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Chapter 01e: When Home Burns (Evacuation!)


Kamishiro_Rin

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Sir Not-Appearing-in-This-Game McHolyGrail IIIModri

Hill Dwarf Outlander Wild Magic Barbarian


AC: 17 (+1Dex + 3Con + 2Shield ) | HP: 41/44 (3d12+9+6+3) | Speed: 25'
Senses: passive Perception 11, Insight 11, Investigation 10
Str: 16 (+3) | Dex: 13 (+1) | Con: 16 (+3) | Int: 10 (+0) | Wis: 12 (+1) | Cha: 8 (-1)
Languages: You can speak, read, and write Common, Dwarvish, Elvish

Hit Die: 2/3d12 | Rages: 0/3 | Magic Awareness: 1/2


"Got it. Magical lightning lizard." Modri's eyes burn in no small part due to the firestorm starting to rage around them. As Ser Michelle gets out of the combat, Modri steps between her and the mage.

"Good thing I got my special magical lightning lizard killing hammer." This time he finds his mark, a glancing blow to the Draconian's shoulder. Still, first blood is drawn. He glances over, disappointed that it's taking longer than it seems the ogre on her last legs. Perhaps this mage really is stronger. Yes, internally he rationalizes that surely this is the stronger foe after all.

OOC

Movement: Move one space to M12

Action: Reckless attack against Bozak2

Other: All allies within 10' get +1 AC while he's raging

 

 

 

Edited by Peacemonger (see edit history)
Name
Reckless Attack against Bozak2
19
drop(2d20,lowest)+5 14,14
Damage
6
1d8+5 1
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   spacer.pngColtan Bluetemper

Level 3 Neidar Folk Hero Forge Cleric


AC: 19 (Splint armor +2 Shield) | HP: 31/31 (3d8+9+3) | Speed: 25 ft.
Senses: Darkvision 60 ft., Passive Perception 15, Insight 13, Investigation 12
Str: 14 (+2) | Dex: 8 (–1) | Con: 16 (+3) | Int: 10 (+0) | Wis: 16 (+3) | Cha: 10 (+0)
Languages: Speak, read, and write Common and Dwarvish


Fighting side by side with the knight, the Apprentice backswings his holy warhammer up from the low guard position and targets the ogre's knee again while shouting, "by Reorx!"

The bluish metal hammer flares with white-hot intensity and burns the opposite side of the ogre's knee making a matched pair with his last brand.


OOC

Action: Attack MFG with warhammer

Bonus Action: Cast Searing Smite

Movement:

Reaction:

Use Object:

Actions and Resources

Actions

+1 Holy Warhammer (versatile). Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 1d8 + 3 magic, fire damage.
Versatile damage: 1d10 + 3 magic, fire damage.

Warhammer (versatile). Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 1d8 + 2 bludgeoning damage.
Versatile damage: 1d10 + 2 bludgeoning damage.

Handaxe (light, thrown). Melee & Ranged Weapon Attack: +4 to hit, ranged 20/60 ft., one target.
Hit: 1d6 + 2 slashing damage.

Dagger (light, thrown). Melee & Ranged Weapon Attack: +4 to hit, ranged 20/60 ft., one target.
Hit: 1d4 + 2 piercing damage.

Spell-casting: +5 or DC 13 | 1st 2/4 | 2nd 0/2

Cantrips

  1. Sacred Flame (V, S). Spell Attack: Dex DC 13, ranged 60 ft., one target.  Fail: 1d8 radiant damage.
  2. Word of Radiance (V, M). Spell Attack: Con DC 13, ranged 5 ft., each creature of your choice. Fail: 1d6 radiant damage.
  3. Light (V,M).  You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action.  If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell.

1st level spells prepared

  • Identify (V,S,M) Ritual. You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it. If you instead touch a creature throughout the casting, you learn what spells, if any, are currently affecting it.
  • Searing Smite (V). The next time you hit a creature with a melee weapon attack during the spell's duration, your weapon flares with white-hot intensity, and the attack deals an extra 1d6 fire damage to the target and causes the target to ignite in flames. At the start of each of its turns until the spell ends, the target must make a Constitution saving throw. On a failed save, it takes 1d6 fire damage. On a successful save, the spell ends. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames (such as the target being submerged in water), the spell ends.
  1. Bless (V,S,M).  You bless up to three creatures of your choice within 30 ft. Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw.  Concentration up to 1 minute.
  2. Cure Wounds (V,S).  A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
  3. Detect Magic (V,S) Ritual. For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.  The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.  Concentration up to 10 minutes.
  4. Healing Word (V) Bonus.  A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
  5. Guiding Bolt (V,S).  Make a ranged spell attack against the target within 120 feet. On a hit, the target takes 4d6 radiant damage, and the next attack roll made against this target before the end of your next turn has advantage

2nd-Level Spells Prepared

  • Heat Metal (V,S,M) Concentration. Choose a manufactured metal object, such as a metal weapon or a suit of heavy or medium metal armor, that you can see within range. You cause the object to glow red-hot. Any creature in physical contact with the object takes 2d8 fire damage when you cast the spell. Until the spell ends, you can use a bonus action on each of your subsequent turns to cause this damage again. If a creature is holding or wearing the object and takes the damage from it, the creature must succeed on a Constitution saving throw or drop the object if it can. If it doesn't drop the object, it has disadvantage on attack rolls and ability checks until the start of your next turn.
  • Magic Weapon (V,S) Concentration. You touch a nonmagical weapon. Until the spell ends, that weapon becomes a magic weapon with a +1 bonus to attack rolls and damage rolls.
  • 6. Spiritual Weapon (V,S) Bonus. When you cast the spell, you can make a melee spell attack against a creature within 5 feet of the weapon. On a hit, the target takes force damage equal to 1d8 + your spellcasting ability modifier. As a bonus action on your turn, you can move the weapon up to 20 feet and repeat the attack against a creature within 5 feet of it.

Channel Divinity: 1/1 short rest

Turn Undead.  Expend a use of your Channel Divinity as an action to make each undead that can see or hear you within 30 feet of you to make a Wisdom DC 13. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.

Harness Divine Power.  As a bonus action, expend a use of your Channel Divinity to regain one expended spell slot, the level of which can be no higher than half your proficiency bonus (rounded up).

Artisan's Blessing. You conduct an hour-long ritual that crafts a nonmagical item that must include some metal: a simple or martial weapon, a suit of armor, ten pieces of ammunition, a set of tools, or another metal object (see chapter 5, "Equipment," in the Player's Handbook for examples of these items). The creation is completed at the end of the hour, coalescing in an unoccupied space of your choice on a surface within 5 feet of you.  The thing you create can be something that is worth no more than 100 gp. As part of this ritual, you must lay out metal, which can include coins, with a value equal to the creation. The metal irretrievably coalesces and transforms into the creation at the ritual's end, magically forming even nonmetal parts of the creation. The ritual can create a duplicate of a nonmagical item that contains metal, such as a key, if you possess the original during the ritual.

 

Edited by JubalBreakbottle (see edit history)
Name
Attack with warhammer
15
1d20+5 10
Fire damage to MFG
6
1d8+3 3
Searing Smite more fire damage
2
1d6 2
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Merituuli PortraitMerituuli Kaiutin
Level 3 Sea Elf Far Traveler Beast Master Ranger


AC: 18 (Scale Mail, +2 Shield) | HP: 25/36 (3d10+6+6) | Speed: 30 ft., Swim 30 ft.
Senses: passive Perception 17 (Expertise, Darkvision 60 ft.), Insight 15, Investigation 10
Str: 12 (+1) | Dex: 14 (+2) | Con: 14 (+2) | Int: 10 (+0) | Wis: 17 (+3) | Cha: 8 (-1)
Languages: Common, Elvish, Kenderspeak, Kharolian, Khur


“My words” | ‘My thoughts’  | My actions . . .


Raising his shield to block the cinders from the firestorm, Merituuli remains in a flanking position with Modri and attempts to swing his massive seashell into the Bozak's midsection once more. This time he strikes true, and the blow is followed by a cinder-filled bludgeoning of air! Nodding to the warrior dwarf, he yells out, "Let's take this lightning lizard down!"

OOC

Action: Attack Bozak 2 with the Shillelagh-imbued Baculite Shell. On hit, I'll add on Favored Foe (requires concentration) to deal an extra 1d4 damage.

Bonus Action: —

Movement: —

Reaction:

Actions & Resources

Actions:

Baculite Shell (Shillelagh). Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 1d8+3 bludgeoning damage.

Thorn Whip. Melee Spell Attack: +5 to hit, range 30 ft., one target.
Hit: 1d6 piercing damage.

Heavy Crossbow (heavy, loading, two-handed). Ranged Weapon Attack: +4 to hit, range 100/400 ft., one target.
Hit: 1d10+2 piercing damage.

Dagger (finesse, light, thrown). Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target.
Hit: 1d4+2 piercing damage.

Baculite Shell (Quarterstaff) (versatile). Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
Hit: 1d6+1 bludgeoning damage.
Versatile damage: 1d8+1 bludgeoning damage.

Net (thrown, special). Ranged Weapon Attack: +4 to hit, range 5/15 ft., one target.
Hit: A Large or smaller creature hit by a net is restrained until it is freed. A net has no effect on creatures that are formless, or creatures that are Huge or larger. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the net (AC 10) also frees the creature without harming it, ending the effect and destroying the net.

Bonus Actions:

Primal Companion: Take Action. As a bonus action on your turn you command your Primal Companion to take another action. That action can be one in its stat block or some other action. You can also sacrifice one of your attacks when you take the Attack action to command the beast to take the Attack action. If you are incapacitated, the beast can take any action of its choice, not just Dodge.

Other:

Favored Foe. When you hit a creature with an attack roll, you can call on your mystical bond with nature to mark the target as your favored enemy for 1 minute or until you lose your concentration (as if you were concentrating on a spell).

The first time on each of your turns that you hit the favored enemy and deal damage to it, including when you mark it, you can increase that damage by 1d4.

You can use this feature to mark a favored enemy a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

This feature’s extra damage increases when you reach certain levels in this class: to 1d6 at 6th level and to 1d8 at 14th level.

Friend of the Sea. You can communicate simple ideas to any Beast with a swimming speed. It can understand your words but you cannot understand it in return.

 

Ammunition:

17/20 Crossbow Bolts

 

Class Features:

  • 0/2 Favored Foe Marks
  • 0/3 1st Level Spells
Edited by PhoenixSlayer (see edit history)
Name
Shillelagh Attack
18
1d20+5 13
Shillelagh Damage
7
1d8+3 4
Favored Foe Extra Damage
3
1d4 3
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token_1.png.ba18d35c074c2d2a05b1e13a8e573631.pngDecimus - Initiate of High Sorcery | Bladesinger Wizard | Human


AC: 13 [+3 Bladesong] [+5 Shield/Absorb Elements]  | HP: 18/21 | Speed: 40 ft | Spell-casting: +5 / DC 13
Senses: Passive Perception 12, Insight 12, Investigation 15
STR: Score: -1
Athletics: -1
| DEXScore: +3
Acrobatics: +3
Stealth: +3
Sleight of Hand: +3
:
 16 | CONScore: 214 | INTScore: +3
Arcana: +5
History: +5
Investigation: +5
Nature: +3
Religion: +5
:
 16 | WISScore: 0

Animal Handling: 0
Insight: +2
Medicine: 0
Perception: +2
Survival: 0
:
 10 | CHAScore: -1

Deception: -1
Intimidation: -1
Performance: -1
Persuasion: -1
:
 8 
Languages: Common, Abyssal, Celestial, Primordial


FeatsWar CasterPrerequisite: The ability to cast at least one spell
You have practiced casting Spells in the midst of Combat, learning Techniques that grant you the following benefits:
You have advantage on Constitution Saving Throws that you make to maintain your Concentration on a spell when you take damage.
You can perform the somatic Components of Spells even when you have Weapons or a Shield in one or both hands.
When a Hostile creature’s Movement provokes an opportunity Attack from you, you can use your Reaction to Cast a Spell at the creature, rather than making an opportunity Attack. The spell must have a Casting Time of 1 Action and must target only that creature.


















 
 | FeaturesRitual CastingYou can cast a wizard spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don’t need to have the spell prepared.
Arcane RecoverYou have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher. For example, if you’re a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots.
BladesongYou can invoke an elven magic called the Bladesong, provided that you aren't wearing medium or heavy armor or using a shield. It graces you with supernatural speed, agility, and focus. You can use a bonus action to start the Bladesong, which lasts for 1 minute. It ends early if you are incapacitated, if you don medium or heavy armor or a shield, or if you use two hands to make an attack with a weapon. You can also dismiss the Bladesong at any time (no action required). While your Bladesong is active, you gain the following benefits: You gain a bonus to your AC equal to your Intelligence modifier (minimum of +1). Your walking speed increases by 10 feet. You have advantage on Dexterity (Acrobatics) checks. You gain a bonus to any Constitution saving throw you make to maintain your concentration on a spell. The bonus equals your Intelligence modifier (minimum of +1). You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.













 
 | ActionsRapierATTACK: DEX [3]+ Proficiency [2]
RANGE: 5ft
MAGIC BONUS: 0
CRIT RANGE: 20
DAMAGE: 1d8 + DEX [3]
TYPE: Piercing
DESCRIPTION: melee weapon (martial, sword)

Bladesinging Rapier StrikeATTACK: DEX [3]+ Proficiency [2]
RANGE: 5ft
MAGIC BONUS: 0
CRIT RANGE: 20
DAMAGE: 1d8 + DEX [3]
TYPE: Piercing
DESCRIPTION: melee weapon (martial, sword) 



















 
 | SpellsCantrips
Blade WardBlade Ward
Abjuration cantrip
Casting Time:1 action
Range: Self
Target: Self
Components: V S
Duration: 1 round
Description:You extend your hand and trace a sigil of warding in the air. Until the end of your next turn, you have resistance against bludgeoning, piercing, and slashing damage dealt by weapon attacks.

Booming BladeBooming Blade
Evocation cantrip
Casting Time:1 action
Range: Self (5ft radius)
Target: One creature within the spell’s range
Components: V, M (a melee weapon worth at least 1 sp)
Duration: 1 round
Description:You brandish the weapon used in the spell's casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack’s normal effects and then becomes sheathed in booming energy until the start of your next turn. If the target willingly moves 5 feet or more before then, it immediately takes 1d8 thunder damage, and the spell ends. This spell’s damage increases when you reach certain levels. At 5th level, the melee attack deals an extra 1d8 thunder damage to the target on a hit, and the damage the target takes for moving increases to 2d8. Both damage rolls increase by 1d8 at 11th level (2d8 and 3d8) and again at 17th level (3d8 and 4d8).

Green Flame Blade1st Level Evocation
Casting Time: 1 action
Range: Self (5-foot radius)
Target: One creature within the spell’s range
Components: V, M (a melee weapon worth at least 1 sp)
Duration: Instantaneous
Classes: Sorcerer, Warlock, Wizard
Description: You brandish the weapon used in the spell's casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack’s normal effects, and you can cause green fire to leap from the target to a different creature of your choice that you can see within 5 feet of it. The second creature takes fire damage equal to your spellcasting ability modifier. This spell’s damage increases when you reach certain levels. At 5th level, the melee attack deals an extra 1d8 fire damage to the target on a hit, and the fire damage to the second creature increases to 1d8 + your spellcasting ability modifier. Both damage rolls increase by 1d8 at 11th level (2d8 and 2d8) and 17th level (3d8 and 3d8).

1st-Level <2/4>
Expeditious Retreat1st Level Transmutation
Casting Time: 1 bonus action
Range: Self
Target: Self
Components: V S
Duration: Concentration, up to 10 minutes
Classes: Artificer, Sorcerer, Warlock, Wizard
Description: This spell allows you to move at an incredible pace. When you cast this spell, and then as a bonus action on each of your turns until the spell ends, you can take the Dash action.

Magic Missile1st Level Evocation
Casting Time: 1 action
Range: 120ft
Target: A creature of your choice that you can see within range
Components: V S
Duration: Instantaneous
Classes: Sorcerer, Wizard
Description: You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4 + 1 force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several. At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart for each slot level above 1st.

Tensors Floating Disk1st Level Conjuration
Casting Time: 1 Action
Range: 30 Feet
Target: An unoccupied space of your choice that you can see within range
Components: V S M (A drop of mercury)
Duration: 1 Hour
Classes: Wizard
Description: This spell creates a circular, horizontal plane of force, 3 feet in diameter and 1 inch thick, that floats 3 feet above the ground in an unoccupied space of your choice that you can see within range. The disk remains for the duration, and can hold up to 500 pounds. If more weight is placed on it, the spell ends, and everything on the disk falls to the ground. The disk is immobile while you are within 20 feet of it. If you move more than 20 feet away from it, the disk follows you so that it remains within 20 feet of you. It can move across uneven terrain, up or down stairs, slopes and the like, but it can’t cross an elevation change of 10 feet or more. For example, the disk can’t move across a 10-foot-deep pit, nor could it leave such a pit if it was created at the bottom. If you move more than 100 feet from the disk (typically because it can’t move around an obstacle to follow you), the spell ends.

Tash's Hideous Laughter1st Level Enchantment
Casting Time: 1 Action
Range: 30 Feet
Target: A creature of your choice that you can see within range
Components: V S M (Tiny tarts and a feather that is waved in the air)
Duration: Concentration, up to 1 minute
Classes: Bard, Wizard
Description: A creature of your choice that you can see within range perceives everything as hilariously funny and falls into fits of laughter if this spell affects it. The target must succeed on a Wisdom saving throw or fall prone, becoming incapacitated and unable to stand up for the duration. A creature with an Intelligence score of 4 or less isn’t affected. At the end of each of its turns, and each time it takes damage, the target can make another Wisdom saving throw. The target has advantage on the saving throw if it’s triggered by damage. On a success, the spell ends.

Identify1st Level Divination [Ritual]
Casting Time: 1 Minute
Range: Touch
Target: One object that you must touch throughout the casting of the spell
Components: V S M (A pearl worth at least 100 gp and an owl feather)
Duration: Instantaneous
Classes: Artificer, Bard, Wizard
Description: You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it. If you instead touch a creature throughout the casting, you learn what spells, if any, are currently affecting it.

Detect Magic1st Level Divination
Casting Time: 1 Action
Range: Self
Target: Self
Components: V S
Duration: Concentration, up to 10 minutes
Classes: Artificer, Bard, Cleric, Druid, Paladin, Ranger, Sorcerer, Wizard
Description: For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any. The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

Absorb Elements1st Level Abjuration
Casting Time: 1 Reaction, which you take when you take acid, cold, fire, lightning, or thunder damage
Range: Self
Target: Self
Components: S
Duration: Instantaneous
Classes: Artificer, Druid, Ranger, Sorcerer, Wizard
Description: The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends. At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st.

Charm Person1st Level Enchantment
Casting Time: 1 Action
Range: 30 Feet
Target: A humanoid you can see within range
Components: V S
Duration: 1 Hour
Classes: Bard, Druid, Sorcerer, Warlock, Wizard
Description: You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was charmed by you.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.

Comprehend Languages1st Level Divination [Ritual]
Casting Time: 1 Action
Range: Self
Target: Self
Components: V S M (A pinch of soot and salt)
Duration: 1 Hour
Classes: Bard, Sorcerer, Warlock, Wizard
Description: For the duration, you understand the literal meaning of any spoken language that you hear. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text. This spell doesn’t decode secret messages in a text or a glyph, such as an arcane sigil, that isn’t part of a written language.
[Initiate of High Sorcery Feat]
Shield1st Level Abjuration
Casting Time: 1 reaction, which you take when you are hit by an attack or targeted by the magic missile spell
Range: Self
Target: Self
Components: V S
Duration: 1 Round
Classes: Sorcerer, Wizard
Description: An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile.
[Initiate of High Sorcery Feat]
2nd-Level <2/2>
Misty Step2nd Level Conjuration
Casting Time: 1 Bonus Action
Range: Self
Target: Self
Components: V
Duration: Instantaneous
Classes: Sorcerer, Wizard
Description: Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.

Shadow Blade2nd Level Illusion
Casting Time: 1 Bonus Action
Range: Self
Target: Self
Components: V, S
Duration: ConcentrationUp to 1 minute/em>
Classes: Sorcerer, Wizard
Description: You weave together threads of shadow to create a sword of solidified gloom in your hand. This magic sword lasts until the spell ends. It counts as a simple melee weapon with which you are proficient. It deals 2d8 psychic damage on a hit and has the finesse, light, and thrown properties (range 20/60). In addition, when you use the sword to attack a target that is in dim light or darkness, you make the attack roll with advantage.
If you drop the weapon or throw it, it dissipates at the end of the turn. Thereafter, while the spell persists, you can use a bonus action to cause the sword to reappear in your hand.
At Higher Levels When you cast this spell using a 3rd- or 4th-level spell slot, the damage increases to 3d8. When you cast it using a 5th- or 6th-level spell slot, the damage increases to 4d8. When you cast it using a spell slot of 7th level or higher, the damage increases to 5d8.

 

With Artanis and Coltan still in the firing line, the Wizard switches tactics, bringing his hand in the air before him, folding his thumb into his palm and speaking in Abyssal as a small magic sphere appears over each one of his fingers. Pointing one finger forward, he fires off one magic missile towards the large ogre who has been well worked over by the two companions in front of him. After the magic bolt sails through the air towards the ogre, striking it in the chest, he turns to the side and leans over the top of the Boilerdrak to face the Draconian creature currently being accosted by his other companions, tucking the expended finger into his palm, pointing the other three fingers, loosing the bolts that sail through the air, blue colored streaks sailing towards the target.

 

spacer.png

Action: Cast Magic Missile at Level 2, use one Missile against MFG, fire 3 missiles at BD2

Bonus Action:

Movement:

Reaction: Cast Shield / Absorb Elements if attacked

Edited by tyrtaeus (see edit history)
Name
1d4+1
SyntaxError: Unexpected token to
damage to mfg
3d4+3
SyntaxError: Unexpected token to
damage to bd2
Damage to MFG
5
1d4+1 4
Damage to BD2
9
3d4+3 1,2,3
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Giant Constrictor Snake

Huge Beast, UnalignedGiant Constrictor Snake

Armor Class 12
Hit Points 60/60 (8d12+8)
Speed 30 ft., swim 30 ft.

STR DEX CON INT WIS CHA
19 (+4) 14 (+2) 12 (+1) 1 (–5) 10 (+0) 3 (–4)

 

 

Skills Perception +2
Senses blindsight 10 ft., passive Perception 12
Languages
Challenge 2 (450 XP)     Proficiency Bonus +2

Actions

Bite. Melee Weapon Attack: +6 to hit, reach 10 ft., one creature. Hit: 11 (2d6 + 4) piercing damage.

Constrict. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 13 (2d8 + 4) bludgeoning damage, and the target is grappled (escape DC 16). Until this grapple ends, the creature is restrained, and the snake can’t constrict another target.

Environment: Desert, Forest, Swamp, Underdark, Underwater
Source: MM, page 324. Also found in ToA; GoS; DIP; SLW; EGW; WBtW. Available in the SRD. 

Hunni's Giant Constrictor Snake watches as the giant ogre shrinks and dies, and it seems to lose interest. Instead, it moves closer to the remaining Bozak2 and tries to bite it with its mouth. Let's see how Bozak tastes.

 

OOC

Action: Attack Bozak2 with its 10' reach.

Bonus Action:

Movement: Move to K-11 - I think he has the movement for that without rolling.

 

Name
To Hit Bozak2
17
1d20+6 11
Damage Bozak2
6
2d6+4 1,1
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token1.png.1f361b5b69f15cd7a9ff716bb787caee.pngHunni Collic

Gully Dwarf Mage of High Sorcery Hexblade Warlock


AC: 18 (Scale Mail+2 Shield +2 Dex) | HP: 21/26 (hd 3d8) | Speed: 30 ft.
Senses: Darkvision, passive Perception 11, Insight 11, Investigation 9
Str: 8 (-1) | Dex: 14 (+2) | Con: 15 (+2) | Int: 8 (-1) | Wis: 12 (+1) | Cha: 17 (+3)
Languages: You can speak, read, and write Common, Gullytalk, Elven, and Dwarven


Hunni tries again with her whip, slashing at the Bozak. "Hello? You never did tell me what your kind is called?"

 

OOC

Action: Attacking Bozak2

Bonus Action:

Movement:

Reaction:

 

Actions and Resources

Actions

Eldritch Blast (cantrip). Ranged Spell Attack: + 5 to hit, range 120 ft, one target.
Hit: (1d10 + cha) force damage.

Infestation (cantrip). Spell: Constitution Save DC 13, range 30 ft, one target.
On failed save: (1d6) poison damage, and target must move 5' in a random direction (d4; 1-North, 2-South, 3-East, 4-West). 

Improved Pact Weapon varies, usually whip (+1 to hit, damage, spell focus)

Whip (finesse, reach). Melee Weapon Attack: +6 to hit, reach 10 ft., one target.
Hit: (1d4 + 4) slashing damage.

Battleaxe (versatile). Melee Weapon Attack: reach 5 ft., one target.
Hit: (1d8 - 1) slashing damage.
Versatile: (1d10 - 1) slashing damage.

Staff of the Python (versatile). Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: (1d6 +3) bludgeoning damage.
Versatile: (1d8 +3) bludgeoning damage.

☆ Note:  With Hex Warrior, can set one weapon to use Charisma instead of Strength or Dexterity for to-hit and damage.  Normally Staff of the Python, but also always Pact Weapon.

Bonus Actions

Hexblade's Curse.

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.

Grovel, Cower, and Beg (Reskinned Draconic Cry).

As a bonus action, you let out a cry at your enemies within 10 feet of you. Until the start of your next turn, you and your allies have advantage on attack rolls against any of those enemies who could hear you. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Spellcasting

Spell Slots:  1 / 2, cast at 2nd level

Hunni is a spellcaster.  Her spell slots are at 2nd level.  She has 2 spell slots.  Her spellcasting attribute is Charisma.  Spell Save DC 13.  Spell Attack Modifier +5.  She can use an arcane focus as a spellcasting focus.

  • Cantrips:  Eldritch Blast, Infestation, Prestidigitation
  • Spells Known:  Armor of Agathys, Wrathful Smite, Hex, Dissonant Whispers, Unseen Servant, Blur
  • Invocations:  Improved Pact Weapon, Agonizing Blast

 

 

 

 

Name
To Hit Bozak2
24
1d20+6 18
Damage Whip (Slashing)
5
1d4+4 1
Damage Hex (Necrotic)
3
1d6 3
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image.png.f43e797dc98446c97baef5b972307405.pngArtanis Brightblade

Human Knight of Solamnia 


AC: 19 (Chainmail, Shield +1) | HP: 16/22 (0 THP) | HD: 1/3 | Speed: 30 ft.
Senses: passive Perception 11, Insight 13, Investigation 9
Str: 17 (+3) | Dex: 8 (–1) | Con: 13 (+1) | Int: 8 (-1) | Wis: 12 (+1) | Cha: 16 (+3)
Languages: You can speak, read, and write Common and Solamnic

DR3 vs nonmagical bludgeoning, slashing, piercing


My words,  | My thoughts,’  | My actions . . .


 

Artanis watches coldly as the ogre falls before him to a combination of Reorx's brand and the wizards magic. "If he wants it, let him try to take it," he tells the dying commander. He turns away as the firestorm builds, squinting against the smoke and sparks to see if any more enemies still stood. He caught sight of the snake heading over to attack the last one standing, following quickly by Hunni's whip curling around it in a slight unnatural motion. Moments later, it exploded as Ser Michelle had warned.

 

"I don't think we've much time left before this all burns down!" he shouts over the roar of the flames, "We should get to the boats before they catch!" He leans forward into the wind, covering his face with the Greenshield.

 

 

OOC

Action: Dash towards boats

Bonus Action:

Movement: Head towards southern-most boat, unless someone instructs him otherwise

Reaction:

Object Interaction: 

Mount Action:

Mount Movement:

Actions & Resources

Actions:

  Longsword (versatile). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) slashing damage. Versatile damage: 8 (1d10 + 3) slashing damage.

   Javelin (range, thrown) [3]. Thrown Weapon Attack: +5 to hit, ranged 30/120 ft., one target. Hit: 6 (1d6 + 3) piercing damage.

  RDA Javelin (range, thrown) [9]. Thrown Weapon Attack: +5 to hit, ranged 30/120 ft., one target. Hit: 6 (1d6 + 3) piercing damage, 1d4 fire damage.

  Lance (special). Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 11 (1d12 + 5) piercing damage, 1d4 Fire damage.

  Battlefield Presence.

Bonus Actions:

   Rallying Mark

   Urgent Orders  

   Helpful Word

Class Features:

  Precise Strike. 0/2 (Long Rest)

  Leadership Dice (d6). 0/3 (Short Rest, 1/turn)

  Lead the Charge. When you roll initiative you gain temporary hit points equal to your Charisma modifier + your proficiency bonus (5 THP).

Name
Athletics
7
1d20+5 2
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Date

On This Magetag, the 23rd Day of Brookgreen,
in the 351st Year After the Cataclysm
(Tuesday, March 23, 351 AC)

The 3rd Day of the Campaign - Late Evening

The Battle of the Wharf: Round VI – Concluded

Coltan, Decimus, Derrett Highwater, Hunni, Merituuli,
Mery, Modri, Mayor Raven uth Vogler, Ser Artanis, and Ser Michelle

   Mery fires an arrow at the Bozak, but it flies wide. The guard she sent at him nicks his hide with his spear. She then moves over to Handsome, fighting futilely against the firestorm’s growing winds.

   Modri hits Bozak with his hammer dealing 6 damage!

   Coltan nearly kills MFG.

   Merituuli does a number on the Bozak.

   Decimus finishes off the MFG and also does a number on the Bozak.

   Hunni’s snake nearly kills the Bozak.

   Then Hunni kills the Bozak!

   The Bozak explodes! Hunni’s Snake, Modri, Ser Michelle, Guard 2, and Hunni successfully dodge the force of its exploding bones. Merituuli, however, does not, and takes 4 force damage. Sadly, Handsome, Mery’s horse, auto-fails dex saves, and thus took the brunt of the damage. Suddenly, Ser Michelle’s bandages and poultices spring open and it begins bleeding again! Mery will need to heal it with either a spell or her potion to keep it from dying.

   Ser Artanis struggles against the winds of the firestorm, moving a measly 25 feet diagonally, despite dashing!

   Ser Michelle shows just how tough she is and manages to move directly against the wind and onto the sailing ship.

   Darrett watches the ogress die and Artanis move out of the way. He moves back over to the ‘aiming’ platform and throws a lever. The boilerdrak swings around, pointing southeast.

Fire Storm

 

  • Any movement directly west (towards The Fray) is 2 × faster (10 feet for every 5 feet traveled).
  • Any movement diagonally towards The Fray (northwest or southwest) is 1.5 × as fast, or 15 feet for every 10 feet traveled.
  • Any movement directly north or south is at regular speed.
  • Any movement diagonally towards The Fray (northeast or southeast) is 1.5 × as slow, or 15 feet for every 10 feet traveled. DC 10 Strength or Strength (Athletics) check to move at a regular pace.
  • Any movement directly east (away from The Fray) is 2 × slower (10 feet for every 5 feet traveled). DC 15 Strength or Strength (Athletics) check to move at a regular pace.
Intended Movement: 12 sq.
(60 ft.)
11 sq.
(55 ft.)
10 sq.
(50 ft.)
9 sq.
(45 ft.)
8 sq.
(40 ft.)
7 sq.
(35 ft.)
6 sq.
(30 ft.)
5 sq.
(25 ft.)
4 sq.
(20 ft.)
3 sq.
(15 ft.)
2 sq.
(10 ft.)
1 sq.
(5 ft.)
becomes                        
W 24 sq.
(120 ft.)
22 sq.
(110 ft.)
20 sq.
(100 ft.)
18 sq.
(90 ft.)
16 sq.
(80 ft.)
14 sq.
(70 ft.)
12 sq.
(60 ft.)
10 sq.
(50 ft.)
8 sq.
(40 ft.)
6 sq.
(30 ft.)
4 sq.
(20 ft.)
2 sq.
(10 ft.)
NW or SW 12 sq.
(60 ft.)
11 sq.
(55 ft.)
10 sq.
(50 ft.)
9 sq.
(45 ft.)
8 sq.
(40 ft.)
7 sq.
(35 ft.)
6 sq.
(30 ft.)
5 sq.
(25 ft.)
4 sq.
(20 ft.)
3 sq.
(15 ft.)
2 sq.
(10 ft.)
1 sq.
(5 ft.)
N or S 12 sq.
(60 ft.)
11 sq.
(55 ft.)
10 sq.
(50 ft.)
9 sq.
(45 ft.)
8 sq.
(40 ft.)
7 sq.
(35 ft.)
6 sq.
(30 ft.)
5 sq.
(25 ft.)
4 sq.
(20 ft.)
3 sq.
(15 ft.)
2 sq.
(10 ft.)
1 sq.
(5 ft.)
NE or SE 5 sq.
(25 ft.)
4 sq.
(20 ft.)
4 sq.
(20 ft.)
4 sq.
(20 ft.)
3 sq.
(15 ft.)
3 sq.
(15 ft.)
2 sq.
(10 ft.)
2 sq.
(10 ft.)
1 sq.
(5 ft.)
1 sq.
(5 ft.)
0 sq.
(0 ft.)
0 sq.
(0 ft.)
E 6 sq.
(30 ft.)
5 sq.
(25 ft.)
5 sq.
(25 ft.)
4 sq.
(20 ft.)
4 sq.
(20 ft.)
3 sq.
(15 ft.)
3 sq.
(15 ft.)
2 sq.
(10 ft.)
2 sq.
(10 ft.)
1 sq.
(5 ft.)
1 sq.
(5 ft.)
0 sq.
(0 ft.)

The Battle of the Wharf: Round VII – Begins . . . Not!

Vogler Battlefield Features

The battlefield includes the following features:

  • Burning Building.The Wharfinger’s Office is on fire. A creature that enters the burning structure for the first time on a turn or starts its turn there must succeed on a DC 16 Constitution saving throw or take 5 (1d10) fire damage.
  • Fray. The 15-foot-wide area marked by the design at the edge of the map represents draconians facing off against Vogler’s remaining defenders. This area and the village beyond the map are difficult terrain. A creature that enters the Fray for the first time on a turn or starts its turn there must succeed on a DC 16 Dexterity saving throw or take 7 (2d6) slashing damage from opportunistic foes. The Fray can’t be damaged and remains until the battle ends.
  • Battlefield Conditions
    • Perception. It’s late evening and there is a lot of smoke everywhere, wafting towards the wharf. However, there are a lot of fires providing quite a bit of light. The sounds of screaming, terrified villagers, the roar of the burning village, the wind whipping up as fires pull air in towards the village from all directions, all create a din that makes communication difficult. The entire battlefield is therefore lightly obscured, meaning that everyone has disadvantage on perception checks that involve hearing, seeing, or smell.
    • Movement and hiding. There is debris everywhere. Furthermore, as it—until now—was a functioning and busy wharf, there are stacked crates and barrels all over the place, as well. Areas that don’t look pretty much clear are difficult terrain. Anywhere you see barrels or boxes, you can hide behind them for half cover (barrels) or three-quarters cover (boxes).

Statblocks

  • Lt. Dame Michelle Folketh.
    • Armor Class 12
    • Hit Points 27/65 (10d8 + 20)
    • Speed 30 ft.
    • STR +3, DEX +2, CON +2, INT +1, WIS +2, CHA +1
    • Saving Throws Dex +4, Wis +4
    • Skills Athletics +5, Perception +4
    • Senses passive Perception 14
    • Draconic Devotion. While the officer can see a Dragon that isn’t hostile to it, the officer has advantage on attack rolls.
    • Assault Orders (Recharge 5–6). The officer shouts orders and targets up to two other creatures within 60 feet of itself. If a target has the Draconic Devotion trait and can hear the officer, the target can use its reaction to make one melee attack.
  • Warhorse.
    • Armor Class 11
    • Hit Points 19 (3d10 + 3)
      • Handsome: 0/19—(DeStabilized!)
      • Tiergan: 9/19
    • Speed 60 ft.
    • STR +4, DEX +1, CON +1, INT –4, WIS +1, CHA –2
    • Senses passive Perception 11
    • Trampling Charge. If the horse moves at least 20 feet straight toward a creature and then hits it with a hooves attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the horse can make another attack with its hooves against it as a bonus action.
    • Actions
      • Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.
  • Boilerdrak
    • Large object
    • Armor Class 15
    • Hit Points 95/100
    • Damage Immunities poison, psychic
    • This wagon-sized device is designed to look roughly like a dragon. Before it can be used, the boilerdrak must be lit and aimed. It takes 1 action to light the weapon, 1 action to aim it, and 1 action to fire it. When you use your action to fire it, roll a d20. If you roll a 2 or higher, use the Flames action. If you roll a 1, use the Explosion action.
    • Flames. The boilerdrak expels flames in a 60-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 27 (5d10) fire damage on a failed save, or half as much damage on a successful one.
    • Explosion. The boilerdrak explodes in a 30-foot-radius sphere and is destroyed. Each creature in that area must make a DC 15 Dexterity saving throw, taking 27 (5d10) fire damage on a failed save, or half as much damage on a successful one.

Military/Nobility Structure

Unit = # Sub-Unit + # Commanding Officer = Total Soldiers Elegible Nobility PCs/NPCs
Team = 1 Private + 1 Senior Private (non-com) = 2
Squad = 2 Teams + 1 Corporal (non-com) = 5
Section = 3 Squads + 1 Sergeant (non-com) = 16 Esquire
(knight candidate)
Darrett Highwater
Platoon = 3 Sections + 1 Liutenant (com) = 49 Knight/Dame, Boronet/Baronetess, or above Artanis, Raven uth Vogler, Ser Becklin uth Viharin, Dame Michelle Folketh
Company = 6 Platoons + 1 Captain (com) = 295 Earl (Baron)/Baroness or above Lord Bakaris
Battalion = 6 Companys + 1 Major (com) = 1,771 Count/Countess or above Maj. Fewmaster Gholcag
Regiment = 6 Battalions + 1 Colonel (com) = 10,627 Marquess/Marcheoness or above Belephaion
Red Dragon Army = 6 Regiments + 1 Brigadier General (com) = 63,763 Duke/Duchess Kansaldi Fire-Eyes
Takhisis’s Dragon Armies = 5 Dragon Armies + 1 Field Marshal (com) = 318,816 Appointed by Takhisis Dragon Highlord Verminaard

   Decimus can read a placard on the ‘lighting’ platform that explains how to snuff out the internal flame that would let it fire. It comes with a warning that if left for too long without firing, the device could explode—but that firing could also cause it to explode, so there was that, too. Pointing it out, Guard 1, in the ‘lighting’ nods, opens the small door and pulls a lever inside that causes a cap to snuff the flame.

   Unfortunately—or perhaps fortunately?—Coltan is in the line of the boilerdrak’s tail when it swings around. It catches him and pushes him around itself and onto the other side, towards the ship. It runs him right into Ser Artanis and both get pushed to towards the ship before the tail passes under the docks and the boilerdrak continues moving 15 feet in the direction it was going, and runs into the MFG.


   You are now out of combat. You can all describe what you do in the next few rounds as The Fray closes in, the last of the defenders of Vogler boarding right after you. Do you load up the boilerdrak? If so, you hear the sturdy wood of the sailing ship creak ominously under the multi-ton vehicle/weapon, but it holds. Otherwise, you can also run it into the river. But I wouldn’t recommend leaving it for the enemy to repossess. They’ve demonstrated what this device is capable of—burning down an entire village and creating a mile-high firestorm that is almost sucking you in.


   Eventually, as your ship, loaded with two horses and a lot of refugees slinks down the coast towards Kalaman, you have enough time to get a long rest in—I’m bending the ‘rules’ here because it’s not technically 8 hours, but for the sake of game play, you’re getting a long rest.

You all level up to Level 4! Congratulations!


spacer.png

 


 

Portraits
Lieutenant Dame Michelle Folketh Warhorse ???

Lieutenant Dame Michelle Folketh,
a. k. a. “Lieutenant”,
“Lieutenant Folketh”,
“Dame Michelle”, or
“Ser Michelle”

Warhorses,
“Handsome”
and
“Tiergan”
Boilerdrak
Edited by Kamishiro_Rin (see edit history)
Name
Ser Michelle DC 15 Athletics Check to move East
16
1d20+5 11
Hunni's Snake DC 10 Dex Save
20
1d20+2 18
Ser Michelle DC 10 Dex Save
18
1d20+4 14
Modri DC 10 Dex Save
19
1d20+1 18
Guard 1 DC 10 Dex Save
20
1d20+1 19
Merituuli DC 10 Dex Save
6
1d20+4 2
Merituuli Force Damage from the Bozak
4
2d8 3,1
Handsome Force Damage from the Bozak (Auto Fail Dex Save)
7
2d8 2,5
Hunni DC 10 Dex Save
20
1d20+2 18
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spacer.png                       Meryelle "Mery" Keryndon

                         Level 3 Half-Elf Sage College of Lore Bard


AC: 13 (Leather Armor) | HP: 20/25 | Speed: 30 ft.
Senses:  Darkvision 60 ft; Passive Perception 11, Passive Insight 11, Passive Investigation 14
Str: 8 (-1) | Dex: 14 (+4) | Con: 14 (+2) | Int: 14 (+2) | Wis: 11 (+0) | Cha: 16 (+5)
Languages:  Common, Elven, Solamnic, Kharolian, and Draconic
Spell-casting: +5 or DC 131st 1/4 2nd 0/2 | Bardic Inspiration: 0/3


 “My words,” | ‘My thoughts,’ | My actions


In Vogler

Mery gasps in horror when the Bozak draconian explodes and Handsome takes the brunt of the damage. She removes the healing potion from her backpack and then pours it down the animal's throat, taking a moment to pull out one of the bone fragments and stick it into her belt pouch. Handsome snorts, and then climbs wearily to his feet. She then slaps him on the rump much the way Ser Artanis had with Tiergan and points toward the stern of the ship, telling him, "Go!" The gelding is clearly eager to get out of the burning village, and despite his recent brush with death, begins powering his way toward safety, not slowed in the least by the firestorm.

She then makes her way to the open spot on the boilerdrak and yells over to Decimus, "I'll read the instructions on this side - what do you want to do with this thing?" (Mery will help either put the boilerdrak in the river or else load it on the ship, whatever we decide to do with it.)

 

After the Arrival of the Ironclad Mercenary

Mery squints at the woman, her suspicious nature aroused and unwilling to take anything - and especially a message of this nature - coming from an Ironclad at face value. For all she knows, this woman might be in league with Jeyev!

Unfortunately, her read on the woman isn't as clear as it was with Jeyev and Darrett's groan of pain catches her attention before she can think about matters too much. She initially thinks to just place a comforting hand on his shoulder, but his cries are such that she decides stronger measures are warranted. She sinks to her own knees and then wraps her arms around the man, not saying anything, really, just comforting him with her presence and her touch, because really, there's nothing she can say that will help. Her own tears are strangely absent, but she puts that down - at least for the moment - to the unclear read she got.

If either Coltan or Kai are near, she glances at the mercenary then mouths the words, 'What read do you get from her?'

 

On the Trip to Kalaman

Once the ship casts off and Darrett is reasonably calm again, the first thing Mery does is lead Handsome into the hold and remove his saddle. She asks Ser Artanis, "Umm, does he need any special care while he heals? Also, I kind of fought on him and jumped him over a wall earlier, but I didn't really know what I was doing. W-w-would you p-p-please l-look h-him over and m-m-make sure he didn't strain a m-m-muscle or h-h-hurt h-himself somehow?" Fear fills her eyes as she asks, but her determination to do right by her horse makes her willing to accept any punishment that might be coming. (She will undertake any task necessary to do right by her horse and do it without a word of complaint.)

Once Handsome is squared away, she goes and asks Mayor Raven for a room where she can close the door and work quietly for a while. The Mayor points her to her personal quarters on the second deck. Mery nods her thanks and enters the room, closing the door behind her. She pulls out her writing supplies and the encoded, embroidered message from Dame Michelle's handkerchief. She starts by writing out the alphabet across the top and the key, which she decides might be either Michelle or Folketh along the side. She decides that the easiest way to create a unique alphabet for each letter is to have the key letter equal letter A and the rest of the alphabet after the key letter map to B, C, D, etc, so she writes that out for both key words. It takes about an hour, as well as a few false starts and errors, but she finally decodes the message and copies it onto a clean fresh parchment.

She then goes to find Dame Michelle before anyone else can pressure her into sharing the contents and invites her down into the same room where she decoded the message. She tells her, "First off, I wanted to let you know I've not forgotten about your handkerchief. My plan had been to take it to a seamstress to repair, but you had said you wanted to repair it yourself. Would you still prefer to do the repair yourself? If so, I will try to pick up the needed thread and needle once we arrive in Kalaman, otherwise, I'll try to get it to a seamstress."

"Second, I think I may have misjudged you a little bit. I initially figured that since you were serving the army of an evil goddess, you were the sort of person who could callously trample all over other people to get what you want, but between the story about your past that you told Modri and the way you've conducted yourself since becoming our prisoner, it's clear that's not the case. I did see how the attacks of the lizard creatures from your army against the villagers horrified you, but there's a question I'm struggling with that I'd like to ask you. I assume you must have known Takhisis is an evil goddess fairly early on, but if you've been in this army for several years, how can you only now be figuring out that they have no problem doing evil things? I hope this question doesn't sound judgmental - I don't mean it to. I'm just having trouble understanding."

After Dame Michelle answers, Mery hands her the decoded message, telling her, "It's from your father." After Dame Michelle finishes reading it, she tells her, "I haven't even shared this with the others yet. It's clearly a personal message, and I can think of a few ways that people of unscrupulous nature might cause trouble if they knew about it. I don't believe anyone in my group to be like that, but someone overhearing us talking amongst ourselves about it might. I feel very strongly that you should have control over who learns the contents and at what time."

"However, there is one thing I wish to say about the message. Given your status as a military prisoner, I think it's unlikely the powers that be will be willing to set you free to track down the items mentioned in the first sentence. I would like to offer the service of my friends and I in doing so, but that of course means sharing the contents of the message with them, or at least the part that pertains to the items. I know there's a lot to take in, so don't feel like you need to give me an answer right away. I give you my word I won't tell anyone what this message says without getting your okay first."

 

OOC

Action: Retrieve healing potion from backback, give potion to Handsome.

Bonus Action:

Reaction:

Movement: Move to I5

Object Interaction:

Mount Action: Dash to ship (stern entry)

Mount Movement: -

Actions & Resources

Actions:

   Shortbow (simple, ranged, ammunition, two-handed). Ranged Weapon Attack: +4 to hit, ranged 80/320 ft., one target.
                                                                                   Hit:  (1d6 + 2) piercing damage. 

   Dagger (light, ranged or melee). Ranged Weapon Attack: +4 to hit, ranged 20/80 ft., one target.
                                                   Hit: (1d4 + 2) piercing damage.
                                                                   Melee Weapon Attack: +4 to hit, reach 5 ft., one target.

                                                  Hit: (1d4+2) piercing damage.

Bonus Actions:

   Healing Word

A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d4 for each slot level above 1st.

  Bardic Inspiration (3 per long rest, for 1d6)

As a bonus action, a creature (other than yourself) within 60 ft. that can hear you gains an inspiration die (1d6). For 10 minutes, the creature can add it to one ability check, attack roll, or saving throw. This can be added after seeing the roll, but before knowing the outcome.

  Heat Metal

Until the spell ends (up to 1 minute), you can use a bonus action on each of your subsequent turns to cause this damage (1d8 fire damage for each level the spell is cast at, minimum 2nd level) again.

Ammunition:

   14 arrows in quiver, 0 arrow bundles in backpack.

Spellcasting:

   Mery is a 2nd-level spellcaster. Her spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). She has the following bard spells available for spontaneous casting: 

  • Cantrips (2/2 slots): prestidigitation, vicious mockery
  • 1st level (4/4 slots): healing word, hideous laughter, cure wounds, unseen servant
  • 2nd (2/2 slots): invisibility, heat metal

Class Features:

  • 3/3 Bardic Inspiration, recovered after a long rest
  • Song of Rest (Use on any short rest - anyone who hears her performance and chooses to regain a hit die gains an extra 1d6 of HP.)
  • Jack of All Trades (add 1/2 proficiency bonus, rounded down, to any ability check you make that doesn't already include your proficiency bonus.)
  • Bardic College = College of Lore. Gain expertise in 2 skills you already have proficiency in, and proficiency in 3 new skills. (Choosing Persuasion and Deception for Expertise, adding Nature, Stealth, and Religion for Proficiency.)

OOC

OOC comments, if I have them, go here.

Edited by tbgg (see edit history)
Name
Healing to Handsome from potion
6
2d4+2 3,1
Handsome STR check (DC 15) for movement through firestorm
24
1d20+4 20
Insight check Ironclad Mercenary
10
1d20+1 9
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image.png.f43e797dc98446c97baef5b972307405.pngArtanis Brightblade

Human Knight of Solamnia 


AC: 19 (Chainmail, Shield +1) | HP: 16/22 (0 THP) | HD: 1/3 | Speed: 30 ft.
Senses: passive Perception 11, Insight 13, Investigation 9
Str: 17 (+3) | Dex: 8 (–1) | Con: 13 (+1) | Int: 8 (-1) | Wis: 12 (+1) | Cha: 16 (+3)
Languages: You can speak, read, and write Common and Solamnic

DR3 vs nonmagical bludgeoning, slashing, piercing


My words,  | My thoughts,’  | My actions . . .


 

Luckily Artanis is far enough away from the explosion to avoid getting hit, barely able to hear it over the roaring firestorm. He struggles to make it far, his strength sapped after the long battle at the end of an even longer day. The wind catches the shield like a kite, focing him to brace against it just to stay still, but he figures the protection against ash and burning debris whipping around him is worth it. Not that he would ever consider abandoning them symbol anyway. He sees some of the wounds across Mery's warhorse pull together as she tips a potion down his throat, before to his relief he sends the beast to join Tiergan aboard the ship. For his mind it had done it's duty and more today already, and he was glad Mery appreciated that fact.

 

He grabs the shocked looking guardsman as he passes, leading him down to the southern pier where Modri and Ser Michelle had been forced to abandon the crate entrusted to him. "Here, give me a hand with this," he coughs out against the storm, grabbing one end to drag aboard the ship, "and then get yourself aboard too!"

 

They stagger along the dock, Artanis trying bravely to take the brunt of the gale, before hauling the crate aboard. "You did well today, better than we've a right to expect against those monsters!" he has to shout to be heard over the cacophony of burning town, collapsing buildings and creaking wood. "But you made them bleed, and they all died. We're still standing. Don't forget that. You're as much a hero as any."

 


 

Once the ship takes off down the river Artanis finds his way below deck to where the horses are stabled, not one for watching the burning town. The scene is already seared in his memory. He chats quietly to the two beasts as he gently unhooks their tack and rubs them down, careful around the tender pink burns. Enclosed in the belly of the ship the smell of sweat, blood and smoke is stronger, stifling, but Artanis ignores it to focus on the task at hand. For their part the beasts just stamp and snuffle, well trained. "I can't promise much less of that I'm afraid," he tells them, "but I'll do my best to look after you, I promise that."

 

OOC

Action: Dash towards boats.

Bonus Action:

Movement: Head towards southern-most boat.

Reaction:

Object Interaction: Grab crate with Guardsman 2

Mount Action:

Mount Movement:

Actions & Resources

Actions:

  Longsword (versatile). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) slashing damage. Versatile damage: 8 (1d10 + 3) slashing damage.

   Javelin (range, thrown) [3]. Thrown Weapon Attack: +5 to hit, ranged 30/120 ft., one target. Hit: 6 (1d6 + 3) piercing damage.

  RDA Javelin (range, thrown) [9]. Thrown Weapon Attack: +5 to hit, ranged 30/120 ft., one target. Hit: 6 (1d6 + 3) piercing damage, 1d4 fire damage.

  Lance (special). Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 11 (1d12 + 5) piercing damage, 1d4 Fire damage.

  Battlefield Presence.

Bonus Actions:

   Rallying Mark

   Urgent Orders  

   Helpful Word

Class Features:

  Precise Strike. 0/2 (Long Rest)

  Leadership Dice (d6). 0/3 (Short Rest, 1/turn)

  Lead the Charge. When you roll initiative you gain temporary hit points equal to your Charisma modifier + your proficiency bonus (5 THP).

Name
Athletics
7
1d20+5 2
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spacer.pngEvacuees flee the Dragon Army's invasion of Vogler

   “Hold the boat!” a voice rasps from the smoke-shrouded street. A woman runs through the haze toward the wharf, clad in the armor of an Ironclad Regiment mercenary and gripping a horned helmet in her hand.

   “Ser Becklin,” she said, breathlessly, “She and Cudgel are dead! I saw that traitorous bastard, Jeyev, stab Ser Becklin in the back. When Cudgel challenged him, he overpowered her and cut her down. After he walked right into the ranks of the Red Dragon Army, I went to them. Ser Becklin grabbed my ankle and gave me her helmet—told me to deliver it to Darrett.”

   Said man collapsed to his knees, groaning in the agony of loss.

Name
roll
50
1d100 50
roll
5
2d4 2,3
roll
6
1d6 6
roll
60,95,86,62,25,44
repeat(1d100,6) 60,95,86,62,25,44
roll
4,20,11,8,16
repeat(1d20,5) 4,20,11,8,16
roll
16
6d6 3,1,6,2,2,2
roll
13
3d6 6,6,1
roll
10
2d6 5,5
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Sir Not-Appearing-in-This-Game McHolyGrail IIIModri

Hill Dwarf Outlander Wild Magic Barbarian


AC: 17 (+1Dex + 3Con + 2Shield ) | HP: 41/44 (3d12+9+6+3) | Speed: 25'
Senses: passive Perception 11, Insight 11, Investigation 10
Str: 16 (+3) | Dex: 13 (+1) | Con: 16 (+3) | Int: 10 (+0) | Wis: 12 (+1) | Cha: 8 (-1)
Languages: You can speak, read, and write Common, Dwarvish, Elvish

Hit Die: 2/3d12 | Rages: 0/3 | Magic Awareness: 1/2


Modri makes his way onto the boat, helping anyone behind him by pulling them further in to make space for more people. Although holding the line and being the last to jump on has its appeal, Modri knows that running and jumping are not his strong suit, and he'd likely find himself having to swim to Kalaman.

He hears to mercenary's unfortunate news. He can't say he knew either Sir Becklin nor Cudgel well. Beyond being good friends with Ispin, reason enough to respect them, Sir Becklin more than seemed to have a good head on her shoulder and Cudgel was a fellow Dwarf. He's not so full of himself to think Dwarvish lives are worth any more than others, a belief that fuels his anger towards his mountain kin, but he also can more closely empathize with the loss of centuries of life.

He is not the one to comfort them, nor even the Mayor.

He instead makes his way to Michelle. "Tough day." He looks over to the burning town. "Tough day for a lot of folk. I won't make any choices for you, but here's the way I see it as a man who's neither a soldier, nor knight, nor even close to what you'd call civilized. That Red Dragon Army thinks you've turned traitor. That Red Dragon Army also is the kind that rewards Jeyev and that Ogress, not people like you. And anyone who saw a good look at you in your uniform are on this ship. If you're content to be a prisoner of war, then that's your business. Personally, think you're better off on the other side of this fight, and I'll talk to the others to get a story together. Think on it. Make a choice before we reach the city."

He gives a nod, waiting just long enough if she has a reply. Otherwise, he's content to give her time alone to reflect on some hard life choices. As thoughtful as he's been, he still believes people have to work things out for themselves, still believes people have to fight their own fights.

 

OOC

Movement: -

Action: -

 

 

 

 

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token1.png.1f361b5b69f15cd7a9ff716bb787caee.pngHunni Collic

Gully Dwarf Mage of High Sorcery Hexblade Warlock


AC: 18 (Scale Mail+2 Shield +2 Dex) | HP: 21/26 (hd 3d8) | Speed: 30 ft.
Senses: Darkvision, passive Perception 11, Insight 11, Investigation 9
Str: 8 (-1) | Dex: 14 (+2) | Con: 15 (+2) | Int: 8 (-1) | Wis: 12 (+1) | Cha: 17 (+3)
Languages: You can speak, read, and write Common, Gullytalk, Elven, and Dwarven


Hunni watches with satisfaction as her whip slashes the dragon-man's throat, and then yelps as its explosion is much larger than the cloud of gas its comrades produce. Dodging back, she pulls up her shield and knocks the shrapnel from the explosion away before it touches her. "That one makes a bigger impact," she comments, as the dust clears.

Then, with a mental command, the gully dwarf orders her Giant Constrictor Snake to her side, and it transforms back into a staff, which she catches in her hand as the whip disappears in a cloud of smoke. Smoke that seems to cling to the staff itself.

Scanning the battlefield, she comments, "Well, the fight seems to be slowing, but we still need to get out of here. Everybody run like crazy!" Her last words seem more a happy cry, as she runs to jump onto the ship.

At the news of betrayal, and the deaths of Ser Becklin and Cudgel, she sniffs, and almost immediately starts crying again, but softly. Then, she takes a deep breath. "We don't have time to mourn. But we will. And I don't think we have seen the last of Jeyev."

 

OOC

Action:

Bonus Action: Transform the snake back into a staff.

Movement: Get on the ship! Will use the Action too, if needed, since I know that it is still windy, but otherwise saves it to throw Eldritch Bolts at the fighting.

Reaction:

 

Actions and Resources

Actions

Eldritch Blast (cantrip). Ranged Spell Attack: + 5 to hit, range 120 ft, one target.
Hit: (1d10 + cha) force damage.

Infestation (cantrip). Spell: Constitution Save DC 13, range 30 ft, one target.
On failed save: (1d6) poison damage, and target must move 5' in a random direction (d4; 1-North, 2-South, 3-East, 4-West). 

Improved Pact Weapon varies, usually whip (+1 to hit, damage, spell focus)

Whip (finesse, reach). Melee Weapon Attack: +6 to hit, reach 10 ft., one target.
Hit: (1d4 + 4) slashing damage.

Battleaxe (versatile). Melee Weapon Attack: reach 5 ft., one target.
Hit: (1d8 - 1) slashing damage.
Versatile: (1d10 - 1) slashing damage.

Staff of the Python (versatile). Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: (1d6 +3) bludgeoning damage.
Versatile: (1d8 +3) bludgeoning damage.

☆ Note:  With Hex Warrior, can set one weapon to use Charisma instead of Strength or Dexterity for to-hit and damage.  Normally Staff of the Python, but also always Pact Weapon.

Bonus Actions

Hexblade's Curse.

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.

Grovel, Cower, and Beg (Reskinned Draconic Cry).

As a bonus action, you let out a cry at your enemies within 10 feet of you. Until the start of your next turn, you and your allies have advantage on attack rolls against any of those enemies who could hear you. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Spellcasting

Spell Slots:  1 / 2, cast at 2nd level

Hunni is a spellcaster.  Her spell slots are at 2nd level.  She has 2 spell slots.  Her spellcasting attribute is Charisma.  Spell Save DC 13.  Spell Attack Modifier +5.  She can use an arcane focus as a spellcasting focus.

  • Cantrips:  Eldritch Blast, Infestation, Prestidigitation
  • Spells Known:  Armor of Agathys, Wrathful Smite, Hex, Dissonant Whispers, Unseen Servant, Blur
  • Invocations:  Improved Pact Weapon, Agonizing Blast

 

 

 

 

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Merituuli PortraitMerituuli Kaiutin
Level 3 Sea Elf Far Traveler Beast Master Ranger


AC: 18 (Scale Mail, +2 Shield) | HP: 21/36 (3d10+6+6) | Speed: 30 ft., Swim 30 ft.
Senses: passive Perception 17 (Expertise, Darkvision 60 ft.), Insight 15, Investigation 10
Str: 12 (+1) | Dex: 14 (+2) | Con: 14 (+2) | Int: 10 (+0) | Wis: 17 (+3) | Cha: 8 (-1)
Languages: Common, Elvish, Kenderspeak, Kharolian, Khur


“My words” | ‘My thoughts’  | My actions . . .


As the final draconian's throat is slashed open by Hunni's whip, Kai is initially relieved - finally, the scaled bastard was down! Then its flesh melted off and its bones exploded in shrapnel. Kai is so horrified by the rapid series of events that he barely has a chance to raise his shield in defense, and some of the bone shrapnel digs deep through his sharktooth coat and pierces his skin underneath. Wincing in pain but realizing it could have been much worse, he regains his footing, grabs his petrified osprey companion, and begins moving through the firestorm towards the boat. He pauses before boarding, assisting the other survivors as needed, yelling out, "We've got to go! Everyone on, now!"


The Ironclad Mercenary's arrival through the smoke and flame catches Merituuli's eye immediately - and then he sees the helmet she's carrying. Ser Becklin's. The merc's report of events causes hot tears to begin forming in his eyes. Damn Jeyev. First Ispin, now... He catches Mery's wariness of the woman, though, and understands the intent of her mouthed question - Who's to say this woman isn't another traitor?  He tries his best to get a good read on the mercenary, watching her eyes for any signs of falsehood.

He nods in agreement at Hunni's observation - "I hope it's not the last we've seen of that backstabber. He has a lot to answer for."


Once on the boat and sailing away from the burning Vogler, Kalasääski eventually manages to break free of their petrification, stretching their wings out and letting out a soft scree. Ruffling the osprey's head feathers, Merituuli smiles and says, "Good to have you back. We're safe now. Thanks for your help."  The hawk nods before taking flight, flying up to the sails of the ship to survey the area.

OOC

Action: —

Bonus Action: —

Movement: —

Reaction:

Actions & Resources

Actions:

Baculite Shell (Shillelagh). Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 1d8+3 bludgeoning damage.

Thorn Whip. Melee Spell Attack: +5 to hit, range 30 ft., one target.
Hit: 1d6 piercing damage.

Heavy Crossbow (heavy, loading, two-handed). Ranged Weapon Attack: +4 to hit, range 100/400 ft., one target.
Hit: 1d10+2 piercing damage.

Dagger (finesse, light, thrown). Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target.
Hit: 1d4+2 piercing damage.

Baculite Shell (Quarterstaff) (versatile). Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
Hit: 1d6+1 bludgeoning damage.
Versatile damage: 1d8+1 bludgeoning damage.

Net (thrown, special). Ranged Weapon Attack: +4 to hit, range 5/15 ft., one target.
Hit: A Large or smaller creature hit by a net is restrained until it is freed. A net has no effect on creatures that are formless, or creatures that are Huge or larger. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the net (AC 10) also frees the creature without harming it, ending the effect and destroying the net.

Bonus Actions:

Primal Companion: Take Action. As a bonus action on your turn you command your Primal Companion to take another action. That action can be one in its stat block or some other action. You can also sacrifice one of your attacks when you take the Attack action to command the beast to take the Attack action. If you are incapacitated, the beast can take any action of its choice, not just Dodge.

Other:

Favored Foe. When you hit a creature with an attack roll, you can call on your mystical bond with nature to mark the target as your favored enemy for 1 minute or until you lose your concentration (as if you were concentrating on a spell).

The first time on each of your turns that you hit the favored enemy and deal damage to it, including when you mark it, you can increase that damage by 1d4.

You can use this feature to mark a favored enemy a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

This feature’s extra damage increases when you reach certain levels in this class: to 1d6 at 6th level and to 1d8 at 14th level.

Friend of the Sea. You can communicate simple ideas to any Beast with a swimming speed. It can understand your words but you cannot understand it in return.

 

Ammunition:

17/20 Crossbow Bolts

 

Class Features:

  • 0/2 Favored Foe Marks
  • 0/3 1st Level Spells
Name
Insight on Ironclad Merc
21
1d20+5 16
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   spacer.pngColtan Bluetemper

Level 3 Neidar Folk Hero Forge Cleric


AC: 19 (Splint armor +2 Shield) | HP: 31/31 (3d8+9+3) | Speed: 25 ft.
Senses: Darkvision 60 ft., Passive Perception 15, Insight 13, Investigation 12
Str: 14 (+2) | Dex: 8 (–1) | Con: 16 (+3) | Int: 10 (+0) | Wis: 16 (+3) | Cha: 10 (+0)
Languages: Speak, read, and write Common and Dwarvish


When the ogre falls, Coltan pauses a moment to survey the death and destruction. If it wasn't pieces of ash in his eye or just the emotion of this ordinarily stoic dwarf, he starts to tear up at the chaos that the Queen of Darkness had brought to Vogler. To collect himself, he makes a quick prayer to Reorx thanking him for the blessings bestowed upon himself and recommitting himself to His service.

Turning he joins the chorus calling for retreat to the boat. Along the way, he awakes two dying villagers with Reorx's divine healing, so he can help them escape to the boats alive. The Apprentice finds himself one of the of the last passengers to board ensuring that everyone who can be saved is saved.


On the boat, he circulates to learn the names of all who are aboard and offers to bless them by Reorx to provide some amount of solace and comfort in His protection as they sail away to rebuild their lives somewhere beyond Vogler.


OOC

Action: Cast 2 Cure Wounds to save two dying villagers

Bonus Action:

Movement:

Reaction:

Use Object:

Actions and Resources

Actions

+1 Holy Warhammer (versatile). Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 1d8 + 3 magic, fire damage.
Versatile damage: 1d10 + 3 magic, fire damage.

Warhammer (versatile). Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 1d8 + 2 bludgeoning damage.
Versatile damage: 1d10 + 2 bludgeoning damage.

Handaxe (light, thrown). Melee & Ranged Weapon Attack: +4 to hit, ranged 20/60 ft., one target.
Hit: 1d6 + 2 slashing damage.

Dagger (light, thrown). Melee & Ranged Weapon Attack: +4 to hit, ranged 20/60 ft., one target.
Hit: 1d4 + 2 piercing damage.

Spell-casting: +5 or DC 13 | 1st 0/4 | 2nd 0/2

Cantrips

  1. Sacred Flame (V, S). Spell Attack: Dex DC 13, ranged 60 ft., one target.  Fail: 1d8 radiant damage.
  2. Word of Radiance (V, M). Spell Attack: Con DC 13, ranged 5 ft., each creature of your choice. Fail: 1d6 radiant damage.
  3. Light (V,M).  You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action.  If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell.

1st level spells prepared

  • Identify (V,S,M) Ritual. You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it. If you instead touch a creature throughout the casting, you learn what spells, if any, are currently affecting it.
  • Searing Smite (V). The next time you hit a creature with a melee weapon attack during the spell's duration, your weapon flares with white-hot intensity, and the attack deals an extra 1d6 fire damage to the target and causes the target to ignite in flames. At the start of each of its turns until the spell ends, the target must make a Constitution saving throw. On a failed save, it takes 1d6 fire damage. On a successful save, the spell ends. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames (such as the target being submerged in water), the spell ends.
  1. Bless (V,S,M).  You bless up to three creatures of your choice within 30 ft. Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw.  Concentration up to 1 minute.
  2. Cure Wounds (V,S).  A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
  3. Detect Magic (V,S) Ritual. For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.  The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.  Concentration up to 10 minutes.
  4. Healing Word (V) Bonus.  A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
  5. Guiding Bolt (V,S).  Make a ranged spell attack against the target within 120 feet. On a hit, the target takes 4d6 radiant damage, and the next attack roll made against this target before the end of your next turn has advantage

2nd-Level Spells Prepared

  • Heat Metal (V,S,M) Concentration. Choose a manufactured metal object, such as a metal weapon or a suit of heavy or medium metal armor, that you can see within range. You cause the object to glow red-hot. Any creature in physical contact with the object takes 2d8 fire damage when you cast the spell. Until the spell ends, you can use a bonus action on each of your subsequent turns to cause this damage again. If a creature is holding or wearing the object and takes the damage from it, the creature must succeed on a Constitution saving throw or drop the object if it can. If it doesn't drop the object, it has disadvantage on attack rolls and ability checks until the start of your next turn.
  • Magic Weapon (V,S) Concentration. You touch a nonmagical weapon. Until the spell ends, that weapon becomes a magic weapon with a +1 bonus to attack rolls and damage rolls.
  • 6. Spiritual Weapon (V,S) Bonus. When you cast the spell, you can make a melee spell attack against a creature within 5 feet of the weapon. On a hit, the target takes force damage equal to 1d8 + your spellcasting ability modifier. As a bonus action on your turn, you can move the weapon up to 20 feet and repeat the attack against a creature within 5 feet of it.

Channel Divinity: 1/1 short rest

Turn Undead.  Expend a use of your Channel Divinity as an action to make each undead that can see or hear you within 30 feet of you to make a Wisdom DC 13. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.

Harness Divine Power.  As a bonus action, expend a use of your Channel Divinity to regain one expended spell slot, the level of which can be no higher than half your proficiency bonus (rounded up).

Artisan's Blessing. You conduct an hour-long ritual that crafts a nonmagical item that must include some metal: a simple or martial weapon, a suit of armor, ten pieces of ammunition, a set of tools, or another metal object (see chapter 5, "Equipment," in the Player's Handbook for examples of these items). The creation is completed at the end of the hour, coalescing in an unoccupied space of your choice on a surface within 5 feet of you.  The thing you create can be something that is worth no more than 100 gp. As part of this ritual, you must lay out metal, which can include coins, with a value equal to the creation. The metal irretrievably coalesces and transforms into the creation at the ritual's end, magically forming even nonmetal parts of the creation. The ritual can create a duplicate of a nonmagical item that contains metal, such as a key, if you possess the original during the ritual.

 

 

Edited by JubalBreakbottle (see edit history)
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