yxanthymir Posted June 25, 2022 Clone Share Posted June 25, 2022 (edited) Estriel Ilyakrana (Luke Hobbs) - Elven Rogue Estriel was still processing his disappointment with only finding a dead end, when he heard an alluring and marvelous song, coming from the room. He was enraptured by the song instantly. Such a beautiful melody. He liked to remain feeling that sensation for a long time, but his elvish resistance had other plans traced for him. He snapped out of it, almost instantly. What was that? He said dropping his bow and searching his backpack for a new torch. As darkness fell again in the room when the door was closed by the bear druid. Mechanics ___________________________________________________ Main Hand: Empty Off Hand: Empty ___________________________________________________ Action: Search for new torch Bonus Action: - Move: - Manipulate: Drop Bow 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 +6*, 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 25, 2022 by yxanthymir (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Vs Charm 16 1d20+0 [[16]] Link to comment Share on other sites More sharing options...
Booker28 Posted June 28, 2022 Clone Share Posted June 28, 2022 (edited) Elendris Vessicari - Shadow Elf Warlock The hauntingly beautiful song called to Elendris, feeling almost as if she was being pulled physically, but she steeled herself against the alluring sensation. When Ingyrd fled back into this room and bolstered the door shut warning about a harpy, Elendris hopped off the stairs to the floor in order to get a better view of the doorway. Seeing that Ingyrd already had already suffered a wound, Elendris conjured and readied a mote of eldritch energy, ready to focus it at any monster that opened the door from beyond. "Well, let's see if that harpy wants to open the door first. What's a harpy anyway; do you think we'd be able to outrun it?" Mechanics ___________________________________________________ Main Hand: Arcane Focus Off Hand: Shield ___________________________________________________ Action: Ready Eldritch Blast against any enemy that comes visible. Bonus Action: - Move: Move West 1, North 1 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 28, 2022 by Booker28 (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Eldritch Blast Damage (Readied) 10 1d10 [[10]] Eldritch Blast (Readied) 23 1d20+5 [[18]] Nature Check (+0) 1 1d20 [[1]] Link to comment Share on other sites More sharing options...
PatronSaint Posted June 28, 2022 Clone Share Posted June 28, 2022 (edited) Arik Lostcub - Bearfolk Barbarian Arik's muscles relaxed suddenly as he heard a melodic voice that was beyond compare. So sweet, so gentle. "That's... beautiful." His ordinarily gruff voice was slurred and oddly soft, his axe hand falling from the ready to his waist so the haft dragged along the stone floor as he tried to move lazily forward. He couldn't push through Ingyrd however and just sort of bumped into her. His eyes were unfocused and devoid of the tensity that was writ upon his face every moment before he heard that beautiful voice. Still, something inside him told him this was somehow wrong. "But... what?" He blinked. The world snapped back into focus. He remembered a repulsive face, a misshapen body with wings. The alluring call was replaced by horrid shrieking and banging at the door that Ingyrd struggled to hold. She was hurt too. "I'm not going to outrun it, I'm going to kill the ugly wench!" His voice was seething with frustration. He pushed in against Moondancer and reached for the door latch. "Open it up, elder, I want that thing's head!" He lapsed into Northern again, this time out of frustration at being even momentarily overcome by something so wretched. Mechanics ___________________________________________________ Main Hand: Nordmansch Greataxe Off Hand: Nordmansch Greataxe ___________________________________________________ Move: Arik tries to move forward but can't move through Ingyrd and since he's incapacitated he can't really move shove past her. He'll end up immediately behind Moondancer. 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 28, 2022 by PatronSaint Editing for passed save. (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Repeat Will Save 14 1d20+1 [[13]] Nature check 10 1d20+2 [[8]] Link to comment Share on other sites More sharing options...
Leonidas1789 Posted June 29, 2022 Clone Share Posted June 29, 2022 (edited) Sir Robin Hawkwood - Elfmarked Paladin Luckily for Robin, he had been too absorbed in his thoughts to pay attention to the delicate song. But when he saw two of his companions under the music's charm, he immediately concluded that the creature responsible must be evil. He addressed Elendris first. "I must confess I know not what a harpy is; however, I strongly believe it is evil and foul, and as such, should be slain." he answered. The knight then turned to Ingyrd, who was blocking the door. "Please do step aside, Lady Ingyrd. Arik is correct, and I too would see that beast killed. Let us handle this." With that, the paladin raised his longsword and his shield, ready for combat. Mechanics ___________________________________________________ Main Hand: Longsword Off Hand: Shield ___________________________________________________ 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 Sir Robin Hawkwood - Elfmarked Paladin 1 ___________________________________________________ STATS Str 16 (-3) Dex 8 (-1) Con 14 (+2) Int 12 (+1) Wis 10 (+0) Cha 16 (+3) HP 12/12 HD 1d10 AC 18 (chain mail, shield) Speed 30 ft. Passive Perception 12 Initiative -1 Vision Darkvision 60 ft. DM Inspiration Yes Languages Common, Elvish, Draconic, Celestial Background Noble Feature Position of Privilege Thanks to your noble birth, people are inclined to think the best of you. You are welcome in high society, and people assume you have the right to be wherever you are. The common folk make every effort to accommodate you and avoid your displeasure, and other people of high birth treat you as a member of the same social sphere. You can secure an audience with a local noble if you need to. ___________________________________________________ WEAPONS Longsword +5 attack, 1d8+3 slashing damage Dagger (range 20/60) +5 attack, 1d4+3 piercing damage ___________________________________________________ PROFICIENCIES Proficiency +2 Saving Throws Wisdom +2, Charisma +5 Skills Athletics +5, Deception +5, History +3, Insight +2, Perception +2, Persuasion +5 Gaming Sets Dragonchess +5 Weapons All weapons Armor All, shields ___________________________________________________ FEATS ___________________________________________________ RACIAL FEATURES Darkvision: Thanks to your elf blood, 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. ___________________________________________________ CLASS FEATURES Divine Sense (4/day) The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell. You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses. Lay on Hands (5/5 per day) Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your paladin level × 5. As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool. Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one. This feature has no effect on undead and constructs. Equipment ___________________________________________________ General Inventory (148.5 lbs.) Chainmail - 55 lbs. Shield (with emblem) - 6 lbs. Pouch - 1lb. Longsword - 3 lbs. Dagger - 1 lb. Set of Fine Clothes - 6 lbs. Signet Ring Scroll of Pedigree 6 x Rations - 12 lbs. Waterskin - 5 lbs. Amulet (holy symbol) - Dragonchess Set - 0.5 lb. Explorer's Pack - 59 lbs. a Backpack a Bedroll a Mess kit a Tinderbox 10 torches 10 days of Rations a Waterskin 50 feet of Hempen rope Coin Purse (0.34 lbs.) Platinum: 0 Gold: 12 Electrum: 0 Silver: 2 Copper: 0 Encumbrance Max Load: 240 lbs. (15 x STR) Current Weight: 148.84 lbs. Spells Paladin Spells ___________________________________________________ Spell Save DC: 13 Spell Attack Mod: +5 No spells yet Edited June 29, 2022 by Leonidas1789 (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Nature 2 1d20+1 [[1]] Link to comment Share on other sites More sharing options...
bwatford Posted June 29, 2022 Author Clone Share Posted June 29, 2022 Scarlet Citadel Level 0: Ruins Above The creature slammed against the other side of the door trying to force the door open, but her strength was no match for the bearfolk that held it firmly closed on the other side. OOC Scene Notes MarksdayThursday, the 9th of Low SummerMay @ 1:34 pm WE ARE IN COMBAT Everyone is up!! 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 ROUND 3 Harpy PC's Elendris (readied ranged) Used DM Inspiration (0 of 1 remaining) Ingyrd Has torch lit. (47 minutes remaining) 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: 5/10 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: 0/1 ________________________________ 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 Harpy Force Door Open 10 1d20+1 [[9]] Link to comment Share on other sites More sharing options...
yxanthymir Posted June 29, 2022 Clone Share Posted June 29, 2022 (edited) Estriel Ilyakrana (Luke Hobbs) - Elven Rogue Estriel was hearing the word harpy being tossed around from his companions. He doesn't know what kind of monster it was a harpy, but he was almost sure it was a feathered one. That would explain the feathers they were encountering scattered everywhere. The song reminded him of sirens. That is a monster he never encountered, but heard many stories on the streets of Triolo. Are you sure it is not a sentient monster? Maybe we can just talk with her. He said remembering the nest at the other room. He finally found the torch and lighted it Mechanics ___________________________________________________ Main Hand: Empty Off Hand: Torch ___________________________________________________ Action: Light the torch Bonus Action: - Move: - Manipulate: Pick tinderbox 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 +6*, 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 July 3, 2022 by yxanthymir (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
foxtrot636 Posted June 30, 2022 Clone Share Posted June 30, 2022 Ingyrd Moondancer - Bearfolk Druid Ingyrd was grateful to feel Arik pressing forward to help her. It sounded like the others were also ready to assist in taking the monster down. Maybe except for Hobbs. He seemed to think they could convince the thing to sit down and have a cup of tea instead. Ingyrd shook her head vigorously. "This thing sentiently decided to attack us. It hungers for flesh, not conversation. Ready yourselves, I'll let her come to us," Ingyrd snarled to the others. She would be happy to recount her knowledge of the creature after the fight, but now was a time for action, not speech. She nodded to the others to let them know she was releasing the door. She let go, and picked up the torch in one swift and confident motion, then stepped back and pushed by Arik, who seemed intent to meet the harpy up close once she came through the door. That was fine by her, close encounters were a young person's game, and she was far from young. She hobbled back towards Hawkwood, dropping the torch again next to his feet, then turned and faced the door once she made it to the stairwell. Her eyes flickered quickly to the trap that Arik had set up in the center of the room and a vicious gleam shone in her eyes. She sang a small stanza of a Northern song (Arik would recognize this to be from an old folk song that's purpose was to teach cubs the importance of respecting nature) and held up her oak staff. Her now empty hand waved over the staff while her fingers grasped toward the staff. Thorny vines, much like those of blackberry bushes, began to come out of the wood and writhe back and forth, yearning to be released from their hold. Mechanics The intent here is to try to use Thorn Whip to pull the Harpy onto the hunting trap in the middle of the room. Not sure if this will work correctly, but that is what the plan is. ___________________________________________________ Main Hand: Oak Staff Off Hand: Empty ___________________________________________________ Action: Prepare to cast Thorn Whip on the Harpy once it enters the hall (or gets within 10 feet of the hunting trap, if spacing isn't correct on the map). Bonus Action: None. Move: Move past Arik and into the room, in the space just east of hawkwood and north of Elendris, next to the stairwell. Manipulate: Pick up Torch. Free: Drop torch next to Hawkwood. 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 5/10 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 Athletics +5, 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 Prepared Action: Thorn Whip DMG 6 1d6 [[6]] Prepared Action: Thorn Whip To Hit 22 1d20+5 [[17]] Link to comment Share on other sites More sharing options...
PatronSaint Posted July 1, 2022 Clone Share Posted July 1, 2022 (edited) Arik Lostcub - Bearfolk Barbarian Arik stood off to the side, not wanting to block line of sight to the door. He held his axe high in readiness to try to carve the harpy into bloody bits, and he'd take a piece out of it with his teeth if he could. He was frustrated at being fooled by its damnable song even for an instant, and he wanted blood. "It wants my blood, does it? Let's drown it in its own." He stepped into the vacant spot in front of the door, snarling "Damn waiting!" he threw the door open and took a swing at the object of his ire and narrowly missing. It seemed to not expect him to follow up with a bite as he sunk his teeth into its flesh and held on tight. Arik pitted his own superior strength against the harpy's, shoving his frame through the door and pivoting to the side, seeking to expose the harpy to his allies' aggression. Mechanics ___________________________________________________ Main Hand: Nordmansch Greataxe Off Hand: Nordmansch Greataxe ___________________________________________________ Action: Attack with axe Bonus Action: Bear Hug! Move: Move up to the door, then moving one space west then one space north (using a total of 25' of movement) Manipulate: Open the door 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 July 1, 2022 by PatronSaint Modified to shove the harpy (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Bear Hug Damage 8 1d6+3 [[5]] Greataxe Attack 10 1d20+5 [[5]] Bear Hug 15 1d20+5 [[10]] Link to comment Share on other sites More sharing options...
Leonidas1789 Posted July 2, 2022 Clone Share Posted July 2, 2022 Sir Robin Hawkwood - Elfmarked Paladin Eager to fight the monster, Robin waited for Ingyrd to step away and positioned himself behind Arik. He readied his attack and waited for the right moment. As soon as he was able to attack the harpy, he did so with his longsword. Mechanics ___________________________________________________ Main Hand: Longsword Off Hand: Shield ___________________________________________________ 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 Sir Robin Hawkwood - Elfmarked Paladin 1 ___________________________________________________ STATS Str 16 (-3) Dex 8 (-1) Con 14 (+2) Int 12 (+1) Wis 10 (+0) Cha 16 (+3) HP 12/12 HD 1d10 AC 18 (chain mail, shield) Speed 30 ft. Passive Perception 12 Initiative -1 Vision Darkvision 60 ft. DM Inspiration Yes Languages Common, Elvish, Draconic, Celestial Background Noble Feature Position of Privilege Thanks to your noble birth, people are inclined to think the best of you. You are welcome in high society, and people assume you have the right to be wherever you are. The common folk make every effort to accommodate you and avoid your displeasure, and other people of high birth treat you as a member of the same social sphere. You can secure an audience with a local noble if you need to. ___________________________________________________ WEAPONS Longsword +5 attack, 1d8+3 slashing damage Dagger (range 20/60) +5 attack, 1d4+3 piercing damage ___________________________________________________ PROFICIENCIES Proficiency +2 Saving Throws Wisdom +2, Charisma +5 Skills Athletics +5, Deception +5, History +3, Insight +2, Perception +2, Persuasion +5 Gaming Sets Dragonchess +5 Weapons All weapons Armor All, shields ___________________________________________________ FEATS ___________________________________________________ RACIAL FEATURES Darkvision: Thanks to your elf blood, 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. ___________________________________________________ CLASS FEATURES Divine Sense (4/day) The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell. You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses. Lay on Hands (5/5 per day) Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your paladin level × 5. As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool. Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one. This feature has no effect on undead and constructs. Equipment ___________________________________________________ General Inventory (148.5 lbs.) Chainmail - 55 lbs. Shield (with emblem) - 6 lbs. Pouch - 1lb. Longsword - 3 lbs. Dagger - 1 lb. Set of Fine Clothes - 6 lbs. Signet Ring Scroll of Pedigree 6 x Rations - 12 lbs. Waterskin - 5 lbs. Amulet (holy symbol) - Dragonchess Set - 0.5 lb. Explorer's Pack - 59 lbs. a Backpack a Bedroll a Mess kit a Tinderbox 10 torches 10 days of Rations a Waterskin 50 feet of Hempen rope Coin Purse (0.34 lbs.) Platinum: 0 Gold: 12 Electrum: 0 Silver: 2 Copper: 0 Encumbrance Max Load: 240 lbs. (15 x STR) Current Weight: 148.84 lbs. Spells Paladin Spells ___________________________________________________ Spell Save DC: 13 Spell Attack Mod: +5 No spells yet Name xDiceName xDiceResult xDiceString xDiceRolls Longsword Attack 13 1d20+5 [[8]] Potential damage 8 1d8+3 [[5]] Link to comment Share on other sites More sharing options...
bwatford Posted July 4, 2022 Author Clone Share Posted July 4, 2022 Scarlet Citadel Level 0: Ruins Above Ingryrd released the door and grabbed her torch before quickly moved out of the way and forming her plan of attack. Arik moved up to the door and flung it open, as he did so Elendris released a sphere of unseen energy that sailed past her companion and slammed into the harpy, knocking a few feathers free and causing injury. Arik then quickly brought his double handed axe around toward the feminine frame of the creature, the harpy ducked the blow of the axe, but the barbarian unleashed a savage bite upon her, gripping her with its maw and pushing her back into the room and then to the north to make way for her companions. Sir Robin rushed into the room and quickly brought his sword down onto the held creature, slicing across her back that caused a howl from her lungs and a spray of blood to issue forth. The harpy flailed at the one that held her, slashing across Arik's hide repeatedly with her claws and bringing her club down into the side of the bear in hopes of getting the bearfolk to release her. OOC Scene Notes MarksdayThursday, the 9th of Low SummerMay @ 1:34 pm WE ARE IN COMBAT Everyone is up!! 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 ROUND 4 Harpy (grappled by Arik) PC's Elendris (readied ranged) Ingyrd (readied thorn whip) ARIK Used Bear Hug (2 of 3 remaining) Takes 5 hit points of slashing damage from Harpy's Claws. Takes 2 hit points of bludgeoning damage from Harpy's club. Has 8 of 15 hit points remaining. HARPY Is grappled by Arik Takes 10 hit points of force damage from Elendris's Eldritch Blast. Takes 8 hit points of piercing damage from Arik's bite. Takes 10 hit points of slashing damage from Sir Robin's longsword. Has taken a total of 28 hit points of damage. ESTRIEL Has torch lit. (1 hour remaining) INGYRD Has torch lit. (47 minutes remaining) HARPY Grappled by Arik Default Marching Order Arik Robin Estriel Elendris Ingyrd Characters Status ARIK LOSTCUB Hit Points: 8/15 Hit Dice: 1/1 Special: Resistance (cold) Bear Hug: 2/3 *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: 5/10 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: 0/1 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 Claw Slashing Damage 5 2d4+1 [[2,2]] Club Bludgeoning Damage 2 1d4+1 [[1]] Attack Arik Claw 20 1d20+3 [[17]] Attack Arik Club 22 1d20+3 [[19]] Link to comment Share on other sites More sharing options...
yxanthymir Posted July 5, 2022 Clone Share Posted July 5, 2022 (edited) Estriel Ilyakrana (Luke Hobbs) - Elven Rogue Estriel didn't want to strike the feathered monster. He didn't want to dirt his hands, he rarely had to use force against an enemy. Word is his best weapon. He preferred to damage the pocket of his enemy than his body. Unfortunately the harpy has no pockets to be harmed and his companions were already hurt by the enemy. That made him act, against his better judgement. Excuse me, but I will try to make this as painless as possible. He drew his rapier and moved to strike the monster, trying to hide behind the body of his companions waiting for the best possible angle of attack to deliver the strike. Mechanics ___________________________________________________ Main Hand: Rapier Off Hand: Torch ___________________________________________________ Action: Attack with rapier Bonus Action: - Move: Move to harpy. Manipulate: Draw Rapier 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 +6*, 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 July 5, 2022 by yxanthymir (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Attack 11 1d20+5 [[6]] Sneak Attack 11 2d6 [[5,6]] Damage 4 1d8+3 [[1]] Link to comment Share on other sites More sharing options...
foxtrot636 Posted July 5, 2022 Clone Share Posted July 5, 2022 Ingyrd Moondancer - Bearfolk Druid Unfortunately, the battle played out contrary to how Ingryd had predicted; the Harpy did not advance far enough into the room and the vines threatening to leap off her staff withered and died. Fortunately, Ingyrd's new companions appeared to fare much better, paying the Harpy back for the pain she caused her. With renewed ferocity, the elder Bearfolk rejoined the fray, hoping to help her companions take the evil beast down. Ingyrd rushed into the nest room and squeezed past Hobbs and Arik where she could turn on the Harpy with a roar before attempting to tear out the creature's throat with her teeth. Mechanics ___________________________________________________ Main Hand: Oak Staff Off Hand: Torch ___________________________________________________ Action: Bite the Harpy. Bonus Action: None. Move: If we can move through ally's spaces, I think I can reach the top corner above Arik. Manipulate: Pick up Torch. Free: 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 5/10 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 Athletics +5, 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 Bite To Hit 20 1d20+5 [[15]] Bite DMG 8 1d6+3 [[5]] Link to comment Share on other sites More sharing options...
PatronSaint Posted July 6, 2022 Clone Share Posted July 6, 2022 (edited) Arik Lostcub - Bearfolk Barbarian Arik snarled in pain as the harpy was able to land attacks on him even when he was holding her tight. He let go and stepped around it to a flanking position with Robin, then took a mighty swing with his axe, hoping to finish the job as his comrades had dealt a fair bit of punishment to it already. He articulated his intent with a furious bellow, putting the pain he'd suffered into his strike. His attack hit home, and he cracked a rare smile as his axe tore a piece out of the harpy's flesh. As he drew his axe back to guard, Arik saw that his team had collapsed onto the creature and were fighting fairly effectively. "Surprising." he noted to himself "Wouldn't have thought myself to get this lucky. We might have something here." He didn't let his face show it, of course. That would be far too expressive. Mechanics ___________________________________________________ Main Hand: Nordmansch Greataxe Off Hand: Nordmansch Greataxe ___________________________________________________ Action: Axe -> Harpy Bonus Action: N/A Move: Move around to flank north of the harpy. Manipulate: N/A 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 8/15 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 July 6, 2022 by PatronSaint (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Axe Damage 9 1d12+3 [[6]] Axe Attack! 15 1d20+5 [[10]] Axe Attack (Advantage) 12 1d20+5 [[7]] Link to comment Share on other sites More sharing options...
Leonidas1789 Posted July 7, 2022 Clone Share Posted July 7, 2022 (edited) Sir Robin Hawkwood - Elfmarked Paladin Arik had been badly injured but the battle was probably almost won, and there was no way the harpy was not going down. Take that, foul beast ! the paladin thought to himself as he once again brought his longsword down onto the creature. Khors willing, the blow would be enough to slay the foul beast, and to mark the party's first collective success ! Mechanics ___________________________________________________ Main Hand: Longsword Off Hand: Shield ___________________________________________________ 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 Sir Robin Hawkwood - Elfmarked Paladin 1 ___________________________________________________ STATS Str 16 (-3) Dex 8 (-1) Con 14 (+2) Int 12 (+1) Wis 10 (+0) Cha 16 (+3) HP 12/12 HD 1d10 AC 18 (chain mail, shield) Speed 30 ft. Passive Perception 12 Initiative -1 Vision Darkvision 60 ft. DM Inspiration Yes Languages Common, Elvish, Draconic, Celestial Background Noble Feature Position of Privilege Thanks to your noble birth, people are inclined to think the best of you. You are welcome in high society, and people assume you have the right to be wherever you are. The common folk make every effort to accommodate you and avoid your displeasure, and other people of high birth treat you as a member of the same social sphere. You can secure an audience with a local noble if you need to. ___________________________________________________ WEAPONS Longsword +5 attack, 1d8+3 slashing damage Dagger (range 20/60) +5 attack, 1d4+3 piercing damage ___________________________________________________ PROFICIENCIES Proficiency +2 Saving Throws Wisdom +2, Charisma +5 Skills Athletics +5, Deception +5, History +3, Insight +2, Perception +2, Persuasion +5 Gaming Sets Dragonchess +5 Weapons All weapons Armor All, shields ___________________________________________________ FEATS ___________________________________________________ RACIAL FEATURES Darkvision: Thanks to your elf blood, 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. ___________________________________________________ CLASS FEATURES Divine Sense (4/day) The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell. You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses. Lay on Hands (5/5 per day) Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your paladin level × 5. As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool. Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one. This feature has no effect on undead and constructs. Equipment ___________________________________________________ General Inventory (148.5 lbs.) Chainmail - 55 lbs. Shield (with emblem) - 6 lbs. Pouch - 1lb. Longsword - 3 lbs. Dagger - 1 lb. Set of Fine Clothes - 6 lbs. Signet Ring Scroll of Pedigree 6 x Rations - 12 lbs. Waterskin - 5 lbs. Amulet (holy symbol) - Dragonchess Set - 0.5 lb. Explorer's Pack - 59 lbs. a Backpack a Bedroll a Mess kit a Tinderbox 10 torches 10 days of Rations a Waterskin 50 feet of Hempen rope Coin Purse (0.34 lbs.) Platinum: 0 Gold: 12 Electrum: 0 Silver: 2 Copper: 0 Encumbrance Max Load: 240 lbs. (15 x STR) Current Weight: 148.84 lbs. Spells Paladin Spells ___________________________________________________ Spell Save DC: 13 Spell Attack Mod: +5 No spells yet Edited July 7, 2022 by Leonidas1789 (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Longsword Attack 24 1d20+5 [[19]] Longsword Damage 8 1d8+3 [[5]] Link to comment Share on other sites More sharing options...
Booker28 Posted July 7, 2022 Clone Share Posted July 7, 2022 Elendris Vessicari - Shadow Elf Warlock Elendris saw Arik drive the monster into the room beyond, and she lost sight of the harpy. She chased them, stepping nimbly around the trap that they had set and moving into the doorway. She conjured forth another blast of eldritch energy and sent it hurling toward the harpy, though it was difficult to aim at the harpy through her allies. "We don't know for sure there's only one, be wary!" said Elendris, keeping her attention open. Mechanics ___________________________________________________ Main Hand: Arcane Focus Off Hand: Shield ___________________________________________________ Action: Eldritch Blast against harpy. Bonus Action: - Move: Move SW 1, NW 1, W1 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] Name xDiceName xDiceResult xDiceString xDiceRolls Eldritch Blast Attack (medium cover?) 19 1d20+5 [[14]] Eldritch Blast Damage 10 1d10 [[10]] Link to comment Share on other sites More sharing options...
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