as a bonus action. If you hit, you can grapple the target in addition to dealing damage to it. You can use this ability a number of times equal to your Constitution modifier (minimum of 1), and you regain all expended uses when you finish a long rest. Thick Coat. You are resistant to cold damage. ___________________________________________________ CLASS FEATURES Rage (2/day) 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 Defense While 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. Equipment ___________________________________________________ General Inventory (86 lbs.) Nordmansch Greataxe - 10 lbs. 4 x Javelins - 8 lbs. 2 x Handaxes - 4 lbs. Hunting Trap - 25 lbs. 8 x Torches - 8 lbs. 10 x Rations - 20 lbs. Tinderbox - 1 lb. Waterskin - 5 lbs. Backpack - 5 lbs. Coin Purse (0.2 lbs.) Platinum: 0 Gold: 9 Electrum: 0 Silver: 6 Copper: 0 Encumbrance Max Load: 480 lbs. (30 x STR (powerful build)) Current Weight: 86.2 lbs. Name xDiceName xDiceResult xDiceString xDiceRolls Perception 17 1d20+3 [[14]] Stealth 9 1d20+3 [[6]] Link to comment Share on other sites More sharing options...
foxtrot636 Posted June 4, 2022 Clone Share Posted June 4, 2022 (edited) Ingyrd Moondancer - Bearfolk Druid Ingyrd thought the idea was a good one. If there was something down the stairwell, they might be able to lure it out of hiding. She nodded to Arik, thinking he’d know the best spot to anchor it. “It might take some time, but I can probably go catch us some bait, a small animal or something,” she said to the others. “If some one wants to join me, the other three can keep an eye on the stairwell. Thoughts?” She thought it a good plan, but if the others were anxious to get going, she understood that too. Mechanics ___________________________________________________ Main Hand: Oak Staff Off Hand: Empty ___________________________________________________ Action: Examine feathers Bonus Action: None Move: Move into secondary keep to examine feather Manipulate: None Character Sheet Ingyrd Moondancer Bearfolk (Purifier) Druid 1 ___________________________________________________ STATS Str 16 (+3) Dex 8 (-1) Con 14 (+2) Int 12 (+1) Wis 16 (+3) Cha 8 (-1) HP 10/10 HD 1d8 AC 12/14 (natural/shield) Speed 30 ft. Passive Perception 15 Initiative -1 DM Inspiration No Languages Common, Druidic, Elvish, Northern Background Outlander Feature Wanderer You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, Settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth. ___________________________________________________ WEAPONS Bite +5 attack, 1d6+3 piercing damage Quarterstaff +5 attack, 1d6/1d8+3 bludgeoning damage Spear +5 attack (range 20/60), 1d6/1d8+3 piercing damage Thorn Whip +5 attack (range 30), 1d6 piercing damage ___________________________________________________ PROFICIENCIES Proficiency +2 Saving Throws Intelligence +3, Wisdom +5 Skills Animal Handling +5, Insight +5, Nature +3, Perception +5, Survival +5 Tools Herbalism Kit +5 Weapons Club, Dagger, Javelin, Mace, Quarterstaff, Scimitar, Sickle, Sling, Spear Armor Light, Medium, Shields ___________________________________________________ FEATS ___________________________________________________ RACIAL FEATURES Bite: Your powerful jaws are natural weapons, which you can use to make unarmed strikes. If it hits, you deal 1d6 + your Strength modifier piercing damage. Natural Armor: Your hide is thick and tough, granting you a natural AC of 13 + your Dexterity modifier. Powerful Build: You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. Nature's Gift: You know one cantrip of your choice from the druid spell list. Wisdom is your spellcasting ability score for it. Stalwart Will: When you make an Intelligence, Wisdom, or Charisma saving throw, you can roll a d4 and add the result to your total. You can do this after the roll but before any effects occur. Once you use this feature, you can’t use it again until you finish a short or long rest. ___________________________________________________ CLASS FEATURES Druidic: You know Druidic, the Secret language of druids. You can speak the language and use it to leave hidden messages. You and others who know this language automatically spot such a message. Others spot the message’s presence with a successful DC 15 Wisdom (Perception) check but can’t decipher it without magic. Spellcasting: Drawing on the divine essence of Nature itself, you can cast Spells to shape that essence to your will. See the general rules of Spellcasting and the druid spell list. Cantrips: At 1st Level, you know two Cantrips of your choice from the druid spell list. You learn additional druid Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Druid table. Preparing and Casting Spells The Druid table shows how many Spell Slots you have to cast your druid Spells of 1st Level and higher. To cast one of these druid spells, you must expend a slot of the spell’s level or higher. You regain all expended Spell Slots when you finish a Long Rest. You prepare the list of druid Spells that are available for you to cast, choosing from the druid spell list. When you do so, choose a number of druid spells equal to your Wisdom modifier + your druid level (minimum of one spell). The spells must be of a level for which you have Spell Slots. For example, if you are a 3rd-level druid, you have four 1st-level and two 2nd-level Spell Slots. With a Wisdom of 16, your list of prepared Spells can include six spells of 1st or 2nd Level, in any combination. If you prepare the 1st-level spell Cure Wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells. You can also change your list of prepared Spells when you finish a Long Rest. Preparing a new list of druid spells requires time spent in prayer and meditation: at least 1 minute per Spell Level for each spell on your list. Spellcasting Ability: Wisdom is your Spellcasting ability for your druid Spells, since your magic draws upon your devotion and Attunement to Nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a druid spell you cast and when making an Attack roll with one. Spell save DC (13) = 8 + your proficiency bonus (2) + your Wisdom modifier (3) Spell attack modifier (5) = your proficiency bonus (2) + your Wisdom modifier (3) [Ritual Casting: You can cast a druid spell as a ritual if that spell has the ritual tag and you have the spell prepared. Spellcasting Focus: You can use a Druidic focus as a Spellcasting focus for your druid Spells. Equipment ___________________________________________________ Equipment Readied (18.00 lbs.) Travel Clothes (4 lbs., torso) Ash Shield (6 lbs., back) Oak Staff (4 lbs., main hand) Spear (3 lbs., slung on left shoulder) Pouch (1 lb., belt) - Chalk x 10 (0 lbs.) - Money ___________________________________________________ Equipment Stored (60.00 lbs.) Backpack (5 lbs.) Bedroll (5 lbs.) Mess Kit (1 lb.) Torch x 10 (10 lbs.) Rations x 10 (20 lbs.) Tinderbox (1 lb.) Rope, Hempen x 50 ft. (10 lbs.) Waterskin (5 lbs.) Herbalism Kit (3 lbs.) Coin Purse (0.36 lbs.) Platinum: 0 Gold: 16 Electrum: 0 Silver: 2 Copper: 0 Encumbrance Max Load: 480 lbs. (15 x STR x 2) Current Weight: 78.36 lbs. Spells Spell Attack: +5, Spell Save DC: 13, Spells Prepared: 4 (*Prepared) ___________________________________________________ Cantrips: (2 from Druid, 1 from Bearkin) Druidcraft Mold earth Thorn Whip ___________________________________________________ Level 1 (2/2 Spell Slots) Absorb Elements (Reaction, Self, 1 Round, S) Animal Friendship (Action, 30 ft., 24 Hours, VSM) Beast Bond C (Action, Touch, 1 Min, VSM) Charm Person (Action, 30 ft., 1 Hour, VS) Create or Destroy Water (Action, 30 ft., Instant, VSM) Cure Wounds (Action, Touch, Instant, VS) *Detect Magic RC (Action, Self, 10 Min, VS) Detect Poison and Disease C (Action, Self, 10 Min, VSM) Earth Tremor (Action, Self (10 ft R), Instant, VS) *Entangle C (Action, 90 ft., 1 Min, VS) Faerie Fire C (Action, 60 ft., 1 Min, V) Fog Cloud C (Action, 120 ft., 1 Hour, VS) Goodberry (Action, Touch, Instant, VSM) *Healing Word (Bonus Action, 60 ft., Instant, V) Ice Knife (Action, 60ft., Instant, SM) Jump (Action, Touch, 1 Min, VSM) Longstrider (Action, Touch, 1 Hour, VSM) Protection from Evil and Good C (Action, Touch, 10 Min, VSM) Purify Food and Drink R (1 Action, 10 ft., Instant, VS) Snare (1 Min, Touch, Variable, VSM) Speak with Animals R (Action, Self, 10 Min, VS) *Thunderwave (Action, Self (15 ft C), Instant, VS) Edited June 4, 2022 by foxtrot636 (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Booker28 Posted June 4, 2022 Clone Share Posted June 4, 2022 (edited) Elendris Vessicari - Shadow Elf Warlock Elendris followed the others into the room with the hole in the center and examined the feathers as well. Then she approached the crumbled opening that had once been a trapdoor, and peered beneath, grimacing at the stench. She whispered to the others. "The beast that lives here may hunt aboveground, outside the keep. So the trap might not work so well if it comes to us from the forests outside. And it wouldn't have made a nest here if it couldn't climb out with nary an effort. Let me take a look at what's below first, since I can easily see in the dark. Arik, Ingyrd, lower me by my hands and be ready to pull me up if I give a squeeze, will you?" She looked expectantly at Arik and Ingyrd for their helping hand, then just before being lowered down, Elendtis hesitated. Thinking that a creature could very well be waiting, she conjured a minor illusion of a scarecrow down in the hole to check before being lowered for a look below. Mechanics ___________________________________________________ Main Hand: Off Hand: Shield ___________________________________________________ Action: Minor Illusion Bonus Action: None Move: Approach the hole on the ground. Grab one of the bearfolk's hands and be lowered into the hole (not dropped) just enough to take a good look all around, looking and listening to see if there's a monster underneath, and get the lay of the land beneath. Pull up if any active threat detected. Also look for if there's any marks (claw marks etc) on walls below, of things climbing out. Manipulate: Character Sheet Elendris Vessicari - Scáthsidhe (Shadow Fey) Warlock (Hexblade) ___________________________________________________ STATS Str 11 (+0) Dex 16 (+3) Con 12 (+1) Int 10 (+0) Wis 10 (+0) Cha 16 (+3) HP 9/9 HD 1d8 AC 16 (leather, shield) Speed 30 ft. Passive Perception 12 Initiative +3 Vision: 60' darkvision, sunlight sensitivity* DM Inspiration Yes Languages Common, Elvish, Umbral Background Far Traveler Feature All Eyes On You Your accent, mannerisms, figures of speech, and perhaps even your appearance all mark you as foreign. Curious glances are directed your way wherever you go, which can be a nuisance, but you also gain the friendly interest of scholars and others intrigued by far-off lands, to say nothing of everyday folk who are eager to hear stories of your homeland. You can parley this attention into access to people and places you might not otherwise have, for you and your traveling companions. Noble lords, scholars, and merchant princes, to name a few, might be interested in hearing about your distant homeland and people. ___________________________________________________ WEAPONS Rapier +5 attack, 1d8+3 piercing damage Eldritch Blast (range 120) +5 attack, 1d10 force damage ___________________________________________________ PROFICIENCIES Proficiency +2 Saving Throws Wisdom +2, Charisma +5 Skills Deception +5, Insight +2, Perception +2, Performance +5, Stealth +5 Weapons All weapons Armor Light, medium, shields ___________________________________________________ FEATS ___________________________________________________ RACIAL FEATURES Darkvision. Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You 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 can't discern color in darkness, only shades of gray. Fey Ancestry. You have advantage on saving throws against being charmed, and magic can't put you to sleep. Trance. Elves do not sleep. Instead they meditate deeply, remaining semi-conscious, for 4 hours a day. The Common word for this meditation is "trance." While meditating, you dream after a fashion; such dreams are actually mental exercises that have become reflexive after years of practice. After resting in this way, you gain the same benefit a human would from 8 hours of sleep. Path of Shadows (3/day). When in darkness, dim light, or a shadow large enough to cover your body, you can cast the misty step spell. You can use this ability a number of times per day equal to your Charisma modifier (minimum 1), and you regain all expended uses when you finish a long rest. Charisma is your spellcasting ability for this spell. Sunlight Sensitivity. You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in bright sunlight. Traveler in Darkness. You have advantage on any Intelligence (Arcana) check to learn about a particular fey road or shadow road and how it functions. ___________________________________________________ CLASS FEATURES Hexblade's Curse (1/1 per rest) Starting at 1st level, you gain the ability to place a baleful curse on someone. As a bonus action, choose one creature you can see within 30 feet of you. The target is cursed for 1 minute. The curse ends early if the target dies, you die, or you are incapacitated. Until the curse ends, you gain the following benefits: You gain a bonus to damage rolls against the cursed target. The bonus equals your proficiency bonus. Any attack roll you make against the cursed target is a critical hit on a roll of 19 or 20 on the d20. If the cursed target dies, you regain hit points equal to your warlock level + your Charisma modifier (minimum of 1 hit point). You can’t use this feature again until you finish a short or long rest. Hex Warrior At 1st level, you acquire the training necessary to effectively arm yourself for battle. You gain proficiency with medium armor, shields, and martial weapons. The influence of your patron also allows you to mystically channel your will through a particular weapon. Whenever you finish a long rest, you can touch one weapon that you are proficient with and that lacks the two-handed property. When you attack with that weapon, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls. This benefit lasts until you finish a long rest. If you later gain the Pact of the Blade feature, this benefit extends to every pact weapon you conjure with that feature, no matter the Equipment ___________________________________________________ General Inventory (82.5 lbs.) Rapier - 2 lbs. Arcane Focus (crystal) - 1 lb. Leather Armor - 10 lbs. 3 x Daggers - 3 lbs. Shield - 6 lbs. Pouch - 1 lb. Dungeoneer's Pack -61.5 lbs. a Backpack a Crowbar a Hammer 10 pitons 10 torches a Tinderbox 10 days of Rations a Waterskin 50 feet of Hempen rope Coin Purse (0.2 lbs.) Platinum: 0 Gold: 5 Electrum: 0 Silver: 0 Copper: 0 Encumbrance Max Load: 165 lbs. (15 x STR) Current Weight: 82.7 lbs. Spells Warlock Spells ___________________________________________________ Spell Save DC: 13 Spell Attack Mod: +5 Cantrips Eldritch Blast [120 ft.] Minor Illusion [30 ft.][C] 1st Level (1/1 slot per rest) Cause Fear [60 ft.][C] Shield [Reaction] Edited June 4, 2022 by Booker28 (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Feather (DC15 vs Nature) 12 1d20 [[12]] Link to comment Share on other sites More sharing options...
bwatford Posted June 4, 2022 Author Clone Share Posted June 4, 2022 Scarlet Citadel Level 0: Ruins Above While Arik and Ingyrd gathered around the hole in the main keep, Estriel moved into the secondary keep and tried to access what was left of the upper floors by the staircase, there wasn't much use, nothing remained of the upper floors and the staircase felt unsafe at best, the rest of it could crumble at any moment. As Arik retrieved a trap from his pack, Elendris suggested they let her look down the hole before anyone went further, lying flat on the floor while Ingyrd held her feet she looked over the edge and down into the hole, albeit from an upside-down perspective. Underkeep This ground-level chamber reeks of animal waste, sweat, and rotten meat. Bones and feathers lie strewn across the floor. Along the north side of the chamber, a wide stone staircase descends into the earth. The wall above the stairs is carved into a faux archway decorated with interwoven knots, axes, and fierce looking owlbears, all in characteristic dwarven style. A stout door stands closed in the west wall. It was clearly made for defense, as it is fortified with steel bands and large nail heads. Otherwise, the chamber below was empty. OOC Scene Notes MarksdayThursday, the 9th of Low SummerMay @ 1:18 pm MAP IS ACTIVE (Please refer to active map spoiler below.) Please use directs when moving (N, S, E, SE, W, etc) We are not in initiative so your movement or actions per post is not limited to round actions. Combat/Conditions Tracker Currently Not in Use Currently Not in Use Currently Not in Use Default Marching Order Arik Robin Estriel Elendris Ingyrd Characters Status ARIK LOSTCUB Hit Points: 15/15 Hit Dice: 1/1 Special: Resistance (cold) Bear Hug: 3/3 *L Rage: 2/2 *L Spell Slots 1st Level 1/1 (ATK +5 DC 13) DM Inspiration: 1/1 ________________________________ ELENDRIS VESSICARI Hit Points: 9/9 Hit Dice: 1/1 Special: Fey Ancestry, Sunlight Sensitivity Hexblade's Curse: 1/1 *S Path of Darkness: 3/3 *L Spell Slots 1st Level 1/1 *S (ATK +5 DC 13) DM Inspiration: 1/1 ________________________________ INGYRD MOONDANCER Hit Points: 10/10 Hit Dice: 1/1 Special: Fey Ancestry, Sunlight Sensitivity Stalwart Will: 1/1 *S Spell Slots 1st Level 2/2 *L (ATK +5 DC 13) DM Inspiration: 1/1 ________________________________ SHERMAN FLEECE "BLOODNUT" Hit Points: 10/10 Hit Dice: 1/1 DM Inspiration: 1/1 ________________________________ SIR ROBIN HAWKWOOD Hit Points: 12/12 Hit Dice: 1/1 Special: Fey Ancestry Divine Sense: 4/4 *L Lay On Hands: 5/5 *L DM Inspiration: 1/1 Active Maps Castle Ruins Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
yxanthymir Posted June 4, 2022 Clone Share Posted June 4, 2022 (edited) Estriel Ilyakrana (Luke Hobbs) - Elven Rogue Estriel descended the stairs after the unfruitful investigation. Earlier he though the monster could be at the upper floor, or maybe a second monster could be living there. It was better to be certain that no more dangers were nearby. Contend with his assessment of the place, he joined the group at the other keep and descended the stairs carefully while Elendris was still upside down at the entrance. He waved a goodbye for her as he passed using the stairs. He thought Elendris was wrong. This place looked like the creature feeding ground, but he didn't say a thing. Silence was a necessity. Still it seemed the trap must be used in other place. He had darkvision too, and a lie at the tip of his tongue, if someone find strange. Moving with dexterity and cautiously, he went for the west door. He checked with a clinical eye for traps and if the door was locked. And then placed an ear over its wood. Mechanics ___________________________________________________ Main Hand: Shortbow Off Hand: Empty ___________________________________________________ Action: Your action goes here. Bonus Action: Your bonus action goes here. Move: Your movement goes here. Manipulate: Your one free object interaction goes here. Character Sheet Estriel Ilyakrana - Elf (River) Rogue ___________________________________________________ STATS Str 8 (-1) Dex 16 (+3) Con 14 (+2) Int 14 (+2) Wis 10 (+0) Cha 14 (+2) HP 10/10 HD 1d8 AC 14 (leather) Speed 30 ft. Passive Perception 10 Initiative +3 Vision: 60' ft. darkvision DM Inspiration Yes Languages Common, Draconic, Elvish, Thieves' Cant Background Charlatan Feature False Identity You have created a second identity that includes documentation, established acquaintances, and disguises that allow you to assume that persona. Additionally, you can forge documents including official papers and personal letters, as long as you have seen an example of the kind of document or the handwriting you are trying to copy. ___________________________________________________ WEAPONS Rapier +5 attack, 1d8+3 piercing damage Dagger (range 20/60' ft.) +5 attack, 1d4+3 piercing damage Shortbow (range 80/320' ft.) +5 attack, 1d6+3 piercing damage. ___________________________________________________ PROFICIENCIES Proficiency +2 Saving Throws Dexterity +5, Intelligence +4 Skills Acrobatics +5, Athletics +1, Deception +4, Investigation +4*, Perception +2, Persuasion +4, Sleight of Hand +5, Thieves Tools +7* * = Expertise Weapons All simple weapons, longswords, longbows, hand crossbows, rapiers, shortswords Armor Light Tools Thieves' tools ___________________________________________________ FEATS ___________________________________________________ RACIAL FEATURES Fey Ancestry. You have advantage on saving throws against being charmed, and magic can't put you to sleep. Trance. Elves do not sleep. Instead they meditate deeply, remaining semi-conscious, for 4 hours a day. ___________________________________________________ CLASS FEATURES Sneak Attack (2D6). Beginning at 1st level, you know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon. You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll. The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Rogue table. Thieves' Cant. During your rogue training you learned thieves' cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves' cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly. In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves' guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run. Equipment ___________________________________________________ General Inventory (80.5 lbs.) Leather Armor - 10 lbs. Rapier - 2 lbs. 2 x Daggers - 2 lbs. Shortbow - 2 lbs. 20 x Arrows - 1 lb. Pouch - 1 lb. An iron holy symbol devoted to an unknown god -- Thieves' Tools - 1 lb. Dungeoneer's Pack -61.5 lbs. • a Backpack • a Crowbar • a Hammer • 10 pitons • 10 torches • a Tinderbox • 10 days of Rations • a Waterskin • 50 feet of Hempen rope Coin Purse (0.3 lbs.) Platinum: 0 Gold: 15 Electrum: 0 Silver: 0 Copper: 0 Encumbrance Max Load: 120 lbs. (15 x STR) Current Weight: 80.8 lbs. Spells Elf Spells ___________________________________________________ Cantrips Mage Hand (30 ft.) Edited June 4, 2022 by yxanthymir (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Stealth 8 1d20+3 [[5]] Investigation 18 1d20+8 [[10]] Perception 7 1d20+2 [[5]] Link to comment Share on other sites More sharing options...
foxtrot636 Posted June 5, 2022 Clone Share Posted June 5, 2022 Ingyrd Moondancer - Bearfolk Druid Luckily, the point was moot. Elendris was able to confirm the lower level was empty for the time being. Ingyrd helped Elendris and Hobbs down onto the stairs, then hopped down on her own. The iron banded door to the west seemed interesting, but Ingyrd knew she would not be able to open it. She hoped Hobbs would have a better time of it. She herself moved over to the stairwell down and tried to listen as well as she could to see if there was anything nearby waiting for them. "We seemed to luck out on this instance," she said to the others. "But like Hobbs said earlier, we might have to face this creature on the way out." She was ready to continue, when the others were done, unless Hobbs got the other door open. Her anxiety was building; it seemed like they would see the inside of the infamous citadel by the end of the day. Mechanics ___________________________________________________ Main Hand: Oak Staff Off Hand: Empty ___________________________________________________ Action: Examine feathers Bonus Action: None Move: Move into secondary keep to examine feather Manipulate: None Character Sheet Ingyrd Moondancer Bearfolk (Purifier) Druid 1 ___________________________________________________ STATS Str 16 (+3) Dex 8 (-1) Con 14 (+2) Int 12 (+1) Wis 16 (+3) Cha 8 (-1) HP 10/10 HD 1d8 AC 12/14 (natural/shield) Speed 30 ft. Passive Perception 15 Initiative -1 DM Inspiration No Languages Common, Druidic, Elvish, Northern Background Outlander Feature Wanderer You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, Settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth. ___________________________________________________ WEAPONS Bite +5 attack, 1d6+3 piercing damage Quarterstaff +5 attack, 1d6/1d8+3 bludgeoning damage Spear +5 attack (range 20/60), 1d6/1d8+3 piercing damage Thorn Whip +5 attack (range 30), 1d6 piercing damage ___________________________________________________ PROFICIENCIES Proficiency +2 Saving Throws Intelligence +3, Wisdom +5 Skills Animal Handling +5, Insight +5, Nature +3, Perception +5, Survival +5 Tools Herbalism Kit +5 Weapons Club, Dagger, Javelin, Mace, Quarterstaff, Scimitar, Sickle, Sling, Spear Armor Light, Medium, Shields ___________________________________________________ FEATS ___________________________________________________ RACIAL FEATURES Bite: Your powerful jaws are natural weapons, which you can use to make unarmed strikes. If it hits, you deal 1d6 + your Strength modifier piercing damage. Natural Armor: Your hide is thick and tough, granting you a natural AC of 13 + your Dexterity modifier. Powerful Build: You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. Nature's Gift: You know one cantrip of your choice from the druid spell list. Wisdom is your spellcasting ability score for it. Stalwart Will: When you make an Intelligence, Wisdom, or Charisma saving throw, you can roll a d4 and add the result to your total. You can do this after the roll but before any effects occur. Once you use this feature, you can’t use it again until you finish a short or long rest. ___________________________________________________ CLASS FEATURES Druidic: You know Druidic, the Secret language of druids. You can speak the language and use it to leave hidden messages. You and others who know this language automatically spot such a message. Others spot the message’s presence with a successful DC 15 Wisdom (Perception) check but can’t decipher it without magic. Spellcasting: Drawing on the divine essence of Nature itself, you can cast Spells to shape that essence to your will. See the general rules of Spellcasting and the druid spell list. Cantrips: At 1st Level, you know two Cantrips of your choice from the druid spell list. You learn additional druid Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Druid table. Preparing and Casting Spells The Druid table shows how many Spell Slots you have to cast your druid Spells of 1st Level and higher. To cast one of these druid spells, you must expend a slot of the spell’s level or higher. You regain all expended Spell Slots when you finish a Long Rest. You prepare the list of druid Spells that are available for you to cast, choosing from the druid spell list. When you do so, choose a number of druid spells equal to your Wisdom modifier + your druid level (minimum of one spell). The spells must be of a level for which you have Spell Slots. For example, if you are a 3rd-level druid, you have four 1st-level and two 2nd-level Spell Slots. With a Wisdom of 16, your list of prepared Spells can include six spells of 1st or 2nd Level, in any combination. If you prepare the 1st-level spell Cure Wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells. You can also change your list of prepared Spells when you finish a Long Rest. Preparing a new list of druid spells requires time spent in prayer and meditation: at least 1 minute per Spell Level for each spell on your list. Spellcasting Ability: Wisdom is your Spellcasting ability for your druid Spells, since your magic draws upon your devotion and Attunement to Nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a druid spell you cast and when making an Attack roll with one. Spell save DC (13) = 8 + your proficiency bonus (2) + your Wisdom modifier (3) Spell attack modifier (5) = your proficiency bonus (2) + your Wisdom modifier (3) [Ritual Casting: You can cast a druid spell as a ritual if that spell has the ritual tag and you have the spell prepared. Spellcasting Focus: You can use a Druidic focus as a Spellcasting focus for your druid Spells. Equipment ___________________________________________________ Equipment Readied (18.00 lbs.) Travel Clothes (4 lbs., torso) Ash Shield (6 lbs., back) Oak Staff (4 lbs., main hand) Spear (3 lbs., slung on left shoulder) Pouch (1 lb., belt) - Chalk x 10 (0 lbs.) - Money ___________________________________________________ Equipment Stored (60.00 lbs.) Backpack (5 lbs.) Bedroll (5 lbs.) Mess Kit (1 lb.) Torch x 10 (10 lbs.) Rations x 10 (20 lbs.) Tinderbox (1 lb.) Rope, Hempen x 50 ft. (10 lbs.) Waterskin (5 lbs.) Herbalism Kit (3 lbs.) Coin Purse (0.36 lbs.) Platinum: 0 Gold: 16 Electrum: 0 Silver: 2 Copper: 0 Encumbrance Max Load: 480 lbs. (15 x STR x 2) Current Weight: 78.36 lbs. Spells Spell Attack: +5, Spell Save DC: 13, Spells Prepared: 4 (*Prepared) ___________________________________________________ Cantrips: (2 from Druid, 1 from Bearkin) Druidcraft Mold earth Thorn Whip ___________________________________________________ Level 1 (2/2 Spell Slots) Absorb Elements (Reaction, Self, 1 Round, S) Animal Friendship (Action, 30 ft., 24 Hours, VSM) Beast Bond C (Action, Touch, 1 Min, VSM) Charm Person (Action, 30 ft., 1 Hour, VS) Create or Destroy Water (Action, 30 ft., Instant, VSM) Cure Wounds (Action, Touch, Instant, VS) *Detect Magic RC (Action, Self, 10 Min, VS) Detect Poison and Disease C (Action, Self, 10 Min, VSM) Earth Tremor (Action, Self (10 ft R), Instant, VS) *Entangle C (Action, 90 ft., 1 Min, VS) Faerie Fire C (Action, 60 ft., 1 Min, V) Fog Cloud C (Action, 120 ft., 1 Hour, VS) Goodberry (Action, Touch, Instant, VSM) *Healing Word (Bonus Action, 60 ft., Instant, V) Ice Knife (Action, 60ft., Instant, SM) Jump (Action, Touch, 1 Min, VSM) Longstrider (Action, Touch, 1 Hour, VSM) Protection from Evil and Good C (Action, Touch, 10 Min, VSM) Purify Food and Drink R (1 Action, 10 ft., Instant, VS) Snare (1 Min, Touch, Variable, VSM) Speak with Animals R (Action, Self, 10 Min, VS) *Thunderwave (Action, Self (15 ft C), Instant, VS) Name xDiceName xDiceResult xDiceString xDiceRolls Perception to Hear Things Down the Stairwell 24 1d20+5 [[19]] Link to comment Share on other sites More sharing options...
PatronSaint Posted June 10, 2022 Clone Share Posted June 10, 2022 (edited) Arik Lostcub - Bearfolk Barbarian Arik watched the priest creep down to the lower level. He was glad for it, as he didn't relish the thought of going first again into possibly (even probably) trapped or otherwise hazardous ground. His satisfaction was only momentary however, as he had to follow the elf down to set his trap. Creeping as quietly as he could and keeping his eyes peeled for a potential horrible death bird bursting out to end his life, although the young bearfolk was mostly occupied with setting the elk trap (its more common name was understandably frowned upon where he came from), practiced care keeping his hand well away from the sensitive pressure plate that would trigger its lethal jaws. His task done, he retreated back up, softly snarling "Trap is set. How long do we wait for this thing?" He was mostly looking at Moondancer for direction but he spoke in Common so everyone would understand. Mechanics ___________________________________________________ Main Hand: Nordmansch Greataxe Off Hand: Nordmansch Greataxe ___________________________________________________ Action: Your action goes here. Bonus Action: Your bonus action goes here. Move: Your movement goes here. Manipulate: Your one free object interaction goes here. Character Sheet Arik Lostcub - Bearfolk (Grizzlehide) Barbarian 1 ___________________________________________________ STATS Str 16 (+3) Dex 12 (+1) Con 16 (+3) Int 10 (+1) Wis 12 (+1) Cha 8 (-1) HP 15/15 Resistances: Cold HD 1d12 AC 14 (unarmored defense) Speed 30 ft. Passive Perception 11 Initiative +1 DM Inspiration Yes Languages Common, Darakhul, Northern Background Outlander Feature Wanderer You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people per day, provided the land offers berries, small game, water, and so forth. ___________________________________________________ WEAPONS Nordmansch Greataxe +5 attack, 1d12+3 slashing damage Bite +5 attack, 1d6+3 piercing damage Bear Hug* (3/day) +5 attack, 4 bludgeoning damage plus target is grappled. ___________________________________________________ PROFICIENCIES Proficiency +2 Saving Throws Strength +5, Constitution +5 Skills Athletics +5, Stealth +3, Nature +2, Perception +3, Survival +3, Intimidation +1 Instruments Drums +3 Weapons All Armor Light, medium ___________________________________________________ FEATS ___________________________________________________ RACIAL FEATURES Natural Armor. Your hide is thick and tough, granting you a natural AC of 13 + your Dexterity modifier. Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. Bear Hug (3/day). When you take the Attack action, you can make an unarmed strike as a bonus action. If you hit, you can grapple the target in addition to dealing damage to it. You can use this ability a number of times equal to your Constitution modifier (minimum of 1), and you regain all expended uses when you finish a long rest. Thick Coat. You are resistant to cold damage. ___________________________________________________ CLASS FEATURES Rage (2/day) 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 Defense While 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. Equipment ___________________________________________________ General Inventory (86 lbs.) Nordmansch Greataxe - 10 lbs. 4 x Javelins - 8 lbs. 2 x Handaxes - 4 lbs. Hunting Trap - 25 lbs. 8 x Torches - 8 lbs. 10 x Rations - 20 lbs. Tinderbox - 1 lb. Waterskin - 5 lbs. Backpack - 5 lbs. Coin Purse (0.2 lbs.) Platinum: 0 Gold: 9 Electrum: 0 Silver: 6 Copper: 0 Encumbrance Max Load: 480 lbs. (30 x STR (powerful build)) Current Weight: 86.2 lbs. Edited June 10, 2022 by PatronSaint (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Stealth 17 1d20+3 [[14]] Perception 8 1d20+3 [[5]] Link to comment Share on other sites More sharing options...
bwatford Posted June 10, 2022 Author Clone Share Posted June 10, 2022 Scarlet Citadel Level 0: Ruins Above Estriel had entered the Underkeep and headed straight for the western door, he was trying to be as stealthy as possible but there was a lot of debris here that could be kicked around, and he wasn't as quiet as he would have liked to have been. Reaching his destination, he examined the door carefully. It did not appear to be trapped and neither was it locked but it did look to be swollen in its frame and was likely not be easy to open. Ingyrd made her way down next after helping Elendris down. She made her way over to the archway that held the staircase that headed down into darkness. The archway was tall enough for a human sized creature to walk under without ducking — barely. Ingyrd herself would have to stoop a little to clear it. The smell wafting up the steps reeks of decay and rot. The stairs from the underkeep descend 25 feet to a 10-foot-square landing, then turn and continue on down from there. Bones are strewn all across the stairs, and they’ve piled up on the 10-by-10 landing to a depth of several inches. Arik had come down just long enough to set up his trap and then retreated back up into the main keep where Sir Robin still kept watch. OOC Scene Notes MarksdayThursday, the 9th of Low SummerMay @ 1:21 pm DC 15 Strength (Athletics) check to force the western door open. You only get one chance per person. MAP IS ACTIVE (Please refer to active map spoiler below.) Please use directs when moving (N, S, E, SE, W, etc) We are not in initiative so your movement or actions per post is not limited to round actions. Combat/Conditions Tracker Currently Not in Use Currently Not in Use Currently Not in Use Default Marching Order Arik Robin Estriel Elendris Ingyrd Characters Status ARIK LOSTCUB Hit Points: 15/15 Hit Dice: 1/1 Special: Resistance (cold) Bear Hug: 3/3 *L Rage: 2/2 *L Spell Slots 1st Level 1/1 (ATK +5 DC 13) DM Inspiration: 1/1 ________________________________ ELENDRIS VESSICARI Hit Points: 9/9 Hit Dice: 1/1 Special: Fey Ancestry, Sunlight Sensitivity Hexblade's Curse: 1/1 *S Path of Darkness: 3/3 *L Spell Slots 1st Level 1/1 *S (ATK +5 DC 13) DM Inspiration: 1/1 ________________________________ INGYRD MOONDANCER Hit Points: 10/10 Hit Dice: 1/1 Special: Fey Ancestry, Sunlight Sensitivity Stalwart Will: 1/1 *S Spell Slots 1st Level 2/2 *L (ATK +5 DC 13) DM Inspiration: 1/1 ________________________________ SHERMAN FLEECE "BLOODNUT" Hit Points: 10/10 Hit Dice: 1/1 DM Inspiration: 1/1 ________________________________ SIR ROBIN HAWKWOOD Hit Points: 12/12 Hit Dice: 1/1 Special: Fey Ancestry Divine Sense: 4/4 *L Lay On Hands: 5/5 *L DM Inspiration: 1/1 Active Maps Castle Ruins Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
foxtrot636 Posted June 10, 2022 Clone Share Posted June 10, 2022 Ingyrd Moondancer - Bearfolk Druid Originally Posted By: Arik Lostcub "Trap is set. How long do we wait for this thing?” Ingyrd thought about the question, unsure what to do. Her preference was to continue down the stairs, into the Citadel, and leave the trap there, in case the creature came in from the whole after them. However, Ingyrd knew that those traps were expensive. If it was her, she’d not want to leave it it there long. “Not too long, I think,” she responded to Arik. “It doesn’t look like it’s home. It might have seen us enter and be coming back to defend its territory. I think you and Hawkwood should come down and join us. If the creature doesn’t come back in fifteen minutes or so, you should recover your trap and we should descend to the Citadel.” Ingyrd felt a little odd with Arik seemingly to seek her approval or input on every decision. She knew she was an Elder, which carried its own bit of weight within Bearfolk culture, but Arik was an impressive representation of a Bearfolk in their prime, he should have more confidence. He shouldn’t need her approval for every step he took. There had to be something going on with him. Something that made him question himself. She hoped she could get to the bottom of it before too long. She looked to the others for input, and especially at Hobbs, hoping he would share what he learned about the door… Mechanics ___________________________________________________ Main Hand: Oak Staff Off Hand: Empty ___________________________________________________ Action: Examine feathers Bonus Action: None Move: Move into secondary keep to examine feather Manipulate: None Character Sheet Ingyrd Moondancer Bearfolk (Purifier) Druid 1 ___________________________________________________ STATS Str 16 (+3) Dex 8 (-1) Con 14 (+2) Int 12 (+1) Wis 16 (+3) Cha 8 (-1) HP 10/10 HD 1d8 AC 12/14 (natural/shield) Speed 30 ft. Passive Perception 15 Initiative -1 DM Inspiration No Languages Common, Druidic, Elvish, Northern Background Outlander Feature Wanderer You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, Settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth. ___________________________________________________ WEAPONS Bite +5 attack, 1d6+3 piercing damage Quarterstaff +5 attack, 1d6/1d8+3 bludgeoning damage Spear +5 attack (range 20/60), 1d6/1d8+3 piercing damage Thorn Whip +5 attack (range 30), 1d6 piercing damage ___________________________________________________ PROFICIENCIES Proficiency +2 Saving Throws Intelligence +3, Wisdom +5 Skills Animal Handling +5, Insight +5, Nature +3, Perception +5, Survival +5 Tools Herbalism Kit +5 Weapons Club, Dagger, Javelin, Mace, Quarterstaff, Scimitar, Sickle, Sling, Spear Armor Light, Medium, Shields ___________________________________________________ FEATS ___________________________________________________ RACIAL FEATURES Bite: Your powerful jaws are natural weapons, which you can use to make unarmed strikes. If it hits, you deal 1d6 + your Strength modifier piercing damage. Natural Armor: Your hide is thick and tough, granting you a natural AC of 13 + your Dexterity modifier. Powerful Build: You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. Nature's Gift: You know one cantrip of your choice from the druid spell list. Wisdom is your spellcasting ability score for it. Stalwart Will: When you make an Intelligence, Wisdom, or Charisma saving throw, you can roll a d4 and add the result to your total. You can do this after the roll but before any effects occur. Once you use this feature, you can’t use it again until you finish a short or long rest. ___________________________________________________ CLASS FEATURES Druidic: You know Druidic, the Secret language of druids. You can speak the language and use it to leave hidden messages. You and others who know this language automatically spot such a message. Others spot the message’s presence with a successful DC 15 Wisdom (Perception) check but can’t decipher it without magic. Spellcasting: Drawing on the divine essence of Nature itself, you can cast Spells to shape that essence to your will. See the general rules of Spellcasting and the druid spell list. Cantrips: At 1st Level, you know two Cantrips of your choice from the druid spell list. You learn additional druid Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Druid table. Preparing and Casting Spells The Druid table shows how many Spell Slots you have to cast your druid Spells of 1st Level and higher. To cast one of these druid spells, you must expend a slot of the spell’s level or higher. You regain all expended Spell Slots when you finish a Long Rest. You prepare the list of druid Spells that are available for you to cast, choosing from the druid spell list. When you do so, choose a number of druid spells equal to your Wisdom modifier + your druid level (minimum of one spell). The spells must be of a level for which you have Spell Slots. For example, if you are a 3rd-level druid, you have four 1st-level and two 2nd-level Spell Slots. With a Wisdom of 16, your list of prepared Spells can include six spells of 1st or 2nd Level, in any combination. If you prepare the 1st-level spell Cure Wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells. You can also change your list of prepared Spells when you finish a Long Rest. Preparing a new list of druid spells requires time spent in prayer and meditation: at least 1 minute per Spell Level for each spell on your list. Spellcasting Ability: Wisdom is your Spellcasting ability for your druid Spells, since your magic draws upon your devotion and Attunement to Nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a druid spell you cast and when making an Attack roll with one. Spell save DC (13) = 8 + your proficiency bonus (2) + your Wisdom modifier (3) Spell attack modifier (5) = your proficiency bonus (2) + your Wisdom modifier (3) [Ritual Casting: You can cast a druid spell as a ritual if that spell has the ritual tag and you have the spell prepared. Spellcasting Focus: You can use a Druidic focus as a Spellcasting focus for your druid Spells. Equipment ___________________________________________________ Equipment Readied (18.00 lbs.) Travel Clothes (4 lbs., torso) Ash Shield (6 lbs., back) Oak Staff (4 lbs., main hand) Spear (3 lbs., slung on left shoulder) Pouch (1 lb., belt) - Chalk x 10 (0 lbs.) - Money ___________________________________________________ Equipment Stored (60.00 lbs.) Backpack (5 lbs.) Bedroll (5 lbs.) Mess Kit (1 lb.) Torch x 10 (10 lbs.) Rations x 10 (20 lbs.) Tinderbox (1 lb.) Rope, Hempen x 50 ft. (10 lbs.) Waterskin (5 lbs.) Herbalism Kit (3 lbs.) Coin Purse (0.36 lbs.) Platinum: 0 Gold: 16 Electrum: 0 Silver: 2 Copper: 0 Encumbrance Max Load: 480 lbs. (15 x STR x 2) Current Weight: 78.36 lbs. Spells Spell Attack: +5, Spell Save DC: 13, Spells Prepared: 4 (*Prepared) ___________________________________________________ Cantrips: (2 from Druid, 1 from Bearkin) Druidcraft Mold earth Thorn Whip ___________________________________________________ Level 1 (2/2 Spell Slots) Absorb Elements (Reaction, Self, 1 Round, S) Animal Friendship (Action, 30 ft., 24 Hours, VSM) Beast Bond C (Action, Touch, 1 Min, VSM) Charm Person (Action, 30 ft., 1 Hour, VS) Create or Destroy Water (Action, 30 ft., Instant, VSM) Cure Wounds (Action, Touch, Instant, VS) *Detect Magic RC (Action, Self, 10 Min, VS) Detect Poison and Disease C (Action, Self, 10 Min, VSM) Earth Tremor (Action, Self (10 ft R), Instant, VS) *Entangle C (Action, 90 ft., 1 Min, VS) Faerie Fire C (Action, 60 ft., 1 Min, V) Fog Cloud C (Action, 120 ft., 1 Hour, VS) Goodberry (Action, Touch, Instant, VSM) *Healing Word (Bonus Action, 60 ft., Instant, V) Ice Knife (Action, 60ft., Instant, SM) Jump (Action, Touch, 1 Min, VSM) Longstrider (Action, Touch, 1 Hour, VSM) Protection from Evil and Good C (Action, Touch, 10 Min, VSM) Purify Food and Drink R (1 Action, 10 ft., Instant, VS) Snare (1 Min, Touch, Variable, VSM) Speak with Animals R (Action, Self, 10 Min, VS) *Thunderwave (Action, Self (15 ft C), Instant, VS) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
yxanthymir Posted June 12, 2022 Clone Share Posted June 12, 2022 (edited) Estriel Ilyakrana (Luke Hobbs) - Elven Rogue Estriel was confused by his findings and that was plainly expressed on his face. Weird. This door doesn't appear to be used for a long time and it is jammed. I believe strength is required to pass through here. After hearing from Yngird the result of the exploration of the stairs, he mused for some time. This room here appears to be empty and the feathered monster's feeding ground appears to be descending the stairs. I feel better if we try to avoid it. Magically a crowbar appeared at his hand. And then with a questioning look on his semblance and a pointing finger at the door, he asked. Who will do the honors? Mechanics ___________________________________________________ Main Hand: Shortbow Off Hand: Empty ___________________________________________________ Action: Your action goes here. Bonus Action: Your bonus action goes here. Move: Your movement goes here. Manipulate: Your one free object interaction goes here. Character Sheet Estriel Ilyakrana - Elf (River) Rogue ___________________________________________________ STATS Str 8 (-1) Dex 16 (+3) Con 14 (+2) Int 14 (+2) Wis 10 (+0) Cha 14 (+2) HP 10/10 HD 1d8 AC 14 (leather) Speed 30 ft. Passive Perception 10 Initiative +3 Vision: 60' ft. darkvision DM Inspiration Yes Languages Common, Draconic, Elvish, Thieves' Cant Background Charlatan Feature False Identity You have created a second identity that includes documentation, established acquaintances, and disguises that allow you to assume that persona. Additionally, you can forge documents including official papers and personal letters, as long as you have seen an example of the kind of document or the handwriting you are trying to copy. ___________________________________________________ WEAPONS Rapier +5 attack, 1d8+3 piercing damage Dagger (range 20/60' ft.) +5 attack, 1d4+3 piercing damage Shortbow (range 80/320' ft.) +5 attack, 1d6+3 piercing damage. ___________________________________________________ PROFICIENCIES Proficiency +2 Saving Throws Dexterity +5, Intelligence +4 Skills Acrobatics +5, Athletics +1, Deception +4, Investigation +4*, Perception +2, Persuasion +4, Sleight of Hand +5, Thieves Tools +7* * = Expertise Weapons All simple weapons, longswords, longbows, hand crossbows, rapiers, shortswords Armor Light Tools Thieves' tools ___________________________________________________ FEATS ___________________________________________________ RACIAL FEATURES Fey Ancestry. You have advantage on saving throws against being charmed, and magic can't put you to sleep. Trance. Elves do not sleep. Instead they meditate deeply, remaining semi-conscious, for 4 hours a day. ___________________________________________________ CLASS FEATURES Sneak Attack (2D6). Beginning at 1st level, you know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon. You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll. The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Rogue table. Thieves' Cant. During your rogue training you learned thieves' cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves' cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly. In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves' guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run. Equipment ___________________________________________________ General Inventory (80.5 lbs.) Leather Armor - 10 lbs. Rapier - 2 lbs. 2 x Daggers - 2 lbs. Shortbow - 2 lbs. 20 x Arrows - 1 lb. Pouch - 1 lb. An iron holy symbol devoted to an unknown god -- Thieves' Tools - 1 lb. Dungeoneer's Pack -61.5 lbs. • a Backpack • a Crowbar • a Hammer • 10 pitons • 10 torches • a Tinderbox • 10 days of Rations • a Waterskin • 50 feet of Hempen rope Coin Purse (0.3 lbs.) Platinum: 0 Gold: 15 Electrum: 0 Silver: 0 Copper: 0 Encumbrance Max Load: 120 lbs. (15 x STR) Current Weight: 80.8 lbs. Spells Elf Spells ___________________________________________________ Cantrips Mage Hand (30 ft.) Edited June 13, 2022 by yxanthymir (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
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