omegoku Posted August 15, 2023 Clone Share Posted August 15, 2023 (edited) Playing in Durlag's Tower Character thread Eireann III High Elf Swashbuckler 11 HP: 84/84 HD: 11d8/11d8 AC: 17 Speed: 30ft Proficiency: +4 Saving Throws: Str +0, Dex +9, Con +2, Int +8, Wis -1, Cha +3 Skills: Athletics +8, Acrobatics +9, Deception +7, History +8, Intimidate +7, Nature +8, Persuasion +11, Perception +7, Sleight of Hand +9, Stealth +13 Attacks and Features o Rapier (Gift of Fire) Piercing, Finesse +10 1d8+5 d6 Fire o Dagger Piercing, Finesse, Thrown(20/60) +9 1d4+5 o Shortbow Piercing, Two-handed (80/320) Ammo +9 1d6+7 DarkvisionYou can see in darkness within 60 feet of you as if it were dim light. However, you can’t discern color in darkness, only shades of gray.[ TranceElves don’t need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. Fey AncestryYou have advantage on saving throws against being charmed, and magic can’t put you to sleep. ExpertiseAt 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves’ tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. At 6th level, you can choose two more of your proficiencies (in skills or with thieves’ tools) to gain this benefit. (Stealth, Athletics, Acrobatics, Perception) Sneak Attack (6d6)Beginning at 1st level, you know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal an extra 5d6 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.[/ooc] Cunning ActionStarting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action. Fancy FootworkWhen you choose this archetype at 3rd level, you learn how to land a strike and then slip away without reprisal. During your turn, if you make a melee attack against a creature, that creature can’t make opportunity attacks against you for the rest of your turn. Rakish AudacityStarting at 3rd level, your confidence propels you into battle. You can give yourself a bonus to your initiative rolls equal to your Charisma modifier. You also gain an additional way to use your Sneak Attack; you don’t need advantage on the attack roll to use your Sneak Attack against a creature if you are within 5 feet of it, no other creatures are within 5 feet of you, and you don’t have disadvantage on the attack roll. All the other rules for Sneak Attack still apply to you. Thieves CantDuring 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.[ Uncanny DodgeStarting at 5th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you. EvasionBeginning at 7th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon’s fiery breath or an ice storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. PanacheAt 9th level, your charm becomes extraordinarily beguiling. As an action, you can make a Charisma (Persuasion) check contested by a creature’s Wisdom (Insight) check. The creature must be able to hear you, and the two of you must share a language. If you succeed on the check and the creature is hostile to you, it has disadvantage on attack rolls against targets other than you and can’t make opportunity attacks against targets other than you. This effect lasts for 1 minute, until one of your companions attacks the target or affects it with a spell, or until you and the target are more than 60 feet apart. If you succeed on the check and the creature isn’t hostile to you, it is charmed by you for 1 minute. While charmed, it regards you as a friendly acquaintance. This effect ends immediately if you or your companions do anything harmful to it. Steady AimAs a bonus action, you give yourself advantage on your next attack roll on the current turn. You can use this bonus action only if you haven't moved during this turn, and after you use the bonus action, your speed is 0 until the end of the current turn. Reliable TalentBy 11th level, you have refined your chosen skills until they approach perfection. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10. Feat : SkilledYou gain proficiency in any combination of three skills or tools of your choice. (Nature, Intimidate, Sleight of Hand) Magic Cantrip Known Booming BladeEvocation cantrip Casting Time: 1 action Range: 5 feet Components: V, M (a weapon) Duration: 1 round As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell's range, otherwise the spell fails. On a hit, the target suffers the attack's normal effects, and it becomes sheathed in booming energy until the start of your next turn. If the target willingly moves before then, it immediately takes 1d8 thunder damage, and the spell ends. This spell's damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d8 thunder damage to the target, and the damage the target takes for moving increases to 2d8. Both damage rolls increase by 1d8 at 11th level and 17th level. Equipment Consumable (10) Potion of Healing A character who drinks the magical red fluid in this vial regains 2d4 + 2 hit points. Drinking or administering a potion takes an action *2 Potion of Greater Healingregain 4d4 + 4 hit points Potion of Superior Healingregain 8d4 + 8 hit points Potion of Fire Giant StrengthWhen you drink this potion, your Strength score changes to 25 for 1 hour. The potion has no effect on you if your Strength is equal to or greater than that score Common (5) Uncommon+ (6) Bracers of ArcheryWondrous item, uncommon (requires attunement) While wearing these bracers, you have proficiency with the longbow and shortbow, and you gain a +2 bonus to damage rolls on ranged attacks made with such weapons. This item can be found in the Dungeon Master's Guide. These bracers are bulky with hexagon designs along them that do not match any common racial or family styling. In addition, the hexagons turn blue in the cold or a warm orange in heat. The bearer suffers no harm in temperatures as cold as -20 degrees Fahrenheit or as warm as 120 degrees Fahrenheit. Headband of Intellect Requires Attunement Your Intelligence score is 19 while you wear this headband. It has no Effect on you if your Intelligence is already 19 or higher without it Cloak of DisplacementWondrous Item, rare (requires attunement) While you wear this cloak, it projects an illusion that makes you appear to be standing in a place near your actual location, causing any creature to have disadvantage on attack rolls against you. If you take damage, the property ceases to function until the start of your next turn. This property is suppressed while you are incapacitated, restrained, or otherwise unable to move. This item can be found in the Dungeon Master’s Guide. This cloak is made of the pelt of a smooth, blackfurred creature. A bone toggle fastens the cloak around its wearer’s neck. Close examination of the gold-embroidered hem reveals a poem that reads (in Common): “Six men in pain; six men rent. Blood, it falls like rain; broken bodies bent. Six men plead; and six men cry; Tearing arm and leg, six men die." Ring of Shooting StarRing, very rare (requires attunement) While wearing this ring in dim light or darkness, you can cast dancing lights and light from the ring at will. Casting either spell from the ring requires an action. The ring has 6 charges for the following other properties. The ring regains 1d6 expended charges daily at dawn. Faerie Fire. You can expend 1 charge as an action to cast faerie fire from the ring. Ball Lightning. You can expend 2 charges as an action to create one to four 3-foot-diameter spheres of lightning. The more spheres you create, the less powerful each sphere is individually. Each sphere appears in an unoccupied space you can see within 120 feet of you. The spheres last as long as you concentrate (as if concentrating on a spell), up to 1 minute. Each sphere sheds dim light in a 30-foot radius. As a bonus action, you can move each sphere up to 30 feet, but no farther than 120 feet away from you. When a creature other than you comes within 5 feet of a sphere, the sphere discharges lightning at that creature and disappears. That creature must make a DC 15 Dexterity saving throw. On a failed save, the creature takes lightning damage based on the number of spheres you created. Spheres Lightning Damage 4 2d4 3 2d6 2 5d4 1 4d12 Shooting Stars. You can expend 1 to 3 charges as an action. For every charge you expend, you launch a glowing mote of light from the ring at a point you can see within 60 feet of you. Each creature within a 15-foot cube originating from that point is showered in sparks and must make a DC 15 Dexterity saving throw, taking 5d4 fire damage on a failed save, or half as much damage on a successful one Charges 6/6 Wand of Lightning BoltsRequires Attunement by a Spellcaster This wand has 7 Charges. While holding it, you can use an action to expend 1 or more of its Charges to cast the Lightning Bolt spell (save DC 15) from it. For 1 charge, you cast the 3rd-level version of the spell. You can increase the spell slot level by one for each additional charge you expend. The wand regains 1d6 + 1 expended Charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed. Charges 7/7 Eireann spoke "Oh, don't mind me. I am just a goblin pin cushion!" AL Logs : https://www.adventurersleaguelog.com/users/7288/characters/17571 Char Sheet: http://www.myth-weavers.com/sheet.html#id=853414 Edited September 11, 2023 by omegoku (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
omegoku Posted August 15, 2023 Author Clone Share Posted August 15, 2023 (edited) Playing in Waterdeep: Dragon Heist Character Thread Mordikai Nowhere - Tiefling Hexblade 6 HP: 45/45 | AC: 20 | Speed: 30ft (Flying) | HD: 6d8/6d8 | Spell Slots (Lv3): 2/2 Perception: +4 | Saving Throws: Str +0 Dex +2 Con +2 Int -1 Wis +4 Cha +7 | Spell DC: 15 | Initiative: +2 StatisticsStr +0 Dex +2 Con +2 Int -1 Wis +1 Cha +4 Languages: Common, Elvish, Infernal, Celestial Attacks: -Battleaxe +8 Damage: 1d8+5 • Slashing, Versatile(1d10) -Eldritch Blast +6 Damage: 1d10 • Force, Range 120ft, 2 beams | Magic Items -Ring of Free Action -Shield +1 -Potion of Resistance -Charm of Heroism -Backpack Parachute | SkillsAcrobatics: +2 Arcana: -1 Athletics: +0 Animal Handling: +1 Deception: +7* History: -1 Intimidate: +7* Insight: +4* Investigate: -1 Medicine: +1 Nature: -1 Perception: +4* Performance: +4 Persuasion: +4 Religion: -1 Stealth: +2 Sleight of Hand: +2 Survival: +1 Abilities Safe Haven: As a faction agent, you have access to a secret network of supporters and operatives who can provide assistance on your adventures. You know a set of secret signs and passwords you can use to identify such operatives, who can provide you with access to a hidden safe house, free room and board, or assistance in finding information. These agents never risk their lives for you or risk revealing their true identities. Darkvision: 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. Hellish Resistance: You have resistance to fire damage. Winged: You have bat-like wings sprouting from your shoulders. You have a flying speed of 30 feet while you aren't wearing heavy armor. Pact Magic: You regain all expended spell slots when you finish a short or long rest. Charisma is your spellcasting ability for your warlock spells 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).<b 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 weapon's type. Pact of the Blade: You can use your action to create a pact weapon in your empty hand. You can choose the form that this melee weapon takes each time you create it (see chapter 5 for weapon options). You are proficient with it while you wield it. This weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. Your pact weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die. You can transform one magic weapon into your pact weapon by performing a special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. You can then dismiss the weapon, shunting it into an extradimensional space, and it appears whenever you create your pact weapon thereafter. You can't affect an artifact or a sentient weapon in this way. The weapon ceases being your pact weapon if you die, if you perform the 1-hour ritual on a different weapon, or if you use a 1-hour ritual to break your bond to it. The weapon appears at your feet if it is in the extradimensional space when the bond breaks. Improved Pact Weapon:You can use any weapon you summon with your Pact of the Blade feature as a spellcasting focus for your warlock spells. In addition, the weapon gains a +1 bonus to its attack and damage rolls, unless it is a magic weapon that already has a bonus to those rolls. Finally, the weapon you conjure can be a shortbow, longbow, light crossbow, or heavy crossbow. Eldritch Sight: You can cast detect magic at will, without expending a spell slot Thirsting Blade:You can attack with your pact weapon twice, instead of once, whenever you take the Attack action on your turn. Accursed Specter: Starting at 6th level, you can curse the soul of a person you slay, temporarily binding it to your service. When you slay a humanoid, you can cause its Spirit to rise from its corpse as a specter, the statistics for which are in the Monster Manual. When the specter appears, it gains temporary hit points equal to half your warlock level. Roll initiative for the specter, which has its own turns. It obeys your verbal commands, and it gains a special bonus to its attack rolls equal to your Charisma modifier (minimum of +0). The specter remains in your service until the end of your next long rest, at which point it vanishes to the afterlife. Once you bind a specter with this feature, you can't use the feature again until you finish a long rest. Spells Cantrips Known: Eldritch Blast, Mage Hand, Prestidigitation Lv1 Spells: Hex, Arms of Hadar Lv2 Spells: Mirror Image, Misty Step, Invisibility Lv3 Spells: Counterspell,Vampiric Touch Descriptive words. "Talky words." Thinky words. AL Logs: https://www.adventurersleaguelog.com/users/7288/characters/47081 Char Sheet https://www.myth-weavers.com/sheet.html#id=1974692 Edited August 17, 2023 by omegoku (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
omegoku Posted August 15, 2023 Author Clone Share Posted August 15, 2023 (edited) Playing in Tomb of Annihalation Character Thread Morgan Frostbear - Dwarf Gloom Stalker 6 HP: 44/58 | AC: 20 | Speed: 30ft (Climbing) | HD: 2d10/6d10 | Spell Slots: Lv1: 2/4 Lv2: 2/2 Perception: +7 | Saving Throws: Str +4 Dex +6 Con +6 Int -1 Wis +2 Cha +0 | Spell DC: 13 | Initiative: +6 StatisticsStr +1 Dex +4(+6) Con +2 Int -1 Wis +2 Cha 0 Languages: Common, Dwarvish Attacks: -Longbow+1 +13 Damage: 1d8+8 • Piercing, -Rapier+1 +11 Damage: 1d8+7 • Piercing | Magic Items -Ring of Protection -Bag of Holding -Wand of Wonder | SkillsAcrobatics: +4 Arcana: -1 Athletics: +4* Animal Handling: +2 Deception: +0 History: -1 Intimidate: +3* Insight: +2 Investigate: -1 Medicine: +2 Nature: -1 Perception: +5* Performance: +0 Persuasion: +0 Religion: -1 Stealth: +4 Sleight of Hand: +4 Survival: +5* | Favoured Foe: 2d6/3d6 Abilities Military Rank You have a military rank from your career as a soldier. Soldiers loyal to your former military organization still recognize your authority and influence, and they defer to you if they are of a lower rank. You can invoke your rank to exert influence over other soldiers and requisition simple equipment or horses for temporary use. You can also usually gain access to friendly military encampments and fortresses where your rank is recognized. Darkvision 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 Dwarven Resilience Advantage on saves vs poison. Resistance to poison damage. Stone cutting Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus Favoured 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 favoured 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. Deft Explorer Canny Choose one of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses the chosen skill. (Perception) You can also speak, read, and write two additional languages of your choice. Deft Explorer Roving Your walking speed increases by 5, and you gain a climbing speed and a swimming speed equal to your walking speed. Fighting Style: Archery You gain a +2 bonus to attack rolls you make with ranged weapons. Spellcasting You regain all expended spell slots when you finish a long rest. You know two 1st-level spells of your choice from the ranger spell list. The Spells Known column of the Ranger table shows when you learn more ranger spells of your choice. Each of these spells must be of a level for which you have spell slots. Additionally, when you gain a level in this class, you can choose one of the ranger spells you know and replace it with another spell from the ranger spell list, which also must be of a level for which you have spell slots. Spell save DC = 8 + your proficiency bonus + your Wisdom modifier Spell attack modifier = your proficiency bonus + your Wisdom modifier Gloom Stalker Magic Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Gloom Stalker Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know. Dread Ambusher At 3rd level, you master the art of the ambush. You can give yourself a bonus to your initiative rolls equal to your Wisdom modifier. At the start of your first turn of each combat, your walking speed increases by 10 feet, which lasts until the end of that turn. If you take the Attack action on that turn, you can make one additional weapon attack as part of that action. If that attack hits, the target takes an extra 1d8 damage of the weapons damage type. Umbral Sight At 3rd level, you gain darkvision out to a range of 60 feet. If you already have darkvision from your race, its range increases by 30 feet. You are also adept at evading creatures that rely on darkvision. While in darkness, you are invisible to any creature that relies on darkvision to see you in that darkness. Primeval Awareness You can focus your awareness through the interconnections of nature: you learn additional spells when you reach certain levels in this class if you don't already know them, as shown in the Primal Awareness Spells table. These spells don't count against the number of ranger spells you know. You can cast each of these spells once without expending a spell slot. Once you cast a spell in this way, you can't do so again until you finish a long rest. Extra Attack Spells Lv1 Spells: Cure Wounds, Ensnaring Strike, Hunter's Mark, Disguise Self Lv2 Spells: Pass without Trace, Rope Trick Primal Awareness Spells: Speak with Animals, Beast Sense Descriptive words. AL Logs: https://www.adventurersleaguelog.com/users/7288/characters/26411 Char Sheet : https://og.myth-weavers.com/sheet.html#id=949702 Edited August 17, 2023 by omegoku (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
omegoku Posted August 17, 2023 Author Clone Share Posted August 17, 2023 (edited) Completed Out of The Abyss https://www.myth-weavers.com/index.php?/topic/8685-eirspar-nailo-shadow-monk/#comment-182908 https://og.myth-weavers.com/showthread.php?t=447496?t=447496 AL : https://www.adventurersleaguelog.com/users/7288/characters/22643 Eirspar Nailo- Wood Elf Shadow Monk 16 HP: 115/115 | AC: 21 | Speed: 60ft | HD: 16d8/16d8 | Ki: 16/16 Perception: +10 (Passive 25) | Saving Throws:*Can reroll all saving throws for 1 Ki (Diamond Soul) Str +6 Dex +11 Con +8 Int +5 Wis +11 Cha +6 | Spell DC: 18 | Initiative: +5 StatisticsStr +0 Dex +5 Con +2 Int -1 Wis +4 Cha 0 Languages: Common, Elvish, Dwarven Attacks: -Quarter Staff+1 +11 Damage: 1d8+6 • Bludgeoning, Versatile(1d8) -Unarmed Strike +10 Damage: 1d8+5 &bill; Bludgeoning -Dart +10 Damage: 1d4+5 • Piercing, Thrown (20/60) | Magic Items -Quarterstaff +1 -Cloak of Elvinkind -Bag of Holding -Stonespeaker Crystal -Ring of Protection -Robe of Eyes | SkillsAcrobatics: +10* Arcana: -1 Athletics: +5* Animal Handling: +4 Deception: +0 History: -1 Intimidate: +0 Insight: +4 Investigate: -1 Medicine: +4 Nature: -1 Perception: +9* Performance: +0 Persuasion: +0 Religion: -1 Stealth: +10* Sleight of Hand: +5 Survival: +9* Abilities 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. Darkvision You can see in darkness within 60 feet of you as if it were dim light. However, you can’t discern color in darkness, only shades of gray. Trance Elves don’t need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day.[ Fey Ancestry You have advantage on saving throws against being charmed, and magic can’t put you to sleep. Mask of the Wild You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena. Martial Arts Your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are shortswords and any simple melee weapons that don’t have the two-handed or heavy property. You gain the following benefits while you are unarmed or wielding only monk weapons and you aren't wearing armor or wielding a shield: • You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons. • You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels • When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action. Unarmoured Defence While you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier. Ki When you spend a ki point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 30 minutes of the rest meditating to regain your ki points. The saving throw DC is calculated as follows: Ki save DC = 8 + your proficiency bonus + your Wisdom modifier Flurry of Blows: Immediately after you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action. Patient Defense: You can spend 1 ki point to take the Dodge action as a bonus action on your turn. Step of the Wind: You can spend 1 ki point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn. Unarmoured Movement Your speed increases by 10 feet while you are not wearing armor or wielding a shield. At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move. Deflect Missiles Starting at 3rd level, you can use your reaction to deflect or catch the missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier + your monk level. If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free. If you catch a missile in this way, you can spend 1 ki point to make a ranged attack with the weapon or piece of ammunition you just caught, as part o f the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies, and the missile counts as a monk weapon for the attack. Shadow Arts Starting when you choose this tradition at 3rd level, you can use your ki to duplicate the effects of certain spells. As an action, you can spend 2 ki points to cast darkness, darkvision, pass without trace, or silence, without providing material components. Additionally, you gain the minor illusion cantrip if you don’t already know it. Slow Fall Beginning at 4th level, you can use your reaction when you fall to reduce any falling damage you take by an amount equal to five times your monk level. Extra Attack Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Stunning Strike Starting at 5th level, you can interfere with the flow of ki in an opponent’s body. When you hit another creature with a melee weapon attack, you can spend 1 ki point to attempt a stunning strike. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn. Ki-Empowered Strikes Starting at 6th level, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. Shadow Step At 6th level, you gain the ability to step from one shadow into another. When you are in dim light or darkness, as a bonus action you can teleport up to 60 feet to an unoccupied space you can see that is also in dim light or darkness. You then have advantage on the first melee attack you make before the end of the turn. Evasion At 7th level, your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon’s lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. Stillness of Mind Starting at 7th level, you can use your action to end one effect on yourself that is causing you to be charmed or frightened. Purity of Body At 10th level, your mastery of the ki flowing through you makes you immune to disease and poison. Cloak of Shadows By 11th level, you have learned to become one with the shadows. When you are in an area of dim light or darkness, you can use your action to become invisible. You remain invisible until you make an attack, cast a spell, or are in an area of bright light. Tongue of Sun and Moon Starting at 13th level, you learn to touch the ki of other minds so that you understand all spoken languages. Moreover, any creature that can understand a language can understand what you say. Diamond Soul Beginning at 14th level, your mastery of ki grants you proficiency in all saving throws. Additionally, whenever you make a saving throw and fail, you can spend 1 ki point to reroll it and take the second result. Timeless Body At 15th level, your ki sustains you so that you suffer none of the frailty of old age, and you can't be aged magically. You can still die of old age, however. In addition, you no longer need food or water. Observant Increases your Intelligence or Wisdom by 1, to a maximum of 20. • If you can see a creature's mouth while it is speaking a language you understand, you can interpret their words by reading their lips. • You have a +5 bonus to your passive Wisdom (Perception) and Intelligence (Investigation) scores. Spells Cantrips Known: Minor Illusion Spells: Darkness, Darkvision, Pass without Trace, Silence Descriptive words. Edited December 11, 2023 by omegoku (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
omegoku Posted September 11, 2023 Author Clone Share Posted September 11, 2023 (edited) Playing in Icewind Dale: Rise of the Frostmaiden Character Thread Johnny Alpharius- Half Elf Artificer 5 HP: 38/38 | AC: 17 | Speed: 30ft | HD: 15d8/15d8 | Spell Slots: Lv 1 4/4 Lv2 2/2 Perception: +3 | Saving Throws: Str -1 Dex +4 Con +5 Int +6 Wis +1 Cha +0 | Spell DC: 14 | Initiative: +4 StatisticsStr -1 Dex +4 Con +2 Int +3 Wis +1 Cha 0 Languages: Common, Elvish, Dwarfish, Giant, Orc Attacks: -Repeating Light Crossbow +8 Damage: 1d8+5 • Piercing -Eldritch Cannon +6 2d8 Force -Firebolt +7 2d10+d8 Fire -Shocking Grasp +7 2d8+d8 Lightning | Magic Items -Walloping Ammo *5 -Grey Bag of Tricks -Healing Potion -Spell Scroll of Fabricate -Spell Scroll of Blink -Charm of Biting Cold | SkillsAcrobatics: +10* Arcana: +6* Athletics: -1 Animal Handling: +1 Deception: +0 History: +3 Intimidate: +2* Insight: +4* Investigate: +3 Medicine: +1 Nature: +3 Perception: +4* Performance: +0 Persuasion: +0 Religion: +3 Stealth: +6* Sleight of Hand: +6* Survival: +1 Abilities Safe Haven As a faction agent, you have access to a secret network of supporters and operatives who can provide assistance on your adventures. You know a set of secret signs and passwords you can use to identify such operatives, who can provide you with access to a hidden safe house, free room and board, or assistance in finding information. These agents never risk their lives for you or risk revealing their true identities Darkvision You can see in darkness within 60 feet of you as if it were dim light. However, 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. Magical Tinkering You've learned how to invest a spark of magic into mundane objects. To use this ability, you must have thieves' tools or artisan's tools in hand. You then touch a Tiny nonmagical object as an action and give it one of the following magical properties of your choice: • The object sheds bright light in a 5-foot radius and dim light for an additional 5 feet. • Whenever tapped by a creature, the object emits a recorded message that can be heard up to 10 feet away. You utter the message when you bestow this property on the object, and the recording can be no more than 6 seconds long. • The object continuously emits your choice of an odour or a nonverbal sound (wind, waves, chirping, or the like). The chosen phenomenon is perceivable up to 10 feet away. • A static visual effect appears on one of the object's surfaces. This effect can be a picture, up to 25 words of text, lines and shapes, or a mixture of these elements, as you like. The chosen property lasts indefinitely. As an action, you can touch the object and end the property early. You can bestow magic on multiple objects, touching one object each time you use this feature, though a single object can only bear one property at a time. The maximum number of objects you can affect with this feature at one time is equal to your Intelligence modifier (minimum of one object). If you try to exceed your maximum, the oldest property immediately ends, and then the new property applies. Spellcasting You produce your artificer spell effects through your tools. You must have a spellcasting focus-specifically thieves' tools or some kind of artisan's tool-in hand when you cast any spell with this Spellcasting feature(meaning the spell has an "M" component when you cast it). You must be proficient with the tool to use it in this way. After you gain the Infuse Item feature at 2nd level, you can also use any item bearing one of your infusions as a spellcasting focus. You regain all expended spell slots when you finish a long rest. You prepare the list of artificer spells that are available for you to cast, choosing from the artificer spell list. When you do so, choose a number of artificer spells equal to your Intelligence modifier + half your artificer level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots. You can change your list of prepared spells when you finish a long rest. Preparing a new list of artificer spells requires time spent tinkering with your spellcasting focuses: at least 1 minute per spell level for each spell on your list. Intelligence is your spellcasting ability for your artificer spells. You can cast an artificer spell as a ritual if that spell has the ritual tag and you have the spell prepared. Infuse Item You've gained the ability to imbue mundane items with certain magical infusions, turning those objects into magic items. When you gain this feature, pick four artificer infusions to learn, choosing from the "Artificer Infusions" section at the end of the class's description. You learn additional infusions of your choice when you reach certain levels in this class, as shown in the Infusions Known column of the Artificer table. Whenever you gain a level in this class, you can replace one of the artificer infusions you learned with a new one. Whenever you finish a long rest, you can touch a nonmagical object and imbue it with one of your artificer infusions, turning it into a magic item. An infusion works on only certain kinds of objects, as specified in the infusion's description. If the item requires attunement, you can attune yourself to it the instant you infuse the item. If you decide to attune to the item later, you must do so using the normal process for attunement. Your infusion remains in an item indefinitely, but when you die, the infusion vanishes after a number of days equal to your Intelligence modifier (minimum of 1 day). The infusion also vanishes if you replace your knowledge of the infusion. You can infuse more than one nonmagical object at the end of a long rest; the maximum number of objects appears in the Infused Items column of the Artificer table. You must touch each of the objects, and each of your infusions can be in only one object at a time. Moreover, no object can bear more than one of your infusions at a time. If you try to exceed your maximum number of infusions, the oldest infusion ends, and then the new infusion applies. If an infusion ends on an item that contains other things, like a bag of holding, its contents harmlessly appear in and around its space. The Right Tool for the Job You've learned how to produce exactly the tool you need: with thieves' tools or artisan's tools in hand, you can magically create one set of artisan's tools in an unoccupied space within 5 feet of you. This creation requires 1 hour of uninterrupted work, which can coincide with a short or long rest. Though the product of magic, the tools are nonmagical, and they vanish when you use this feature again. Eldritch Cannon You've learned how to create a magical cannon. Using woodcarver's tools or smith's tools, you can take an action to magically create a Small or Tiny eldritch cannon in an unoccupied space on a horizontal surface within 5 feet of you. A Small eldritch cannon occupies its space, and a Tiny one can be held in one hand. Once you create a cannon, you can't do so again until you finish a long rest or until you expend a spell slot to create one. You can have only one cannon at a time and can't create one while your cannon is present. The cannon is a magical object. Regardless of size, the cannon has an AC of 18 and a number of hit points equal to five times your artificer level. It is immune to poison damage and psychic damage. If it is forced to make an ability check or a saving throw, treat all its ability scores as 10 (+0). If the mending spell is cast on it, it regains 2d6 hit points. It disappears if it is reduced to 0 hit points or after 1 hour. You can dismiss it early as an action. When you create the cannon, you determine its appearance and whether it has legs. You also decide which type it is, choosing from the options on the Eldritch Cannons table. On each of your turns, you can take a bonus action to cause the cannon to activate if you are within 60 feet of it. As part of the same bonus action, you can direct the cannon to walk or climb up to 15 feet to an unoccupied space, provided it has legs. Flamethrower The cannon exhales fire in an adjacent 15 foot cone that you designate. Each creature in that area must make a Dexterity saving throw against your spell save DC, taking 2d8 fire damage on a failed save or half as much damage on a successful one. The fire ignites any flammable objects in the area that aren't being worn or carried. Force Ballista Make a ranged spell attack, originating from the cannon, at one creature or object with in 120 feet of it. On a hit, the target takes 2d8 force damage, and if the target is a creature, it is pushed up to 5 feet away from the cannon. Protector The cannon em its a burst of positive energy that grants itself and each creature of your choice within 10 feet of it a number of temporary hit points equal to 1d8 + your Intelligence modifier (min of + 1 ) Arcane Firearm You know how to turn a wand, staff, or rod into an arcane firearm, a conduit for your destructive spells. When you finish a long rest, you can use woodcarver's tools to carve special sigils into a wand, staff, or rod and thereby turn it into your arcane firearm. The sigils disappear from the object if you later carve them on a different item. The sigils otherwise last indefinitely. You can use your arcane firearm as a spellcasting focus for your artificer spells. When you cast an artificer spell through the firearm, roll a d8, and you gain a bonus to one of the spell's damage rolls equal to the number rolled. Spells Cantrips Known: Shocking Grasp Mending Lv1 Spells Prepared Cure Wounds Disguise Self Faerie Fire Sanctuary Lv2 Spells Prepared Invisibility Infusions Infusions Known: 4 Infused Items: 2 Enhanced Studded Leather, Light Crossbow (repeating) Enhanced Arcane Focus Item: A rod, staff, or wand (requires attunement) While holding this item, a creature gains a + 1 bonus to spell attack rolls. In addition, the creature ignores half cover when making a spell attack. The bonus increases to +2 when you reach 10th level in this class. Enhanced Defense Item: A suit of armor or a shield A creature gains a +1 bonus to Armor Class while wearing (armor) or wielding (shield) the infused item. The bonus increases to +2 when you reach 10th level in this class. Repeating Shot Item: A simple or martial weapon with the ammunition property (requires attunement) This magic weapon grants a + 1 bonus to attack and damage rolls made with it when it's used to make a ranged attack, and it ignores the loading property if it has it. If you load no ammunition in the weapon, it produces its own, automatically creating one piece of magic ammunition when you make a ranged attack with it. The ammunition created by the weapon vanishes the instant after it hits or misses a target. Replicate Magic Item Using this infusion, you replicate a particular magic item. You can learn this infusion multiple times; each time you do so, choose a magic item that you can make with it, picking from the Replicable Items tables. [/ooc] Descriptive words. AL Logs: https://www.adventurersleaguelog.com/users/7288/characters/75434 Character Sheet: https://og.myth-weavers.com/sheet.html#id=2353910 Edited September 20, 2023 by omegoku (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
omegoku Posted September 29, 2023 Author Clone Share Posted September 29, 2023 (edited) Playing in Kandlekepp Dekonstruktion https://www.myth-weavers.com/index.php?/topic/10463-milo-goodbarrel/ Milo Goodbarrel- Stout Halfling Druid 10 HP: 78/78 | AC: 19 | Speed: 25ft | HD: 10d8/10d8 | Spell Slots: Lv 1 4/4 Lv2 3/3 Lv3 4/4 Lv4 3/3 Lv5 2/2 Perception: +8 | Saving Throws: Str +0 Dex +4 Con +3 Int +3 Wis +8 Cha +0 | Spell DC: 16 | Initiative: +4 StatisticsStr +0 Dex +4 Con +2 Int -1 Wis +4 Cha 0 Languages: Common, Halfling, Druid Attacks: -Produce Flame +8 Damage: 2d8 Fire -Primal Savagery +8 2d10 Acid -Scimitar +8 1d6+4 Slashing | Magic Items -Shield +1 -Wand of Entangle 7/7 -Healing Potion -Wand of Magic Missiles 7/7 -Potion of Flight -Potion of Hill Giant Strength | SkillsAcrobatics: +4 Arcana: -1 Athletics: +0 Animal Handling: +8* Deception: +0 History: -1 Intimidate: +0 Insight: +4 Investigate: -1 Medicine: +4 Nature: -1 Perception: +8* Performance: +0 Persuasion: +0 Religion: -1 Stealth: +8* Sleight of Hand: +4 Survival: +8* | AbilitiesRustic Hospitality Since you come from the ranks of the common folk, you fit in among them with ease. You can find a place to hide, rest, or recuperate among other commoners, unless you have shown yourself to be a danger to them. They will shield you from the law or anyone else searching for you, though they will not risk their lives for you. Lucky When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll. Brave You have advantage on saving throws against being frightened. Halfling Nimbleness You can move through the space of any creature that is of a size larger than yours. Stout Resilience You have advantage on saving throws against poison, and you have resistance against poison damage. Spellcasting Focus You can use a druid focus as a spellcasting focus for your bard spells.[/ooc] 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. Wild Shape Starting at 2nd level, you can use your action to magically assume the shape of a beast that you have seen before. You can use this feature twice. You regain expended uses when you finish a short or long rest. Your druid level determines the beasts you can transform into, as shown in the Beast Shapes table. You can stay in a beast shape for a number of hours equal to half your druid level (rounded down). You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die. While you are transformed, the following rules apply: • Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature’s bonus instead of yours. If the creature has any legendary or lair actions, you can't use them. • When you transform, you assume the beast’s hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn’t reduce your normal form to 0 hit points, you aren’t knocked unconscious. • You can’t cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn’t break your concentration on a spell you’ve already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you’ve already cast. • You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can’t use any of your special senses, such as darkvision, unless your new form also has that sense. • You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of equipment, based on the creature’s shape and size. Your equipment doesn’t change size or shape to match the new form, and any equipment that the new form can’t wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form. Combat Wild Shape When you choose this circle at 2nd level, you gain the ability to use Wild Shape on your turn as a bonus action, rather than as an action. Additionally, while you are transformed by Wild Shape, you can use a bonus action to expend one spell slot to regain 1d8 hit points per level of the spell slot expended. Circle Forms The rites of your circle grant you the ability to transform into more dangerous animal forms. Starting at 2nd level, you can use your Wild Shape to transform into a beast with a challenge rating as high as 1 (you ignore the Max. CR column of the Beast Shapes table, but must abide by the other limitations there). Starting at 6th level, you can transform into a beast with a challenge rating as high as your druid level divided by 3, rounded down. Primal Strike Starting at 6th level, your attacks in beast form count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. Elemental Wildshape At 10th level, you can expend two uses of Wild Shape at the same time to transform into an air elemental, an earth elemental, a fire elemental, or a water elemental. Spells Cantrips Known: Guidance Produce Flame Thorn Whip Primal Savagery Lv1 Spells Prepared: Cure Wounds Goodberry Lv2 Spells Prepared: Barkskin Lesser Restoration Moonbeam Spike Growth Summon Beast Lv3 Spells Prepared: Call Lightning Conjure Animals Dispel Magic Lv4 Spells Prepared: Stone Shape Polymorph Lv5 Spells Prepared: Summon Draconic Spirit Wall of Stone Descriptive words. AL Logs: https://www.adventurersleaguelog.com/users/7288/characters/24832 Character Sheet: https://og.myth-weavers.com/sheet.html#id=1690607 Edited September 29, 2023 by Powderhorn Removed wikidot links (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
omegoku Posted February 14 Author Clone Share Posted February 14 (edited) Playing in the Shattered Obelisk https://www.myth-weavers.com/index.php?/clubs/1006-the-shattered-obelisk/&do=overview Everan Meliamne - High Elf Bladesinger 9 HP: 56/56 | AC: 16 | Speed: 30ft | HD: 9d6/9d6 | Spell Slots: Lv 1 4/4 Lv2 3/3 Lv3 4/4 Lv4 3/3 Lv5 1/1 Perception: +6 | Saving Throws: Str -1 Dex +4 Con +2 Int +8 Wis +5 Cha -1 | Spell DC: 16 | Initiative: +4 StatisticsStr -1 Dex +4 Con +2 Int +4 Wis +1 Cha -1 Languages: Common, Elvish, Draconic, Infernal, Primordial Attacks: -Rapier+1 +9 Damage: 1d8+5 Piercing -Gwa’thern Faln +9 Damage: 1d8+5 Piercing -Firebolt +8 Damage 2d10 Fire | Magic ItemsUncommon + (3) - Rapier +1 - Gwa’thern Faln (Longbow +1, can also be used as a quarterstaff. By whispering the bow’s name and firing an arrow at a point you can see within 60 feet, you can use an action to cast faerie fire (save DC 15). Once used, this property of the bow can’t be used again until the following dawn.) - Cloak of the Bat ( While wearing this cloak, you have advantage on Dexterity (Stealth) checks. In an area of dim light or darkness, you can grip the edges of the cloak with both hands and use it to fly at a speed of 40 feet. If you ever fail to grip the cloak's edges while flying in this way, or if you are no longer in dim light or darkness, you lose this flying speed. While wearing the cloak in an area of dim light or darkness, you can use your action to cast polymorph on yourself, transforming into a raven. While you are in the form of the raven, you retain your Intelligence, Wisdom, and Charisma scores. The cloak can't be used this way again until the next dawn.) Common (5) Consumable (10) - Potion of Invulnerability *2 - Oil of Etherealness - Potion of Climbing | SkillsAcrobatics: +8* Arcana: +8* Athletics: -1 Animal Handling: +1 Deception: -1 History: +4 Intimidate: -1 Insight: +1 Investigate: +8* Medicine: +1 Nature: +4 Perception: +6* Performance: +3* Persuasion: -1 Religion: +4 Stealth: +8* Sleight of Hand: +4 Survival: +1 | AbilitiesResearcher When you attempt to learn or recall a piece of lore, if you do not know that information, you often know where and from whom you can obtain it. Usually, this information comes from a library, scriptorium, university, or a sage or other learned person or creature. Your DM might rule that the knowledge you seek is secreted away in an almost inaccessible place, or that it simply cannot be found. Unearthing the deepest secrets of the multiverse can require an adventure or even a whole campaign. Trance Elves don’t need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. Fey Ancestry You have advantage on saving throws against being charmed, and magic can’t put you to sleep. Darkvision 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 Spellcasting Focus You can use a focus as a spellcasting focus for your wizard spells. Ritual Casting You 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 Recovery 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. Blade Song Starting at 2nd level, you can invoke a secret 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 you choose (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 equal to your proficiency bonus. You regain all expended uses of it when you finish a long rest. Extra Attack You can attack twice, instead of once, whenever you take the Attack action on your turn. Moreover, you can cast one of your cantrips in place of one of those attacks. Spells Cantrips Known Green Flame Blade, Fire Bolt, Minor Illusion, Lightning Lure, Mage Hand Lv1 Spells Prepared Shield, Feather Fall Lv2 Spells Prepared Scorching Ray, Misty Step Lv3 Spells Prepared Fireball, Haste, Hypnotic Pattern, Counterspell Lv4 Spells Prepared Arcane Eye, Greater Invisibility, Polymorph, Summon Aberration Lv5 Spells Prepared Steel Wind Strike Descriptive words. AL Logs: https://www.adventurersleaguelog.com/users/7288/characters/26111 Character Sheet: https://www.myth-weavers.com/sheets/?id=1078266 Edited April 9 by omegoku (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
omegoku Posted March 7 Author Clone Share Posted March 7 (edited) Completed In the Dead of Knight https://og.myth-weavers.com/showthread.php?t=544854 Rolen Thunder - Mountain Dwarf Bard 11 HP: 102/102 | AC: 16 | Speed: 25ft | HD: 11d8/11d8 | Spell Slots: Lv 1 4/4 Lv2 3/3 Lv3 4/4 Lv4 3/3 Lv5 2/2 Lv6 1/1 Perception: +8 | Saving Throws: Str +4 Dex +5 Con +2 Int +0 Wis +0 Cha +8 | Spell DC: 16 | Initiative: +3 StatisticsStr 4 Dex +1 Con +2 Int -1 Wis +0 Cha +4 Languages: Common, Dwarvish Attacks: -Stout (Longsword+2) +10 Damage: 1d8+8 Slashing -Deaths Head (Mace) +8 Damage: 1d6+6 Bludgeon -Light Crossbow +5 Damage 1d8+1 Piercing -Vicious Mockery DC 16 Wis 3d4 Psychic | Magic ItemsUncommon + (6) - Stout (Longsword +2, Never gets Dirty) - Deaths Head (Mace, When you hit a fiend or an undead with this magic weapon, that creature takes an extra 2d6 radiant damage. If the target has 25 hit points or fewer after taking this damage, it must succeed on a DC 15 Wisdom saving throw or be destroyed. On a successful save, the creature becomes frightened of you until the end of your next turn. Sheds bright light in a 20-foot radius and dim light for an additional 20 feet. Attuning to it takes only 1 minute.)* - Circlet of Blasting (Scorching ray +5, once a day) - Ring of Fire Resistance* - Ring The Mind Fortress (you are immune to magic that allows other creatures to read your thoughts, determine whether you are lying, know your alignment, or know your creature type. Creatures can telepathically communicate with you only if you allow it. You can use an action to cause the ring to become invisible until you use another action to make it visible, until you remove the ring, or until you die. If you die while wearing the ring, your soul enters it, unless it already houses a soul. You can remain in the ring or depart for the afterlife. As long as your soul is in the ring, you can telepathically communicate with any creature wearing it. A wearer can't prevent this telepathic communication.)* Hat of Disguise (While wearing this hat, you can use an action to cast the disguise self spell from it at will. The spell ends if the hat is removed.) Not attuned Common (5) Consumable (10) - Potion of Invulnerability *2 - Oil of Etherealness - Potion of Healing - Potion of Greater Healing - Potion of Resist Cold - Scroll of Dimension Door *2 - Scroll of Identify - Scroll of Major Image | SkillsAcrobatics: +5* Arcana: +1 Athletics: +12** Animal Handling: +2 Deception: +6 History: +1 Intimidate: +12** Insight: +4 Investigate: +4* Medicine: +2 Nature: +1 Perception: +8** Performance: +6 Persuasion: +12** Religion: +1 Stealth: +3 Sleight of Hand: +3 Survival: +2 | AbilitiesSafe Haven As a faction agent, you have access to a secret network of supporters and operatives who can provide assistance on your adventures. You know a set of secret signs and passwords you can use to identify such operatives, who can provide you with access to a hidden safe house, free room and board, or assistance in finding information. These agents never risk their lives for you or risk revealing their true identities. Tough Your hit point maximum increases by an amount equal to twice your level when you gain this feat. Whenever you gain a level thereafter, your hit point maximum increases by an additional 2 hit points. Darkvision 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. Dwarven Resilience Advantage on saves vs poison. Resistance to poison damage. Stone Cutting Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.Skill Versatility You gain proficiency in two skills of your choice. Ritual Casting You can cast a bard spell you know as a ritual if that spell has the ritual tag Spellcasting Ability Spell save DC = 8 + your proficiency bonus + your Cha modifier (DC 16) Spell attack modifier = your proficiency bonus + your cha modifier (+8) Spellcasting Focus You can use a musical instrument as a spellcasting focus for your bard spells. Bardic Inspiration] (4d10) You can inspire others through stirring words or music. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d6. Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time. You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest. The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level. Jack of All Trades You can add half your proficiency bonus, rounded down, to any ability check you make that doesn’t already include your proficiency bonus. Song of Rest You can use soothing music or oration to help revitalize your wounded allies during a short rest. If you or any friendly creatures who can hear your performance regain hit points at the end of the short rest, each of those creatures regains an extra 1d6 hit points. The extra hit points increase when you reach certain levels in this class: to 1d8 at 9th level, to 1d10 at 13th, level, and to 1d12 at 17th level. Bonus Proficiencies When you join the College of Swords at 3rd level, you gain proficiency with medium armor and the scimitar. If you‘re proficient with a simple or martial melee weapon, you can use it as a spellcasting focus for your bard spells. Fighting Style : Dueling When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon. Expertise At 3rd level, choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. At 10th level, you can choose another two skill proficiencies to gain this benefit. Blade Flourish At 3rd level, you learn to perform impressive displays of martial prowess and speed. Whenever you take the Attack action on your turn, your walking speed increases by 10 feet until the end of the turn, and if a weapon attack that you make as part of this action hits a creature, you can use one of the following Blade Flourish options of your choice. You can use only one Blade Flourish option per turn. Defensive Flourish. You can expend one use of your Bardic Inspiration to cause the weapon to deal extra damage to the target you hit. The damage equals the number you roll on the Bardic Inspiration die. You also add the number rolled to your AC until the start of your next turn. Slashing Flourish You can expend one use of your Bardic Inspiration to cause the weapon to deal extra damage to the target you hit and to any other creature of your choice that you can see within 5 feet of you. The damage equals the number you roll on the Bardic Inspiration die. Mobile Flourish. You can expend one use of your Bardic Inspiration to cause the weapon to deal extra damage to the target you hit. The damage equals the number you roll on the Bardic Inspiration die. You can also push the target up to 5 feet away from you, plus a number of feet equal to the number you roll on that die. You can then immediately use your reaction to move up to your walking speed to an unoccupied space within 5 feet of the target. Font of Inspiration Beginning when you reach 5th level, you regain all of your expended uses of Bardic Inspiration when you finish a short or long rest. Countercharm At 6th level, you gain the ability to use musical notes or words of power to disrupt mind-influencing effects. As an action, you can start a performance that lasts until the end of your next turn. During that time, you and any friendly creatures within 30 feet of you have advantage on saving throws against being frightened or charmed. A creature must be able to hear you to gain this benefit. The performance ends early if you are incapacitated or silenced or if you voluntarily end it (no action required). Extra Attack Magical Secrets By 10th level, you have plundered magical knowledge from a wide spectrum of disciplines. Choose two spells from any class, including this one. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip. The chosen spells count as bard spells for you and are included in the number in the Spells Known column of the Bard table. You learn two additional spells from any class at 14th level and again at 18th level. Story Rewards Burning Heart of Rymdyl: You brought the wizard, Rymdyl, back to life, sacrificing the Heart of the Tower – a powerful magical crystal – in the process. You have earned her respect, her thanks, and her favor. You have advantage on all Charisma (Persuasion) checks while within the kingdom of Talduth Vale. You also have her favor in any future dealings with Rymdyl. Treasure Hunter: Researcher Hannover spreads word of your treasure hunting skills far and wide through the Border Kingdoms. You have a reputation for being able to acquire unique items that others have given up as being lost forever. Spells Cantrips Known Light, Mage Hand, Minor Illusion, Vicious Mockery Lv1 Spells Known Dissonant Whispers, Faerie Fire, Healing Word Lv2 Spells Known See Invisibility, Misty Step, Suggestion Lv3 Spells Known Hypnotic Pattern, Major Illusion Lv4 Spells Known Find Greater Steed, Greater Invisibility, Polymorph Lv5 Spells Known Hold Monster, Synaptic Static Lv6 Spells Known Eyebite Descriptive words. AL Logs: https://www.adventurersleaguelog.com/users/7288/characters/22739 Character Sheet: https://og.myth-weavers.com/sheet.html#id=1262914 Edited March 7 by omegoku (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
omegoku Posted April 4 Author Clone Share Posted April 4 (edited) Playing in Saving Silverbeard https://www.myth-weavers.com/index.php?/topic/18171-saving-silverbeard-cont/ Owain Hearthen - Half Elf Paladin 11 HP: 84/84 | AC: 21 | Speed: 30ft | HD: 11d10/11d10 | Spell Slots: Lv 1 4/4 Lv2 3/3 Lv3 3/3 | Lay on Hands: 55/55 | Channel Divinity: 1/1 Perception: +4 | Saving Throws: Str +9 Dex +4 Con +6 Int +3 Wis +9 Cha +11 | Spell DC: 15 | Initiative: +0 StatisticsStr +5 Dex +0 Con +2 Int -1 Wis +1 Cha +3 Languages: Common, Elvish, Infernal Attacks: -Longsword+1 +10 Damage: 1d8+8 Slashing -Blood Spear +9 Damage: 1d6+7 Piercing -Javelin +9 Damage 1d6+7 Piercing | Magic ItemsUncommon + (6) - Longsword +1 - Blood Spear (When you hit with a melee attack using this magic spear and reduce the target to 0 hit points, you gain 2d6 temporary hit points.)* - Cloak of Protection (+1 to AC and saves)* - Bowl of commanding water elementals (While this bowl is filled with water, you can use an action to speak the bowl's Command Word and summon a Water Elemental, as if you had cast the Conjure Elemental spell. The bowl can't be used this way again until the next dawn. The bowl is about 1 foot in diameter and half as deep. It weighs 3 pounds and holds about 3 gallons.) Common (5) Consumable (10) - Superior Healing Potion (8d4 + 8) | SkillsAcrobatics: +0 Arcana: -1 Athletics: +9* Animal Handling: +5 Deception: +3 History: -1 Intimidate: +7* Insight: +1 Investigate: -1 Medicine: +1 Nature: -1 Perception: +5* Performance: +3 Persuasion: +7* Religion: -1 Stealth: +0 Sleight of Hand: +0 Survival: +5* | AbilitiesAura of Protection : Starting at 6th level, whenever you or a friendly creature within 10 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma modifier (with a minimum bonus o f +1). You must be conscious to grant this bonus. At 18th level, the range of this aura increases to 30 feet. Fighting Style : Dueling When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon. Divine Smite : Starting at 2nd level, when you hit a creature with a melee weapon attack, you can expend one paladin spell slot to deal radiant damage to the target, in addition to the weapon’s damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend. Spellcasting : No of spells Cha + 1/2 level Lay on Hands. 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 x 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. Divine Sense. 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. 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. Divine Health : Immune to disease Channel Divinity When you use your Channel Divinity, you choose which option to use. You must then finish a short or long rest to use your Channel Divinity again. Abjure Enemy. As an action, you present your holy symbol and speak a prayer of denunciation, using your Channel Divinity. Choose one creature within 60 feet of you that you can see. That creature must make a Wisdom saving throw, unless it is immune to being frightened. Fiends and undead have disadvantage on this saving throw. On a failed save, the creature is frightened for 1 minute or until it takes any damage. While frightened, the creature’s speed is 0, and it can’t benefit from any bonus to its speed. On a successful save, the creature’s speed is halved for 1 minute or until the creature takes any damage. Vow of Enmity. As a bonus action, you can utter a vow of enmity against a creature you can see within 10 feet of you, using your Channel Divinity. You gain advantage on attack rolls against the creature for 1 minute or until it drops to 0 hit points or falls unconscious. Harness Divine Power You can expend a use of your Channel Divinity to fuel your spells. As a bonus action, you touch your holy symbol, utter a prayer, and regain one expended spell slot, the level of which can be no higher than half your proficiency bonus (rounded up). The number of times you can use this feature is based on the level you've reached in this class: 3rd level, once; 7th level, twice; and 15th level, thrice. You regain all expended uses when you finish a long rest. Relentless Avenger By 7th level, your supernatural focus helps you close off a foe’s retreat. When you hit a creature with an opportunity attack, you can move up to half your speed immediately after the attack and as part of the same reaction. This movement doesn’t provoke opportunity attacks. Extra Attack Aura of Courage Starting at 10th level, you and friendly creatures within 10 feet of you can’t be frightened while you are conscious. At 18th level, the range of this aura increases to 30 feet. Improved Divine Smite By 11th level, you are so suffused with righteous might that all your melee weapon strikes carry divine power with them. Whenever you hit a creature with a melee weapon, the creature takes an extra 1d8 radiant damage. If you also use your Divine Smite with an attack, you add this damage to the extra damage of your Divine Smite. Darkvision : 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. Story Rewards Ally: Zehira Deryan As a thanks for freeing her from the morkoth lair, Zehira becomes a staunch ally of the characters. She boldly assumes command of Umberlee’s Resolve. Upon return to Turmish, she makes amends with her parents and takes on the role of a privateer captain sailing under the flag of Turmish. She accompanies the characters on the next adventure. Ally: Thessalia Lamaer Helping Thessalia retrieve the bowl of commanding water elementals earns them her allyship. Thessalia is less of a fighter and more of a scholar, but she gladly helps research topics that aid in their quest. Like Zehira, Thessalia is proudly Turmish and wants to keep her homeland free from Thay. Spells Lv1 Spells Prepared Bless, Bane, Hunters Mark, Shield of Faith, Wrathful Smite, Protection from Evil and Good Lv2 Spells Prepared Hold Person, Misty Step, Find Steed, Warding Bond Lv3 Spells Prepared Haste, Protection from Energy, Crusaders Mantle, Revivify Descriptive words. AL Logs: https://www.adventurersleaguelog.com/users/7288/characters/27201 Character Sheet: https://og.myth-weavers.com/sheet.html#id=252762 Edited April 4 by omegoku (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
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